babylon.viewer.max.js 5.2 MB

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  1. (function universalModuleDefinition(root, factory) {
  2. var amdDependencies = [];
  3. if(typeof exports === 'object' && typeof module === 'object') {
  4. module.exports = factory();
  5. } else if(typeof define === 'function' && define.amd) {
  6. define("babylonjs-viewer", amdDependencies, factory);
  7. } else if(typeof exports === 'object') {
  8. exports["babylonjs-viewer"] = factory();
  9. } else {
  10. root["BabylonViewer"] = factory();
  11. }
  12. })(this, function() {
  13. var BabylonViewer =
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  55. /******/ get: getter
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  68. /******/
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  71. /******/
  72. /******/ // __webpack_public_path__
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  74. /******/
  75. /******/ // Load entry module and return exports
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  78. /************************************************************************/
  79. /******/ ([
  80. /* 0 */
  81. /***/ (function(module, exports, __webpack_require__) {
  82. /* WEBPACK VAR INJECTION */(function(global) {
  83. (function universalModuleDefinition(root, factory) {
  84. var amdDependencies = [];
  85. var CANNON = root.CANNON || this.CANNON;
  86. var OIMO = root.OIMO || this.OIMO;
  87. var earcut = root.earcut || this.earcut;
  88. if(true) {
  89. try { CANNON = CANNON || __webpack_require__(20); } catch(e) {}
  90. try { OIMO = OIMO || __webpack_require__(21); } catch(e) {}
  91. try { earcut = earcut || __webpack_require__(22); } catch(e) {}
  92. module.exports = factory(CANNON,OIMO,earcut);
  93. } else if(typeof define === 'function' && define.amd) {
  94. if(require.specified && require.specified("cannon")) amdDependencies.push("cannon");
  95. if(require.specified && require.specified("oimo")) amdDependencies.push("oimo");
  96. if(require.specified && require.specified("earcut")) amdDependencies.push("earcut");
  97. define("babylonjs", amdDependencies, factory);
  98. } else if(typeof exports === 'object') {
  99. try { CANNON = CANNON || require("cannon"); } catch(e) {}
  100. try { OIMO = OIMO || require("oimo"); } catch(e) {}
  101. try { earcut = earcut || require("earcut"); } catch(e) {}
  102. exports["babylonjs"] = factory(CANNON,OIMO,earcut);
  103. } else {
  104. root["BABYLON"] = factory(CANNON,OIMO,earcut);
  105. }
  106. })(this, function(CANNON,OIMO,earcut) {
  107. CANNON = CANNON || this.CANNON;
  108. OIMO = OIMO || this.OIMO;
  109. earcut = earcut || this.earcut;
  110. 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};
  111. 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)}}();
  112. var BABYLON;
  113. (function (BABYLON) {
  114. /**
  115. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  116. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  117. */
  118. var EffectFallbacks = /** @class */ (function () {
  119. function EffectFallbacks() {
  120. this._defines = {};
  121. this._currentRank = 32;
  122. this._maxRank = -1;
  123. }
  124. /**
  125. * Removes the fallback from the bound mesh.
  126. */
  127. EffectFallbacks.prototype.unBindMesh = function () {
  128. this._mesh = null;
  129. };
  130. /**
  131. * Adds a fallback on the specified property.
  132. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  133. * @param define The name of the define in the shader
  134. */
  135. EffectFallbacks.prototype.addFallback = function (rank, define) {
  136. if (!this._defines[rank]) {
  137. if (rank < this._currentRank) {
  138. this._currentRank = rank;
  139. }
  140. if (rank > this._maxRank) {
  141. this._maxRank = rank;
  142. }
  143. this._defines[rank] = new Array();
  144. }
  145. this._defines[rank].push(define);
  146. };
  147. /**
  148. * Sets the mesh to use CPU skinning when needing to fallback.
  149. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  150. * @param mesh The mesh to use the fallbacks.
  151. */
  152. EffectFallbacks.prototype.addCPUSkinningFallback = function (rank, mesh) {
  153. this._mesh = mesh;
  154. if (rank < this._currentRank) {
  155. this._currentRank = rank;
  156. }
  157. if (rank > this._maxRank) {
  158. this._maxRank = rank;
  159. }
  160. };
  161. Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", {
  162. /**
  163. * Checks to see if more fallbacks are still availible.
  164. */
  165. get: function () {
  166. return this._currentRank <= this._maxRank;
  167. },
  168. enumerable: true,
  169. configurable: true
  170. });
  171. /**
  172. * Removes the defines that shoould be removed when falling back.
  173. * @param currentDefines defines the current define statements for the shader.
  174. * @param effect defines the current effect we try to compile
  175. * @returns The resulting defines with defines of the current rank removed.
  176. */
  177. EffectFallbacks.prototype.reduce = function (currentDefines, effect) {
  178. // First we try to switch to CPU skinning
  179. if (this._mesh && this._mesh.computeBonesUsingShaders && this._mesh.numBoneInfluencers > 0 && this._mesh.material) {
  180. this._mesh.computeBonesUsingShaders = false;
  181. currentDefines = currentDefines.replace("#define NUM_BONE_INFLUENCERS " + this._mesh.numBoneInfluencers, "#define NUM_BONE_INFLUENCERS 0");
  182. var scene = this._mesh.getScene();
  183. for (var index = 0; index < scene.meshes.length; index++) {
  184. var otherMesh = scene.meshes[index];
  185. if (!otherMesh.material) {
  186. continue;
  187. }
  188. if (!otherMesh.computeBonesUsingShaders || otherMesh.numBoneInfluencers === 0) {
  189. continue;
  190. }
  191. if (otherMesh.material.getEffect() === effect) {
  192. otherMesh.computeBonesUsingShaders = false;
  193. }
  194. else {
  195. for (var _i = 0, _a = otherMesh.subMeshes; _i < _a.length; _i++) {
  196. var subMesh = _a[_i];
  197. var subMeshEffect = subMesh.effect;
  198. if (subMeshEffect === effect) {
  199. otherMesh.computeBonesUsingShaders = false;
  200. break;
  201. }
  202. }
  203. }
  204. }
  205. }
  206. else {
  207. var currentFallbacks = this._defines[this._currentRank];
  208. if (currentFallbacks) {
  209. for (var index = 0; index < currentFallbacks.length; index++) {
  210. currentDefines = currentDefines.replace("#define " + currentFallbacks[index], "");
  211. }
  212. }
  213. this._currentRank++;
  214. }
  215. return currentDefines;
  216. };
  217. return EffectFallbacks;
  218. }());
  219. BABYLON.EffectFallbacks = EffectFallbacks;
  220. /**
  221. * Options to be used when creating an effect.
  222. */
  223. var EffectCreationOptions = /** @class */ (function () {
  224. function EffectCreationOptions() {
  225. }
  226. return EffectCreationOptions;
  227. }());
  228. BABYLON.EffectCreationOptions = EffectCreationOptions;
  229. /**
  230. * Effect containing vertex and fragment shader that can be executed on an object.
  231. */
  232. var Effect = /** @class */ (function () {
  233. /**
  234. * Instantiates an effect.
  235. * An effect can be used to create/manage/execute vertex and fragment shaders.
  236. * @param baseName Name of the effect.
  237. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  238. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  239. * @param samplers List of sampler variables that will be passed to the shader.
  240. * @param engine Engine to be used to render the effect
  241. * @param defines Define statements to be added to the shader.
  242. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  243. * @param onCompiled Callback that will be called when the shader is compiled.
  244. * @param onError Callback that will be called if an error occurs during shader compilation.
  245. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  246. */
  247. function Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, engine, defines, fallbacks, onCompiled, onError, indexParameters) {
  248. if (samplers === void 0) { samplers = null; }
  249. if (defines === void 0) { defines = null; }
  250. if (fallbacks === void 0) { fallbacks = null; }
  251. if (onCompiled === void 0) { onCompiled = null; }
  252. if (onError === void 0) { onError = null; }
  253. var _this = this;
  254. /**
  255. * Unique ID of the effect.
  256. */
  257. this.uniqueId = 0;
  258. /**
  259. * Observable that will be called when the shader is compiled.
  260. */
  261. this.onCompileObservable = new BABYLON.Observable();
  262. /**
  263. * Observable that will be called if an error occurs during shader compilation.
  264. */
  265. this.onErrorObservable = new BABYLON.Observable();
  266. /**
  267. * Observable that will be called when effect is bound.
  268. */
  269. this.onBindObservable = new BABYLON.Observable();
  270. this._uniformBuffersNames = {};
  271. this._isReady = false;
  272. this._compilationError = "";
  273. this.name = baseName;
  274. if (attributesNamesOrOptions.attributes) {
  275. var options = attributesNamesOrOptions;
  276. this._engine = uniformsNamesOrEngine;
  277. this._attributesNames = options.attributes;
  278. this._uniformsNames = options.uniformsNames.concat(options.samplers);
  279. this._samplers = options.samplers.slice();
  280. this.defines = options.defines;
  281. this.onError = options.onError;
  282. this.onCompiled = options.onCompiled;
  283. this._fallbacks = options.fallbacks;
  284. this._indexParameters = options.indexParameters;
  285. this._transformFeedbackVaryings = options.transformFeedbackVaryings;
  286. if (options.uniformBuffersNames) {
  287. for (var i = 0; i < options.uniformBuffersNames.length; i++) {
  288. this._uniformBuffersNames[options.uniformBuffersNames[i]] = i;
  289. }
  290. }
  291. }
  292. else {
  293. this._engine = engine;
  294. this.defines = defines;
  295. this._uniformsNames = uniformsNamesOrEngine.concat(samplers);
  296. this._samplers = samplers ? samplers.slice() : [];
  297. this._attributesNames = attributesNamesOrOptions;
  298. this.onError = onError;
  299. this.onCompiled = onCompiled;
  300. this._indexParameters = indexParameters;
  301. this._fallbacks = fallbacks;
  302. }
  303. this.uniqueId = Effect._uniqueIdSeed++;
  304. var vertexSource;
  305. var fragmentSource;
  306. if (baseName.vertexElement) {
  307. vertexSource = document.getElementById(baseName.vertexElement);
  308. if (!vertexSource) {
  309. vertexSource = baseName.vertexElement;
  310. }
  311. }
  312. else {
  313. vertexSource = baseName.vertex || baseName;
  314. }
  315. if (baseName.fragmentElement) {
  316. fragmentSource = document.getElementById(baseName.fragmentElement);
  317. if (!fragmentSource) {
  318. fragmentSource = baseName.fragmentElement;
  319. }
  320. }
  321. else {
  322. fragmentSource = baseName.fragment || baseName;
  323. }
  324. this._loadVertexShader(vertexSource, function (vertexCode) {
  325. _this._processIncludes(vertexCode, function (vertexCodeWithIncludes) {
  326. _this._processShaderConversion(vertexCodeWithIncludes, false, function (migratedVertexCode) {
  327. _this._loadFragmentShader(fragmentSource, function (fragmentCode) {
  328. _this._processIncludes(fragmentCode, function (fragmentCodeWithIncludes) {
  329. _this._processShaderConversion(fragmentCodeWithIncludes, true, function (migratedFragmentCode) {
  330. if (baseName) {
  331. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  332. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  333. _this._vertexSourceCode = "#define SHADER_NAME vertex:" + vertex + "\n" + migratedVertexCode;
  334. _this._fragmentSourceCode = "#define SHADER_NAME fragment:" + fragment + "\n" + migratedFragmentCode;
  335. }
  336. else {
  337. _this._vertexSourceCode = migratedVertexCode;
  338. _this._fragmentSourceCode = migratedFragmentCode;
  339. }
  340. _this._prepareEffect();
  341. });
  342. });
  343. });
  344. });
  345. });
  346. });
  347. }
  348. Object.defineProperty(Effect.prototype, "key", {
  349. /**
  350. * Unique key for this effect
  351. */
  352. get: function () {
  353. return this._key;
  354. },
  355. enumerable: true,
  356. configurable: true
  357. });
  358. /**
  359. * If the effect has been compiled and prepared.
  360. * @returns if the effect is compiled and prepared.
  361. */
  362. Effect.prototype.isReady = function () {
  363. return this._isReady;
  364. };
  365. /**
  366. * The engine the effect was initialized with.
  367. * @returns the engine.
  368. */
  369. Effect.prototype.getEngine = function () {
  370. return this._engine;
  371. };
  372. /**
  373. * The compiled webGL program for the effect
  374. * @returns the webGL program.
  375. */
  376. Effect.prototype.getProgram = function () {
  377. return this._program;
  378. };
  379. /**
  380. * The set of names of attribute variables for the shader.
  381. * @returns An array of attribute names.
  382. */
  383. Effect.prototype.getAttributesNames = function () {
  384. return this._attributesNames;
  385. };
  386. /**
  387. * Returns the attribute at the given index.
  388. * @param index The index of the attribute.
  389. * @returns The location of the attribute.
  390. */
  391. Effect.prototype.getAttributeLocation = function (index) {
  392. return this._attributes[index];
  393. };
  394. /**
  395. * Returns the attribute based on the name of the variable.
  396. * @param name of the attribute to look up.
  397. * @returns the attribute location.
  398. */
  399. Effect.prototype.getAttributeLocationByName = function (name) {
  400. var index = this._attributesNames.indexOf(name);
  401. return this._attributes[index];
  402. };
  403. /**
  404. * The number of attributes.
  405. * @returns the numnber of attributes.
  406. */
  407. Effect.prototype.getAttributesCount = function () {
  408. return this._attributes.length;
  409. };
  410. /**
  411. * Gets the index of a uniform variable.
  412. * @param uniformName of the uniform to look up.
  413. * @returns the index.
  414. */
  415. Effect.prototype.getUniformIndex = function (uniformName) {
  416. return this._uniformsNames.indexOf(uniformName);
  417. };
  418. /**
  419. * Returns the attribute based on the name of the variable.
  420. * @param uniformName of the uniform to look up.
  421. * @returns the location of the uniform.
  422. */
  423. Effect.prototype.getUniform = function (uniformName) {
  424. return this._uniforms[this._uniformsNames.indexOf(uniformName)];
  425. };
  426. /**
  427. * Returns an array of sampler variable names
  428. * @returns The array of sampler variable neames.
  429. */
  430. Effect.prototype.getSamplers = function () {
  431. return this._samplers;
  432. };
  433. /**
  434. * The error from the last compilation.
  435. * @returns the error string.
  436. */
  437. Effect.prototype.getCompilationError = function () {
  438. return this._compilationError;
  439. };
  440. /**
  441. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  442. * @param func The callback to be used.
  443. */
  444. Effect.prototype.executeWhenCompiled = function (func) {
  445. if (this.isReady()) {
  446. func(this);
  447. return;
  448. }
  449. this.onCompileObservable.add(function (effect) {
  450. func(effect);
  451. });
  452. };
  453. /** @hidden */
  454. Effect.prototype._loadVertexShader = function (vertex, callback) {
  455. if (BABYLON.Tools.IsWindowObjectExist()) {
  456. // DOM element ?
  457. if (vertex instanceof HTMLElement) {
  458. var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex);
  459. callback(vertexCode);
  460. return;
  461. }
  462. }
  463. // Base64 encoded ?
  464. if (vertex.substr(0, 7) === "base64:") {
  465. var vertexBinary = window.atob(vertex.substr(7));
  466. callback(vertexBinary);
  467. return;
  468. }
  469. // Is in local store ?
  470. if (Effect.ShadersStore[vertex + "VertexShader"]) {
  471. callback(Effect.ShadersStore[vertex + "VertexShader"]);
  472. return;
  473. }
  474. var vertexShaderUrl;
  475. if (vertex[0] === "." || vertex[0] === "/" || vertex.indexOf("http") > -1) {
  476. vertexShaderUrl = vertex;
  477. }
  478. else {
  479. vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex;
  480. }
  481. // Vertex shader
  482. this._engine._loadFile(vertexShaderUrl + ".vertex.fx", callback);
  483. };
  484. /** @hidden */
  485. Effect.prototype._loadFragmentShader = function (fragment, callback) {
  486. if (BABYLON.Tools.IsWindowObjectExist()) {
  487. // DOM element ?
  488. if (fragment instanceof HTMLElement) {
  489. var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment);
  490. callback(fragmentCode);
  491. return;
  492. }
  493. }
  494. // Base64 encoded ?
  495. if (fragment.substr(0, 7) === "base64:") {
  496. var fragmentBinary = window.atob(fragment.substr(7));
  497. callback(fragmentBinary);
  498. return;
  499. }
  500. // Is in local store ?
  501. if (Effect.ShadersStore[fragment + "PixelShader"]) {
  502. callback(Effect.ShadersStore[fragment + "PixelShader"]);
  503. return;
  504. }
  505. if (Effect.ShadersStore[fragment + "FragmentShader"]) {
  506. callback(Effect.ShadersStore[fragment + "FragmentShader"]);
  507. return;
  508. }
  509. var fragmentShaderUrl;
  510. if (fragment[0] === "." || fragment[0] === "/" || fragment.indexOf("http") > -1) {
  511. fragmentShaderUrl = fragment;
  512. }
  513. else {
  514. fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment;
  515. }
  516. // Fragment shader
  517. this._engine._loadFile(fragmentShaderUrl + ".fragment.fx", callback);
  518. };
  519. Effect.prototype._dumpShadersSource = function (vertexCode, fragmentCode, defines) {
  520. // Rebuild shaders source code
  521. var shaderVersion = (this._engine.webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  522. var prefix = shaderVersion + (defines ? defines + "\n" : "");
  523. vertexCode = prefix + vertexCode;
  524. fragmentCode = prefix + fragmentCode;
  525. // Number lines of shaders source code
  526. var i = 2;
  527. var regex = /\n/gm;
  528. var formattedVertexCode = "\n1\t" + vertexCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  529. i = 2;
  530. var formattedFragmentCode = "\n1\t" + fragmentCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  531. // Dump shaders name and formatted source code
  532. if (this.name.vertexElement) {
  533. BABYLON.Tools.Error("Vertex shader: " + this.name.vertexElement + formattedVertexCode);
  534. BABYLON.Tools.Error("Fragment shader: " + this.name.fragmentElement + formattedFragmentCode);
  535. }
  536. else if (this.name.vertex) {
  537. BABYLON.Tools.Error("Vertex shader: " + this.name.vertex + formattedVertexCode);
  538. BABYLON.Tools.Error("Fragment shader: " + this.name.fragment + formattedFragmentCode);
  539. }
  540. else {
  541. BABYLON.Tools.Error("Vertex shader: " + this.name + formattedVertexCode);
  542. BABYLON.Tools.Error("Fragment shader: " + this.name + formattedFragmentCode);
  543. }
  544. };
  545. ;
  546. Effect.prototype._processShaderConversion = function (sourceCode, isFragment, callback) {
  547. var preparedSourceCode = this._processPrecision(sourceCode);
  548. if (this._engine.webGLVersion == 1) {
  549. callback(preparedSourceCode);
  550. return;
  551. }
  552. // Already converted
  553. if (preparedSourceCode.indexOf("#version 3") !== -1) {
  554. callback(preparedSourceCode.replace("#version 300 es", ""));
  555. return;
  556. }
  557. var hasDrawBuffersExtension = preparedSourceCode.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;
  558. // Remove extensions
  559. // #extension GL_OES_standard_derivatives : enable
  560. // #extension GL_EXT_shader_texture_lod : enable
  561. // #extension GL_EXT_frag_depth : enable
  562. // #extension GL_EXT_draw_buffers : require
  563. var regex = /#extension.+(GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;
  564. var result = preparedSourceCode.replace(regex, "");
  565. // Migrate to GLSL v300
  566. result = result.replace(/varying(?![\n\r])\s/g, isFragment ? "in " : "out ");
  567. result = result.replace(/attribute[ \t]/g, "in ");
  568. result = result.replace(/[ \t]attribute/g, " in");
  569. if (isFragment) {
  570. result = result.replace(/texture2DLodEXT\s*\(/g, "textureLod(");
  571. result = result.replace(/textureCubeLodEXT\s*\(/g, "textureLod(");
  572. result = result.replace(/texture2D\s*\(/g, "texture(");
  573. result = result.replace(/textureCube\s*\(/g, "texture(");
  574. result = result.replace(/gl_FragDepthEXT/g, "gl_FragDepth");
  575. result = result.replace(/gl_FragColor/g, "glFragColor");
  576. result = result.replace(/gl_FragData/g, "glFragData");
  577. result = result.replace(/void\s+?main\s*\(/g, (hasDrawBuffersExtension ? "" : "out vec4 glFragColor;\n") + "void main(");
  578. }
  579. callback(result);
  580. };
  581. Effect.prototype._processIncludes = function (sourceCode, callback) {
  582. var _this = this;
  583. var regex = /#include<(.+)>(\((.*)\))*(\[(.*)\])*/g;
  584. var match = regex.exec(sourceCode);
  585. var returnValue = new String(sourceCode);
  586. while (match != null) {
  587. var includeFile = match[1];
  588. // Uniform declaration
  589. if (includeFile.indexOf("__decl__") !== -1) {
  590. includeFile = includeFile.replace(/__decl__/, "");
  591. if (this._engine.supportsUniformBuffers) {
  592. includeFile = includeFile.replace(/Vertex/, "Ubo");
  593. includeFile = includeFile.replace(/Fragment/, "Ubo");
  594. }
  595. includeFile = includeFile + "Declaration";
  596. }
  597. if (Effect.IncludesShadersStore[includeFile]) {
  598. // Substitution
  599. var includeContent = Effect.IncludesShadersStore[includeFile];
  600. if (match[2]) {
  601. var splits = match[3].split(",");
  602. for (var index = 0; index < splits.length; index += 2) {
  603. var source = new RegExp(splits[index], "g");
  604. var dest = splits[index + 1];
  605. includeContent = includeContent.replace(source, dest);
  606. }
  607. }
  608. if (match[4]) {
  609. var indexString = match[5];
  610. if (indexString.indexOf("..") !== -1) {
  611. var indexSplits = indexString.split("..");
  612. var minIndex = parseInt(indexSplits[0]);
  613. var maxIndex = parseInt(indexSplits[1]);
  614. var sourceIncludeContent = includeContent.slice(0);
  615. includeContent = "";
  616. if (isNaN(maxIndex)) {
  617. maxIndex = this._indexParameters[indexSplits[1]];
  618. }
  619. for (var i = minIndex; i < maxIndex; i++) {
  620. if (!this._engine.supportsUniformBuffers) {
  621. // Ubo replacement
  622. sourceIncludeContent = sourceIncludeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  623. return p1 + "{X}";
  624. });
  625. }
  626. includeContent += sourceIncludeContent.replace(/\{X\}/g, i.toString()) + "\n";
  627. }
  628. }
  629. else {
  630. if (!this._engine.supportsUniformBuffers) {
  631. // Ubo replacement
  632. includeContent = includeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  633. return p1 + "{X}";
  634. });
  635. }
  636. includeContent = includeContent.replace(/\{X\}/g, indexString);
  637. }
  638. }
  639. // Replace
  640. returnValue = returnValue.replace(match[0], includeContent);
  641. }
  642. else {
  643. var includeShaderUrl = BABYLON.Engine.ShadersRepository + "ShadersInclude/" + includeFile + ".fx";
  644. this._engine._loadFile(includeShaderUrl, function (fileContent) {
  645. Effect.IncludesShadersStore[includeFile] = fileContent;
  646. _this._processIncludes(returnValue, callback);
  647. });
  648. return;
  649. }
  650. match = regex.exec(sourceCode);
  651. }
  652. callback(returnValue);
  653. };
  654. Effect.prototype._processPrecision = function (source) {
  655. if (source.indexOf("precision highp float") === -1) {
  656. if (!this._engine.getCaps().highPrecisionShaderSupported) {
  657. source = "precision mediump float;\n" + source;
  658. }
  659. else {
  660. source = "precision highp float;\n" + source;
  661. }
  662. }
  663. else {
  664. if (!this._engine.getCaps().highPrecisionShaderSupported) { // Moving highp to mediump
  665. source = source.replace("precision highp float", "precision mediump float");
  666. }
  667. }
  668. return source;
  669. };
  670. /**
  671. * Recompiles the webGL program
  672. * @param vertexSourceCode The source code for the vertex shader.
  673. * @param fragmentSourceCode The source code for the fragment shader.
  674. * @param onCompiled Callback called when completed.
  675. * @param onError Callback called on error.
  676. */
  677. Effect.prototype._rebuildProgram = function (vertexSourceCode, fragmentSourceCode, onCompiled, onError) {
  678. var _this = this;
  679. this._isReady = false;
  680. this._vertexSourceCodeOverride = vertexSourceCode;
  681. this._fragmentSourceCodeOverride = fragmentSourceCode;
  682. this.onError = function (effect, error) {
  683. if (onError) {
  684. onError(error);
  685. }
  686. };
  687. this.onCompiled = function () {
  688. var scenes = _this.getEngine().scenes;
  689. for (var i = 0; i < scenes.length; i++) {
  690. scenes[i].markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  691. }
  692. if (onCompiled) {
  693. onCompiled(_this._program);
  694. }
  695. };
  696. this._fallbacks = null;
  697. this._prepareEffect();
  698. };
  699. /**
  700. * Gets the uniform locations of the the specified variable names
  701. * @param names THe names of the variables to lookup.
  702. * @returns Array of locations in the same order as variable names.
  703. */
  704. Effect.prototype.getSpecificUniformLocations = function (names) {
  705. var engine = this._engine;
  706. return engine.getUniforms(this._program, names);
  707. };
  708. /**
  709. * Prepares the effect
  710. */
  711. Effect.prototype._prepareEffect = function () {
  712. var attributesNames = this._attributesNames;
  713. var defines = this.defines;
  714. var fallbacks = this._fallbacks;
  715. this._valueCache = {};
  716. var previousProgram = this._program;
  717. try {
  718. var engine = this._engine;
  719. if (this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride) {
  720. this._program = engine.createRawShaderProgram(this._vertexSourceCodeOverride, this._fragmentSourceCodeOverride, undefined, this._transformFeedbackVaryings);
  721. }
  722. else {
  723. this._program = engine.createShaderProgram(this._vertexSourceCode, this._fragmentSourceCode, defines, undefined, this._transformFeedbackVaryings);
  724. }
  725. this._program.__SPECTOR_rebuildProgram = this._rebuildProgram.bind(this);
  726. if (engine.supportsUniformBuffers) {
  727. for (var name in this._uniformBuffersNames) {
  728. this.bindUniformBlock(name, this._uniformBuffersNames[name]);
  729. }
  730. }
  731. this._uniforms = engine.getUniforms(this._program, this._uniformsNames);
  732. this._attributes = engine.getAttributes(this._program, attributesNames);
  733. var index;
  734. for (index = 0; index < this._samplers.length; index++) {
  735. var sampler = this.getUniform(this._samplers[index]);
  736. if (sampler == null) {
  737. this._samplers.splice(index, 1);
  738. index--;
  739. }
  740. }
  741. engine.bindSamplers(this);
  742. this._compilationError = "";
  743. this._isReady = true;
  744. if (this.onCompiled) {
  745. this.onCompiled(this);
  746. }
  747. this.onCompileObservable.notifyObservers(this);
  748. this.onCompileObservable.clear();
  749. // Unbind mesh reference in fallbacks
  750. if (this._fallbacks) {
  751. this._fallbacks.unBindMesh();
  752. }
  753. if (previousProgram) {
  754. this.getEngine()._deleteProgram(previousProgram);
  755. }
  756. }
  757. catch (e) {
  758. this._compilationError = e.message;
  759. // Let's go through fallbacks then
  760. BABYLON.Tools.Error("Unable to compile effect:");
  761. BABYLON.Tools.Error("Uniforms: " + this._uniformsNames.map(function (uniform) {
  762. return " " + uniform;
  763. }));
  764. BABYLON.Tools.Error("Attributes: " + attributesNames.map(function (attribute) {
  765. return " " + attribute;
  766. }));
  767. this._dumpShadersSource(this._vertexSourceCode, this._fragmentSourceCode, defines);
  768. BABYLON.Tools.Error("Error: " + this._compilationError);
  769. if (previousProgram) {
  770. this._program = previousProgram;
  771. this._isReady = true;
  772. if (this.onError) {
  773. this.onError(this, this._compilationError);
  774. }
  775. this.onErrorObservable.notifyObservers(this);
  776. }
  777. if (fallbacks && fallbacks.isMoreFallbacks) {
  778. BABYLON.Tools.Error("Trying next fallback.");
  779. this.defines = fallbacks.reduce(this.defines, this);
  780. this._prepareEffect();
  781. }
  782. else { // Sorry we did everything we can
  783. if (this.onError) {
  784. this.onError(this, this._compilationError);
  785. }
  786. this.onErrorObservable.notifyObservers(this);
  787. this.onErrorObservable.clear();
  788. // Unbind mesh reference in fallbacks
  789. if (this._fallbacks) {
  790. this._fallbacks.unBindMesh();
  791. }
  792. }
  793. }
  794. };
  795. Object.defineProperty(Effect.prototype, "isSupported", {
  796. /**
  797. * Checks if the effect is supported. (Must be called after compilation)
  798. */
  799. get: function () {
  800. return this._compilationError === "";
  801. },
  802. enumerable: true,
  803. configurable: true
  804. });
  805. /**
  806. * Binds a texture to the engine to be used as output of the shader.
  807. * @param channel Name of the output variable.
  808. * @param texture Texture to bind.
  809. */
  810. Effect.prototype._bindTexture = function (channel, texture) {
  811. this._engine._bindTexture(this._samplers.indexOf(channel), texture);
  812. };
  813. /**
  814. * Sets a texture on the engine to be used in the shader.
  815. * @param channel Name of the sampler variable.
  816. * @param texture Texture to set.
  817. */
  818. Effect.prototype.setTexture = function (channel, texture) {
  819. this._engine.setTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  820. };
  821. /**
  822. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  823. * @param channel Name of the sampler variable.
  824. * @param texture Texture to set.
  825. */
  826. Effect.prototype.setDepthStencilTexture = function (channel, texture) {
  827. this._engine.setDepthStencilTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  828. };
  829. /**
  830. * Sets an array of textures on the engine to be used in the shader.
  831. * @param channel Name of the variable.
  832. * @param textures Textures to set.
  833. */
  834. Effect.prototype.setTextureArray = function (channel, textures) {
  835. if (this._samplers.indexOf(channel + "Ex") === -1) {
  836. var initialPos = this._samplers.indexOf(channel);
  837. for (var index = 1; index < textures.length; index++) {
  838. this._samplers.splice(initialPos + index, 0, channel + "Ex");
  839. }
  840. }
  841. this._engine.setTextureArray(this._samplers.indexOf(channel), this.getUniform(channel), textures);
  842. };
  843. /**
  844. * 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)
  845. * @param channel Name of the sampler variable.
  846. * @param postProcess Post process to get the input texture from.
  847. */
  848. Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  849. this._engine.setTextureFromPostProcess(this._samplers.indexOf(channel), postProcess);
  850. };
  851. /**
  852. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  853. * 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)
  854. * @param channel Name of the sampler variable.
  855. * @param postProcess Post process to get the output texture from.
  856. */
  857. Effect.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  858. this._engine.setTextureFromPostProcessOutput(this._samplers.indexOf(channel), postProcess);
  859. };
  860. /** @hidden */
  861. Effect.prototype._cacheMatrix = function (uniformName, matrix) {
  862. var cache = this._valueCache[uniformName];
  863. var flag = matrix.updateFlag;
  864. if (cache !== undefined && cache === flag) {
  865. return false;
  866. }
  867. this._valueCache[uniformName] = flag;
  868. return true;
  869. };
  870. /** @hidden */
  871. Effect.prototype._cacheFloat2 = function (uniformName, x, y) {
  872. var cache = this._valueCache[uniformName];
  873. if (!cache) {
  874. cache = [x, y];
  875. this._valueCache[uniformName] = cache;
  876. return true;
  877. }
  878. var changed = false;
  879. if (cache[0] !== x) {
  880. cache[0] = x;
  881. changed = true;
  882. }
  883. if (cache[1] !== y) {
  884. cache[1] = y;
  885. changed = true;
  886. }
  887. return changed;
  888. };
  889. /** @hidden */
  890. Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {
  891. var cache = this._valueCache[uniformName];
  892. if (!cache) {
  893. cache = [x, y, z];
  894. this._valueCache[uniformName] = cache;
  895. return true;
  896. }
  897. var changed = false;
  898. if (cache[0] !== x) {
  899. cache[0] = x;
  900. changed = true;
  901. }
  902. if (cache[1] !== y) {
  903. cache[1] = y;
  904. changed = true;
  905. }
  906. if (cache[2] !== z) {
  907. cache[2] = z;
  908. changed = true;
  909. }
  910. return changed;
  911. };
  912. /** @hidden */
  913. Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {
  914. var cache = this._valueCache[uniformName];
  915. if (!cache) {
  916. cache = [x, y, z, w];
  917. this._valueCache[uniformName] = cache;
  918. return true;
  919. }
  920. var changed = false;
  921. if (cache[0] !== x) {
  922. cache[0] = x;
  923. changed = true;
  924. }
  925. if (cache[1] !== y) {
  926. cache[1] = y;
  927. changed = true;
  928. }
  929. if (cache[2] !== z) {
  930. cache[2] = z;
  931. changed = true;
  932. }
  933. if (cache[3] !== w) {
  934. cache[3] = w;
  935. changed = true;
  936. }
  937. return changed;
  938. };
  939. /**
  940. * Binds a buffer to a uniform.
  941. * @param buffer Buffer to bind.
  942. * @param name Name of the uniform variable to bind to.
  943. */
  944. Effect.prototype.bindUniformBuffer = function (buffer, name) {
  945. var bufferName = this._uniformBuffersNames[name];
  946. if (bufferName === undefined || Effect._baseCache[bufferName] === buffer) {
  947. return;
  948. }
  949. Effect._baseCache[bufferName] = buffer;
  950. this._engine.bindUniformBufferBase(buffer, bufferName);
  951. };
  952. /**
  953. * Binds block to a uniform.
  954. * @param blockName Name of the block to bind.
  955. * @param index Index to bind.
  956. */
  957. Effect.prototype.bindUniformBlock = function (blockName, index) {
  958. this._engine.bindUniformBlock(this._program, blockName, index);
  959. };
  960. /**
  961. * Sets an interger value on a uniform variable.
  962. * @param uniformName Name of the variable.
  963. * @param value Value to be set.
  964. * @returns this effect.
  965. */
  966. Effect.prototype.setInt = function (uniformName, value) {
  967. var cache = this._valueCache[uniformName];
  968. if (cache !== undefined && cache === value)
  969. return this;
  970. this._valueCache[uniformName] = value;
  971. this._engine.setInt(this.getUniform(uniformName), value);
  972. return this;
  973. };
  974. /**
  975. * Sets an int array on a uniform variable.
  976. * @param uniformName Name of the variable.
  977. * @param array array to be set.
  978. * @returns this effect.
  979. */
  980. Effect.prototype.setIntArray = function (uniformName, array) {
  981. this._valueCache[uniformName] = null;
  982. this._engine.setIntArray(this.getUniform(uniformName), array);
  983. return this;
  984. };
  985. /**
  986. * 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)
  987. * @param uniformName Name of the variable.
  988. * @param array array to be set.
  989. * @returns this effect.
  990. */
  991. Effect.prototype.setIntArray2 = function (uniformName, array) {
  992. this._valueCache[uniformName] = null;
  993. this._engine.setIntArray2(this.getUniform(uniformName), array);
  994. return this;
  995. };
  996. /**
  997. * 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)
  998. * @param uniformName Name of the variable.
  999. * @param array array to be set.
  1000. * @returns this effect.
  1001. */
  1002. Effect.prototype.setIntArray3 = function (uniformName, array) {
  1003. this._valueCache[uniformName] = null;
  1004. this._engine.setIntArray3(this.getUniform(uniformName), array);
  1005. return this;
  1006. };
  1007. /**
  1008. * 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)
  1009. * @param uniformName Name of the variable.
  1010. * @param array array to be set.
  1011. * @returns this effect.
  1012. */
  1013. Effect.prototype.setIntArray4 = function (uniformName, array) {
  1014. this._valueCache[uniformName] = null;
  1015. this._engine.setIntArray4(this.getUniform(uniformName), array);
  1016. return this;
  1017. };
  1018. /**
  1019. * Sets an float array on a uniform variable.
  1020. * @param uniformName Name of the variable.
  1021. * @param array array to be set.
  1022. * @returns this effect.
  1023. */
  1024. Effect.prototype.setFloatArray = function (uniformName, array) {
  1025. this._valueCache[uniformName] = null;
  1026. this._engine.setFloatArray(this.getUniform(uniformName), array);
  1027. return this;
  1028. };
  1029. /**
  1030. * 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)
  1031. * @param uniformName Name of the variable.
  1032. * @param array array to be set.
  1033. * @returns this effect.
  1034. */
  1035. Effect.prototype.setFloatArray2 = function (uniformName, array) {
  1036. this._valueCache[uniformName] = null;
  1037. this._engine.setFloatArray2(this.getUniform(uniformName), array);
  1038. return this;
  1039. };
  1040. /**
  1041. * 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)
  1042. * @param uniformName Name of the variable.
  1043. * @param array array to be set.
  1044. * @returns this effect.
  1045. */
  1046. Effect.prototype.setFloatArray3 = function (uniformName, array) {
  1047. this._valueCache[uniformName] = null;
  1048. this._engine.setFloatArray3(this.getUniform(uniformName), array);
  1049. return this;
  1050. };
  1051. /**
  1052. * 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)
  1053. * @param uniformName Name of the variable.
  1054. * @param array array to be set.
  1055. * @returns this effect.
  1056. */
  1057. Effect.prototype.setFloatArray4 = function (uniformName, array) {
  1058. this._valueCache[uniformName] = null;
  1059. this._engine.setFloatArray4(this.getUniform(uniformName), array);
  1060. return this;
  1061. };
  1062. /**
  1063. * Sets an array on a uniform variable.
  1064. * @param uniformName Name of the variable.
  1065. * @param array array to be set.
  1066. * @returns this effect.
  1067. */
  1068. Effect.prototype.setArray = function (uniformName, array) {
  1069. this._valueCache[uniformName] = null;
  1070. this._engine.setArray(this.getUniform(uniformName), array);
  1071. return this;
  1072. };
  1073. /**
  1074. * 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)
  1075. * @param uniformName Name of the variable.
  1076. * @param array array to be set.
  1077. * @returns this effect.
  1078. */
  1079. Effect.prototype.setArray2 = function (uniformName, array) {
  1080. this._valueCache[uniformName] = null;
  1081. this._engine.setArray2(this.getUniform(uniformName), array);
  1082. return this;
  1083. };
  1084. /**
  1085. * 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)
  1086. * @param uniformName Name of the variable.
  1087. * @param array array to be set.
  1088. * @returns this effect.
  1089. */
  1090. Effect.prototype.setArray3 = function (uniformName, array) {
  1091. this._valueCache[uniformName] = null;
  1092. this._engine.setArray3(this.getUniform(uniformName), array);
  1093. return this;
  1094. };
  1095. /**
  1096. * 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)
  1097. * @param uniformName Name of the variable.
  1098. * @param array array to be set.
  1099. * @returns this effect.
  1100. */
  1101. Effect.prototype.setArray4 = function (uniformName, array) {
  1102. this._valueCache[uniformName] = null;
  1103. this._engine.setArray4(this.getUniform(uniformName), array);
  1104. return this;
  1105. };
  1106. /**
  1107. * Sets matrices on a uniform variable.
  1108. * @param uniformName Name of the variable.
  1109. * @param matrices matrices to be set.
  1110. * @returns this effect.
  1111. */
  1112. Effect.prototype.setMatrices = function (uniformName, matrices) {
  1113. if (!matrices) {
  1114. return this;
  1115. }
  1116. this._valueCache[uniformName] = null;
  1117. this._engine.setMatrices(this.getUniform(uniformName), matrices);
  1118. return this;
  1119. };
  1120. /**
  1121. * Sets matrix on a uniform variable.
  1122. * @param uniformName Name of the variable.
  1123. * @param matrix matrix to be set.
  1124. * @returns this effect.
  1125. */
  1126. Effect.prototype.setMatrix = function (uniformName, matrix) {
  1127. if (this._cacheMatrix(uniformName, matrix)) {
  1128. this._engine.setMatrix(this.getUniform(uniformName), matrix);
  1129. }
  1130. return this;
  1131. };
  1132. /**
  1133. * 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)
  1134. * @param uniformName Name of the variable.
  1135. * @param matrix matrix to be set.
  1136. * @returns this effect.
  1137. */
  1138. Effect.prototype.setMatrix3x3 = function (uniformName, matrix) {
  1139. this._valueCache[uniformName] = null;
  1140. this._engine.setMatrix3x3(this.getUniform(uniformName), matrix);
  1141. return this;
  1142. };
  1143. /**
  1144. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  1145. * @param uniformName Name of the variable.
  1146. * @param matrix matrix to be set.
  1147. * @returns this effect.
  1148. */
  1149. Effect.prototype.setMatrix2x2 = function (uniformName, matrix) {
  1150. this._valueCache[uniformName] = null;
  1151. this._engine.setMatrix2x2(this.getUniform(uniformName), matrix);
  1152. return this;
  1153. };
  1154. /**
  1155. * Sets a float on a uniform variable.
  1156. * @param uniformName Name of the variable.
  1157. * @param value value to be set.
  1158. * @returns this effect.
  1159. */
  1160. Effect.prototype.setFloat = function (uniformName, value) {
  1161. var cache = this._valueCache[uniformName];
  1162. if (cache !== undefined && cache === value)
  1163. return this;
  1164. this._valueCache[uniformName] = value;
  1165. this._engine.setFloat(this.getUniform(uniformName), value);
  1166. return this;
  1167. };
  1168. /**
  1169. * Sets a boolean on a uniform variable.
  1170. * @param uniformName Name of the variable.
  1171. * @param bool value to be set.
  1172. * @returns this effect.
  1173. */
  1174. Effect.prototype.setBool = function (uniformName, bool) {
  1175. var cache = this._valueCache[uniformName];
  1176. if (cache !== undefined && cache === bool)
  1177. return this;
  1178. this._valueCache[uniformName] = bool;
  1179. this._engine.setBool(this.getUniform(uniformName), bool ? 1 : 0);
  1180. return this;
  1181. };
  1182. /**
  1183. * Sets a Vector2 on a uniform variable.
  1184. * @param uniformName Name of the variable.
  1185. * @param vector2 vector2 to be set.
  1186. * @returns this effect.
  1187. */
  1188. Effect.prototype.setVector2 = function (uniformName, vector2) {
  1189. if (this._cacheFloat2(uniformName, vector2.x, vector2.y)) {
  1190. this._engine.setFloat2(this.getUniform(uniformName), vector2.x, vector2.y);
  1191. }
  1192. return this;
  1193. };
  1194. /**
  1195. * Sets a float2 on a uniform variable.
  1196. * @param uniformName Name of the variable.
  1197. * @param x First float in float2.
  1198. * @param y Second float in float2.
  1199. * @returns this effect.
  1200. */
  1201. Effect.prototype.setFloat2 = function (uniformName, x, y) {
  1202. if (this._cacheFloat2(uniformName, x, y)) {
  1203. this._engine.setFloat2(this.getUniform(uniformName), x, y);
  1204. }
  1205. return this;
  1206. };
  1207. /**
  1208. * Sets a Vector3 on a uniform variable.
  1209. * @param uniformName Name of the variable.
  1210. * @param vector3 Value to be set.
  1211. * @returns this effect.
  1212. */
  1213. Effect.prototype.setVector3 = function (uniformName, vector3) {
  1214. if (this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z)) {
  1215. this._engine.setFloat3(this.getUniform(uniformName), vector3.x, vector3.y, vector3.z);
  1216. }
  1217. return this;
  1218. };
  1219. /**
  1220. * Sets a float3 on a uniform variable.
  1221. * @param uniformName Name of the variable.
  1222. * @param x First float in float3.
  1223. * @param y Second float in float3.
  1224. * @param z Third float in float3.
  1225. * @returns this effect.
  1226. */
  1227. Effect.prototype.setFloat3 = function (uniformName, x, y, z) {
  1228. if (this._cacheFloat3(uniformName, x, y, z)) {
  1229. this._engine.setFloat3(this.getUniform(uniformName), x, y, z);
  1230. }
  1231. return this;
  1232. };
  1233. /**
  1234. * Sets a Vector4 on a uniform variable.
  1235. * @param uniformName Name of the variable.
  1236. * @param vector4 Value to be set.
  1237. * @returns this effect.
  1238. */
  1239. Effect.prototype.setVector4 = function (uniformName, vector4) {
  1240. if (this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w)) {
  1241. this._engine.setFloat4(this.getUniform(uniformName), vector4.x, vector4.y, vector4.z, vector4.w);
  1242. }
  1243. return this;
  1244. };
  1245. /**
  1246. * Sets a float4 on a uniform variable.
  1247. * @param uniformName Name of the variable.
  1248. * @param x First float in float4.
  1249. * @param y Second float in float4.
  1250. * @param z Third float in float4.
  1251. * @param w Fourth float in float4.
  1252. * @returns this effect.
  1253. */
  1254. Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {
  1255. if (this._cacheFloat4(uniformName, x, y, z, w)) {
  1256. this._engine.setFloat4(this.getUniform(uniformName), x, y, z, w);
  1257. }
  1258. return this;
  1259. };
  1260. /**
  1261. * Sets a Color3 on a uniform variable.
  1262. * @param uniformName Name of the variable.
  1263. * @param color3 Value to be set.
  1264. * @returns this effect.
  1265. */
  1266. Effect.prototype.setColor3 = function (uniformName, color3) {
  1267. if (this._cacheFloat3(uniformName, color3.r, color3.g, color3.b)) {
  1268. this._engine.setColor3(this.getUniform(uniformName), color3);
  1269. }
  1270. return this;
  1271. };
  1272. /**
  1273. * Sets a Color4 on a uniform variable.
  1274. * @param uniformName Name of the variable.
  1275. * @param color3 Value to be set.
  1276. * @param alpha Alpha value to be set.
  1277. * @returns this effect.
  1278. */
  1279. Effect.prototype.setColor4 = function (uniformName, color3, alpha) {
  1280. if (this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha)) {
  1281. this._engine.setColor4(this.getUniform(uniformName), color3, alpha);
  1282. }
  1283. return this;
  1284. };
  1285. /**
  1286. * Sets a Color4 on a uniform variable
  1287. * @param uniformName defines the name of the variable
  1288. * @param color4 defines the value to be set
  1289. * @returns this effect.
  1290. */
  1291. Effect.prototype.setDirectColor4 = function (uniformName, color4) {
  1292. if (this._cacheFloat4(uniformName, color4.r, color4.g, color4.b, color4.a)) {
  1293. this._engine.setDirectColor4(this.getUniform(uniformName), color4);
  1294. }
  1295. return this;
  1296. };
  1297. /**
  1298. * Resets the cache of effects.
  1299. */
  1300. Effect.ResetCache = function () {
  1301. Effect._baseCache = {};
  1302. };
  1303. Effect._uniqueIdSeed = 0;
  1304. Effect._baseCache = {};
  1305. /**
  1306. * Store of each shader (The can be looked up using effect.key)
  1307. */
  1308. Effect.ShadersStore = {};
  1309. /**
  1310. * Store of each included file for a shader (The can be looked up using effect.key)
  1311. */
  1312. Effect.IncludesShadersStore = {};
  1313. return Effect;
  1314. }());
  1315. BABYLON.Effect = Effect;
  1316. })(BABYLON || (BABYLON = {}));
  1317. //# sourceMappingURL=babylon.effect.js.map
  1318. //# sourceMappingURL=babylon.types.js.map
  1319. var BABYLON;
  1320. (function (BABYLON) {
  1321. var KeyboardEventTypes = /** @class */ (function () {
  1322. function KeyboardEventTypes() {
  1323. }
  1324. Object.defineProperty(KeyboardEventTypes, "KEYDOWN", {
  1325. get: function () {
  1326. return KeyboardEventTypes._KEYDOWN;
  1327. },
  1328. enumerable: true,
  1329. configurable: true
  1330. });
  1331. Object.defineProperty(KeyboardEventTypes, "KEYUP", {
  1332. get: function () {
  1333. return KeyboardEventTypes._KEYUP;
  1334. },
  1335. enumerable: true,
  1336. configurable: true
  1337. });
  1338. KeyboardEventTypes._KEYDOWN = 0x01;
  1339. KeyboardEventTypes._KEYUP = 0x02;
  1340. return KeyboardEventTypes;
  1341. }());
  1342. BABYLON.KeyboardEventTypes = KeyboardEventTypes;
  1343. var KeyboardInfo = /** @class */ (function () {
  1344. function KeyboardInfo(type, event) {
  1345. this.type = type;
  1346. this.event = event;
  1347. }
  1348. return KeyboardInfo;
  1349. }());
  1350. BABYLON.KeyboardInfo = KeyboardInfo;
  1351. /**
  1352. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1353. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  1354. */
  1355. var KeyboardInfoPre = /** @class */ (function (_super) {
  1356. __extends(KeyboardInfoPre, _super);
  1357. function KeyboardInfoPre(type, event) {
  1358. var _this = _super.call(this, type, event) || this;
  1359. _this.skipOnPointerObservable = false;
  1360. return _this;
  1361. }
  1362. return KeyboardInfoPre;
  1363. }(KeyboardInfo));
  1364. BABYLON.KeyboardInfoPre = KeyboardInfoPre;
  1365. })(BABYLON || (BABYLON = {}));
  1366. //# sourceMappingURL=babylon.keyboardEvents.js.map
  1367. var BABYLON;
  1368. (function (BABYLON) {
  1369. var PointerEventTypes = /** @class */ (function () {
  1370. function PointerEventTypes() {
  1371. }
  1372. Object.defineProperty(PointerEventTypes, "POINTERDOWN", {
  1373. get: function () {
  1374. return PointerEventTypes._POINTERDOWN;
  1375. },
  1376. enumerable: true,
  1377. configurable: true
  1378. });
  1379. Object.defineProperty(PointerEventTypes, "POINTERUP", {
  1380. get: function () {
  1381. return PointerEventTypes._POINTERUP;
  1382. },
  1383. enumerable: true,
  1384. configurable: true
  1385. });
  1386. Object.defineProperty(PointerEventTypes, "POINTERMOVE", {
  1387. get: function () {
  1388. return PointerEventTypes._POINTERMOVE;
  1389. },
  1390. enumerable: true,
  1391. configurable: true
  1392. });
  1393. Object.defineProperty(PointerEventTypes, "POINTERWHEEL", {
  1394. get: function () {
  1395. return PointerEventTypes._POINTERWHEEL;
  1396. },
  1397. enumerable: true,
  1398. configurable: true
  1399. });
  1400. Object.defineProperty(PointerEventTypes, "POINTERPICK", {
  1401. get: function () {
  1402. return PointerEventTypes._POINTERPICK;
  1403. },
  1404. enumerable: true,
  1405. configurable: true
  1406. });
  1407. Object.defineProperty(PointerEventTypes, "POINTERTAP", {
  1408. get: function () {
  1409. return PointerEventTypes._POINTERTAP;
  1410. },
  1411. enumerable: true,
  1412. configurable: true
  1413. });
  1414. Object.defineProperty(PointerEventTypes, "POINTERDOUBLETAP", {
  1415. get: function () {
  1416. return PointerEventTypes._POINTERDOUBLETAP;
  1417. },
  1418. enumerable: true,
  1419. configurable: true
  1420. });
  1421. PointerEventTypes._POINTERDOWN = 0x01;
  1422. PointerEventTypes._POINTERUP = 0x02;
  1423. PointerEventTypes._POINTERMOVE = 0x04;
  1424. PointerEventTypes._POINTERWHEEL = 0x08;
  1425. PointerEventTypes._POINTERPICK = 0x10;
  1426. PointerEventTypes._POINTERTAP = 0x20;
  1427. PointerEventTypes._POINTERDOUBLETAP = 0x40;
  1428. return PointerEventTypes;
  1429. }());
  1430. BABYLON.PointerEventTypes = PointerEventTypes;
  1431. var PointerInfoBase = /** @class */ (function () {
  1432. function PointerInfoBase(type, event) {
  1433. this.type = type;
  1434. this.event = event;
  1435. }
  1436. return PointerInfoBase;
  1437. }());
  1438. BABYLON.PointerInfoBase = PointerInfoBase;
  1439. /**
  1440. * This class is used to store pointer related info for the onPrePointerObservable event.
  1441. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  1442. */
  1443. var PointerInfoPre = /** @class */ (function (_super) {
  1444. __extends(PointerInfoPre, _super);
  1445. function PointerInfoPre(type, event, localX, localY) {
  1446. var _this = _super.call(this, type, event) || this;
  1447. _this.skipOnPointerObservable = false;
  1448. _this.localPosition = new BABYLON.Vector2(localX, localY);
  1449. return _this;
  1450. }
  1451. return PointerInfoPre;
  1452. }(PointerInfoBase));
  1453. BABYLON.PointerInfoPre = PointerInfoPre;
  1454. /**
  1455. * This type contains all the data related to a pointer event in Babylon.js.
  1456. * 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.
  1457. */
  1458. var PointerInfo = /** @class */ (function (_super) {
  1459. __extends(PointerInfo, _super);
  1460. function PointerInfo(type, event, pickInfo) {
  1461. var _this = _super.call(this, type, event) || this;
  1462. _this.pickInfo = pickInfo;
  1463. return _this;
  1464. }
  1465. return PointerInfo;
  1466. }(PointerInfoBase));
  1467. BABYLON.PointerInfo = PointerInfo;
  1468. })(BABYLON || (BABYLON = {}));
  1469. //# sourceMappingURL=babylon.pointerEvents.js.map
  1470. var BABYLON;
  1471. (function (BABYLON) {
  1472. BABYLON.ToGammaSpace = 1 / 2.2;
  1473. BABYLON.ToLinearSpace = 2.2;
  1474. BABYLON.Epsilon = 0.001;
  1475. /**
  1476. * Class used to hold a RBG color
  1477. */
  1478. var Color3 = /** @class */ (function () {
  1479. /**
  1480. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  1481. * @param r defines the red component (between 0 and 1, default is 0)
  1482. * @param g defines the green component (between 0 and 1, default is 0)
  1483. * @param b defines the blue component (between 0 and 1, default is 0)
  1484. */
  1485. function Color3(
  1486. /**
  1487. * Defines the red component (between 0 and 1, default is 0)
  1488. */
  1489. r,
  1490. /**
  1491. * Defines the green component (between 0 and 1, default is 0)
  1492. */
  1493. g,
  1494. /**
  1495. * Defines the blue component (between 0 and 1, default is 0)
  1496. */
  1497. b) {
  1498. if (r === void 0) { r = 0; }
  1499. if (g === void 0) { g = 0; }
  1500. if (b === void 0) { b = 0; }
  1501. this.r = r;
  1502. this.g = g;
  1503. this.b = b;
  1504. }
  1505. /**
  1506. * Creates a string with the Color3 current values
  1507. * @returns the string representation of the Color3 object
  1508. */
  1509. Color3.prototype.toString = function () {
  1510. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
  1511. };
  1512. /**
  1513. * Returns the string "Color3"
  1514. * @returns "Color3"
  1515. */
  1516. Color3.prototype.getClassName = function () {
  1517. return "Color3";
  1518. };
  1519. /**
  1520. * Compute the Color3 hash code
  1521. * @returns an unique number that can be used to hash Color3 objects
  1522. */
  1523. Color3.prototype.getHashCode = function () {
  1524. var hash = this.r || 0;
  1525. hash = (hash * 397) ^ (this.g || 0);
  1526. hash = (hash * 397) ^ (this.b || 0);
  1527. return hash;
  1528. };
  1529. // Operators
  1530. /**
  1531. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  1532. * @param array defines the array where to store the r,g,b components
  1533. * @param index defines an optional index in the target array to define where to start storing values
  1534. * @returns the current Color3 object
  1535. */
  1536. Color3.prototype.toArray = function (array, index) {
  1537. if (index === undefined) {
  1538. index = 0;
  1539. }
  1540. array[index] = this.r;
  1541. array[index + 1] = this.g;
  1542. array[index + 2] = this.b;
  1543. return this;
  1544. };
  1545. /**
  1546. * Returns a new {BABYLON.Color4} object from the current Color3 and the given alpha
  1547. * @param alpha defines the alpha component on the new {BABYLON.Color4} object (default is 1)
  1548. * @returns a new {BABYLON.Color4} object
  1549. */
  1550. Color3.prototype.toColor4 = function (alpha) {
  1551. if (alpha === void 0) { alpha = 1; }
  1552. return new Color4(this.r, this.g, this.b, alpha);
  1553. };
  1554. /**
  1555. * Returns a new array populated with 3 numeric elements : red, green and blue values
  1556. * @returns the new array
  1557. */
  1558. Color3.prototype.asArray = function () {
  1559. var result = new Array();
  1560. this.toArray(result, 0);
  1561. return result;
  1562. };
  1563. /**
  1564. * Returns the luminance value
  1565. * @returns a float value
  1566. */
  1567. Color3.prototype.toLuminance = function () {
  1568. return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;
  1569. };
  1570. /**
  1571. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  1572. * @param otherColor defines the second operand
  1573. * @returns the new Color3 object
  1574. */
  1575. Color3.prototype.multiply = function (otherColor) {
  1576. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  1577. };
  1578. /**
  1579. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  1580. * @param otherColor defines the second operand
  1581. * @param result defines the Color3 object where to store the result
  1582. * @returns the current Color3
  1583. */
  1584. Color3.prototype.multiplyToRef = function (otherColor, result) {
  1585. result.r = this.r * otherColor.r;
  1586. result.g = this.g * otherColor.g;
  1587. result.b = this.b * otherColor.b;
  1588. return this;
  1589. };
  1590. /**
  1591. * Determines equality between Color3 objects
  1592. * @param otherColor defines the second operand
  1593. * @returns true if the rgb values are equal to the given ones
  1594. */
  1595. Color3.prototype.equals = function (otherColor) {
  1596. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  1597. };
  1598. /**
  1599. * Determines equality between the current Color3 object and a set of r,b,g values
  1600. * @param r defines the red component to check
  1601. * @param g defines the green component to check
  1602. * @param b defines the blue component to check
  1603. * @returns true if the rgb values are equal to the given ones
  1604. */
  1605. Color3.prototype.equalsFloats = function (r, g, b) {
  1606. return this.r === r && this.g === g && this.b === b;
  1607. };
  1608. /**
  1609. * Multiplies in place each rgb value by scale
  1610. * @param scale defines the scaling factor
  1611. * @returns the updated Color3
  1612. */
  1613. Color3.prototype.scale = function (scale) {
  1614. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  1615. };
  1616. /**
  1617. * Multiplies the rgb values by scale and stores the result into "result"
  1618. * @param scale defines the scaling factor
  1619. * @param result defines the Color3 object where to store the result
  1620. * @returns the unmodified current Color3
  1621. */
  1622. Color3.prototype.scaleToRef = function (scale, result) {
  1623. result.r = this.r * scale;
  1624. result.g = this.g * scale;
  1625. result.b = this.b * scale;
  1626. return this;
  1627. };
  1628. /**
  1629. * Scale the current Color3 values by a factor and add the result to a given Color3
  1630. * @param scale defines the scale factor
  1631. * @param result defines color to store the result into
  1632. * @returns the unmodified current Color3
  1633. */
  1634. Color3.prototype.scaleAndAddToRef = function (scale, result) {
  1635. result.r += this.r * scale;
  1636. result.g += this.g * scale;
  1637. result.b += this.b * scale;
  1638. return this;
  1639. };
  1640. /**
  1641. * Clamps the rgb values by the min and max values and stores the result into "result"
  1642. * @param min defines minimum clamping value (default is 0)
  1643. * @param max defines maximum clamping value (default is 1)
  1644. * @param result defines color to store the result into
  1645. * @returns the original Color3
  1646. */
  1647. Color3.prototype.clampToRef = function (min, max, result) {
  1648. if (min === void 0) { min = 0; }
  1649. if (max === void 0) { max = 1; }
  1650. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  1651. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  1652. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  1653. return this;
  1654. };
  1655. /**
  1656. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  1657. * @param otherColor defines the second operand
  1658. * @returns the new Color3
  1659. */
  1660. Color3.prototype.add = function (otherColor) {
  1661. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  1662. };
  1663. /**
  1664. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  1665. * @param otherColor defines the second operand
  1666. * @param result defines Color3 object to store the result into
  1667. * @returns the unmodified current Color3
  1668. */
  1669. Color3.prototype.addToRef = function (otherColor, result) {
  1670. result.r = this.r + otherColor.r;
  1671. result.g = this.g + otherColor.g;
  1672. result.b = this.b + otherColor.b;
  1673. return this;
  1674. };
  1675. /**
  1676. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  1677. * @param otherColor defines the second operand
  1678. * @returns the new Color3
  1679. */
  1680. Color3.prototype.subtract = function (otherColor) {
  1681. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  1682. };
  1683. /**
  1684. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  1685. * @param otherColor defines the second operand
  1686. * @param result defines Color3 object to store the result into
  1687. * @returns the unmodified current Color3
  1688. */
  1689. Color3.prototype.subtractToRef = function (otherColor, result) {
  1690. result.r = this.r - otherColor.r;
  1691. result.g = this.g - otherColor.g;
  1692. result.b = this.b - otherColor.b;
  1693. return this;
  1694. };
  1695. /**
  1696. * Copy the current object
  1697. * @returns a new Color3 copied the current one
  1698. */
  1699. Color3.prototype.clone = function () {
  1700. return new Color3(this.r, this.g, this.b);
  1701. };
  1702. /**
  1703. * Copies the rgb values from the source in the current Color3
  1704. * @param source defines the source Color3 object
  1705. * @returns the updated Color3 object
  1706. */
  1707. Color3.prototype.copyFrom = function (source) {
  1708. this.r = source.r;
  1709. this.g = source.g;
  1710. this.b = source.b;
  1711. return this;
  1712. };
  1713. /**
  1714. * Updates the Color3 rgb values from the given floats
  1715. * @param r defines the red component to read from
  1716. * @param g defines the green component to read from
  1717. * @param b defines the blue component to read from
  1718. * @returns the current Color3 object
  1719. */
  1720. Color3.prototype.copyFromFloats = function (r, g, b) {
  1721. this.r = r;
  1722. this.g = g;
  1723. this.b = b;
  1724. return this;
  1725. };
  1726. /**
  1727. * Updates the Color3 rgb values from the given floats
  1728. * @param r defines the red component to read from
  1729. * @param g defines the green component to read from
  1730. * @param b defines the blue component to read from
  1731. * @returns the current Color3 object
  1732. */
  1733. Color3.prototype.set = function (r, g, b) {
  1734. return this.copyFromFloats(r, g, b);
  1735. };
  1736. /**
  1737. * Compute the Color3 hexadecimal code as a string
  1738. * @returns a string containing the hexadecimal representation of the Color3 object
  1739. */
  1740. Color3.prototype.toHexString = function () {
  1741. var intR = (this.r * 255) | 0;
  1742. var intG = (this.g * 255) | 0;
  1743. var intB = (this.b * 255) | 0;
  1744. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB);
  1745. };
  1746. /**
  1747. * Computes a new Color3 converted from the current one to linear space
  1748. * @returns a new Color3 object
  1749. */
  1750. Color3.prototype.toLinearSpace = function () {
  1751. var convertedColor = new Color3();
  1752. this.toLinearSpaceToRef(convertedColor);
  1753. return convertedColor;
  1754. };
  1755. /**
  1756. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  1757. * @param convertedColor defines the Color3 object where to store the linear space version
  1758. * @returns the unmodified Color3
  1759. */
  1760. Color3.prototype.toLinearSpaceToRef = function (convertedColor) {
  1761. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  1762. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  1763. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  1764. return this;
  1765. };
  1766. /**
  1767. * Computes a new Color3 converted from the current one to gamma space
  1768. * @returns a new Color3 object
  1769. */
  1770. Color3.prototype.toGammaSpace = function () {
  1771. var convertedColor = new Color3();
  1772. this.toGammaSpaceToRef(convertedColor);
  1773. return convertedColor;
  1774. };
  1775. /**
  1776. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  1777. * @param convertedColor defines the Color3 object where to store the gamma space version
  1778. * @returns the unmodified Color3
  1779. */
  1780. Color3.prototype.toGammaSpaceToRef = function (convertedColor) {
  1781. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  1782. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  1783. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  1784. return this;
  1785. };
  1786. // Statics
  1787. /**
  1788. * Creates a new Color3 from the string containing valid hexadecimal values
  1789. * @param hex defines a string containing valid hexadecimal values
  1790. * @returns a new Color3 object
  1791. */
  1792. Color3.FromHexString = function (hex) {
  1793. if (hex.substring(0, 1) !== "#" || hex.length !== 7) {
  1794. return new Color3(0, 0, 0);
  1795. }
  1796. var r = parseInt(hex.substring(1, 3), 16);
  1797. var g = parseInt(hex.substring(3, 5), 16);
  1798. var b = parseInt(hex.substring(5, 7), 16);
  1799. return Color3.FromInts(r, g, b);
  1800. };
  1801. /**
  1802. * Creates a new Vector3 from the starting index of the given array
  1803. * @param array defines the source array
  1804. * @param offset defines an offset in the source array
  1805. * @returns a new Color3 object
  1806. */
  1807. Color3.FromArray = function (array, offset) {
  1808. if (offset === void 0) { offset = 0; }
  1809. return new Color3(array[offset], array[offset + 1], array[offset + 2]);
  1810. };
  1811. /**
  1812. * Creates a new Color3 from integer values (< 256)
  1813. * @param r defines the red component to read from (value between 0 and 255)
  1814. * @param g defines the green component to read from (value between 0 and 255)
  1815. * @param b defines the blue component to read from (value between 0 and 255)
  1816. * @returns a new Color3 object
  1817. */
  1818. Color3.FromInts = function (r, g, b) {
  1819. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  1820. };
  1821. /**
  1822. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  1823. * @param start defines the start Color3 value
  1824. * @param end defines the end Color3 value
  1825. * @param amount defines the gradient value between start and end
  1826. * @returns a new Color3 object
  1827. */
  1828. Color3.Lerp = function (start, end, amount) {
  1829. var r = start.r + ((end.r - start.r) * amount);
  1830. var g = start.g + ((end.g - start.g) * amount);
  1831. var b = start.b + ((end.b - start.b) * amount);
  1832. return new Color3(r, g, b);
  1833. };
  1834. /**
  1835. * Returns a Color3 value containing a red color
  1836. * @returns a new Color3 object
  1837. */
  1838. Color3.Red = function () { return new Color3(1, 0, 0); };
  1839. /**
  1840. * Returns a Color3 value containing a green color
  1841. * @returns a new Color3 object
  1842. */
  1843. Color3.Green = function () { return new Color3(0, 1, 0); };
  1844. /**
  1845. * Returns a Color3 value containing a blue color
  1846. * @returns a new Color3 object
  1847. */
  1848. Color3.Blue = function () { return new Color3(0, 0, 1); };
  1849. /**
  1850. * Returns a Color3 value containing a black color
  1851. * @returns a new Color3 object
  1852. */
  1853. Color3.Black = function () { return new Color3(0, 0, 0); };
  1854. /**
  1855. * Returns a Color3 value containing a white color
  1856. * @returns a new Color3 object
  1857. */
  1858. Color3.White = function () { return new Color3(1, 1, 1); };
  1859. /**
  1860. * Returns a Color3 value containing a purple color
  1861. * @returns a new Color3 object
  1862. */
  1863. Color3.Purple = function () { return new Color3(0.5, 0, 0.5); };
  1864. /**
  1865. * Returns a Color3 value containing a magenta color
  1866. * @returns a new Color3 object
  1867. */
  1868. Color3.Magenta = function () { return new Color3(1, 0, 1); };
  1869. /**
  1870. * Returns a Color3 value containing a yellow color
  1871. * @returns a new Color3 object
  1872. */
  1873. Color3.Yellow = function () { return new Color3(1, 1, 0); };
  1874. /**
  1875. * Returns a Color3 value containing a gray color
  1876. * @returns a new Color3 object
  1877. */
  1878. Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); };
  1879. /**
  1880. * Returns a Color3 value containing a teal color
  1881. * @returns a new Color3 object
  1882. */
  1883. Color3.Teal = function () { return new Color3(0, 1.0, 1.0); };
  1884. /**
  1885. * Returns a Color3 value containing a random color
  1886. * @returns a new Color3 object
  1887. */
  1888. Color3.Random = function () { return new Color3(Math.random(), Math.random(), Math.random()); };
  1889. return Color3;
  1890. }());
  1891. BABYLON.Color3 = Color3;
  1892. /**
  1893. * Class used to hold a RBGA color
  1894. */
  1895. var Color4 = /** @class */ (function () {
  1896. /**
  1897. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  1898. * @param r defines the red component (between 0 and 1, default is 0)
  1899. * @param g defines the green component (between 0 and 1, default is 0)
  1900. * @param b defines the blue component (between 0 and 1, default is 0)
  1901. * @param a defines the alpha component (between 0 and 1, default is 1)
  1902. */
  1903. function Color4(
  1904. /**
  1905. * Defines the red component (between 0 and 1, default is 0)
  1906. */
  1907. r,
  1908. /**
  1909. * Defines the green component (between 0 and 1, default is 0)
  1910. */
  1911. g,
  1912. /**
  1913. * Defines the blue component (between 0 and 1, default is 0)
  1914. */
  1915. b,
  1916. /**
  1917. * Defines the alpha component (between 0 and 1, default is 1)
  1918. */
  1919. a) {
  1920. if (r === void 0) { r = 0; }
  1921. if (g === void 0) { g = 0; }
  1922. if (b === void 0) { b = 0; }
  1923. if (a === void 0) { a = 1; }
  1924. this.r = r;
  1925. this.g = g;
  1926. this.b = b;
  1927. this.a = a;
  1928. }
  1929. // Operators
  1930. /**
  1931. * Adds in place the given Color4 values to the current Color4 object
  1932. * @param right defines the second operand
  1933. * @returns the current updated Color4 object
  1934. */
  1935. Color4.prototype.addInPlace = function (right) {
  1936. this.r += right.r;
  1937. this.g += right.g;
  1938. this.b += right.b;
  1939. this.a += right.a;
  1940. return this;
  1941. };
  1942. /**
  1943. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  1944. * @returns the new array
  1945. */
  1946. Color4.prototype.asArray = function () {
  1947. var result = new Array();
  1948. this.toArray(result, 0);
  1949. return result;
  1950. };
  1951. /**
  1952. * Stores from the starting index in the given array the Color4 successive values
  1953. * @param array defines the array where to store the r,g,b components
  1954. * @param index defines an optional index in the target array to define where to start storing values
  1955. * @returns the current Color4 object
  1956. */
  1957. Color4.prototype.toArray = function (array, index) {
  1958. if (index === undefined) {
  1959. index = 0;
  1960. }
  1961. array[index] = this.r;
  1962. array[index + 1] = this.g;
  1963. array[index + 2] = this.b;
  1964. array[index + 3] = this.a;
  1965. return this;
  1966. };
  1967. /**
  1968. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  1969. * @param right defines the second operand
  1970. * @returns a new Color4 object
  1971. */
  1972. Color4.prototype.add = function (right) {
  1973. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  1974. };
  1975. /**
  1976. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  1977. * @param right defines the second operand
  1978. * @returns a new Color4 object
  1979. */
  1980. Color4.prototype.subtract = function (right) {
  1981. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  1982. };
  1983. /**
  1984. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  1985. * @param right defines the second operand
  1986. * @param result defines the Color4 object where to store the result
  1987. * @returns the current Color4 object
  1988. */
  1989. Color4.prototype.subtractToRef = function (right, result) {
  1990. result.r = this.r - right.r;
  1991. result.g = this.g - right.g;
  1992. result.b = this.b - right.b;
  1993. result.a = this.a - right.a;
  1994. return this;
  1995. };
  1996. /**
  1997. * Creates a new Color4 with the current Color4 values multiplied by scale
  1998. * @param scale defines the scaling factor to apply
  1999. * @returns a new Color4 object
  2000. */
  2001. Color4.prototype.scale = function (scale) {
  2002. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  2003. };
  2004. /**
  2005. * Multiplies the current Color4 values by scale and stores the result in "result"
  2006. * @param scale defines the scaling factor to apply
  2007. * @param result defines the Color4 object where to store the result
  2008. * @returns the current unmodified Color4
  2009. */
  2010. Color4.prototype.scaleToRef = function (scale, result) {
  2011. result.r = this.r * scale;
  2012. result.g = this.g * scale;
  2013. result.b = this.b * scale;
  2014. result.a = this.a * scale;
  2015. return this;
  2016. };
  2017. /**
  2018. * Scale the current Color4 values by a factor and add the result to a given Color4
  2019. * @param scale defines the scale factor
  2020. * @param result defines the Color4 object where to store the result
  2021. * @returns the unmodified current Color4
  2022. */
  2023. Color4.prototype.scaleAndAddToRef = function (scale, result) {
  2024. result.r += this.r * scale;
  2025. result.g += this.g * scale;
  2026. result.b += this.b * scale;
  2027. result.a += this.a * scale;
  2028. return this;
  2029. };
  2030. /**
  2031. * Clamps the rgb values by the min and max values and stores the result into "result"
  2032. * @param min defines minimum clamping value (default is 0)
  2033. * @param max defines maximum clamping value (default is 1)
  2034. * @param result defines color to store the result into.
  2035. * @returns the cuurent Color4
  2036. */
  2037. Color4.prototype.clampToRef = function (min, max, result) {
  2038. if (min === void 0) { min = 0; }
  2039. if (max === void 0) { max = 1; }
  2040. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  2041. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  2042. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  2043. result.a = BABYLON.Scalar.Clamp(this.a, min, max);
  2044. return this;
  2045. };
  2046. /**
  2047. * Multipy an Color4 value by another and return a new Color4 object
  2048. * @param color defines the Color4 value to multiply by
  2049. * @returns a new Color4 object
  2050. */
  2051. Color4.prototype.multiply = function (color) {
  2052. return new Color4(this.r * color.r, this.g * color.g, this.b * color.b, this.a * color.a);
  2053. };
  2054. /**
  2055. * Multipy a Color4 value by another and push the result in a reference value
  2056. * @param color defines the Color4 value to multiply by
  2057. * @param result defines the Color4 to fill the result in
  2058. * @returns the result Color4
  2059. */
  2060. Color4.prototype.multiplyToRef = function (color, result) {
  2061. result.r = this.r * color.r;
  2062. result.g = this.g * color.g;
  2063. result.b = this.b * color.b;
  2064. result.a = this.a * color.a;
  2065. return result;
  2066. };
  2067. /**
  2068. * Creates a string with the Color4 current values
  2069. * @returns the string representation of the Color4 object
  2070. */
  2071. Color4.prototype.toString = function () {
  2072. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  2073. };
  2074. /**
  2075. * Returns the string "Color4"
  2076. * @returns "Color4"
  2077. */
  2078. Color4.prototype.getClassName = function () {
  2079. return "Color4";
  2080. };
  2081. /**
  2082. * Compute the Color4 hash code
  2083. * @returns an unique number that can be used to hash Color4 objects
  2084. */
  2085. Color4.prototype.getHashCode = function () {
  2086. var hash = this.r || 0;
  2087. hash = (hash * 397) ^ (this.g || 0);
  2088. hash = (hash * 397) ^ (this.b || 0);
  2089. hash = (hash * 397) ^ (this.a || 0);
  2090. return hash;
  2091. };
  2092. /**
  2093. * Creates a new Color4 copied from the current one
  2094. * @returns a new Color4 object
  2095. */
  2096. Color4.prototype.clone = function () {
  2097. return new Color4(this.r, this.g, this.b, this.a);
  2098. };
  2099. /**
  2100. * Copies the given Color4 values into the current one
  2101. * @param source defines the source Color4 object
  2102. * @returns the current updated Color4 object
  2103. */
  2104. Color4.prototype.copyFrom = function (source) {
  2105. this.r = source.r;
  2106. this.g = source.g;
  2107. this.b = source.b;
  2108. this.a = source.a;
  2109. return this;
  2110. };
  2111. /**
  2112. * Copies the given float values into the current one
  2113. * @param r defines the red component to read from
  2114. * @param g defines the green component to read from
  2115. * @param b defines the blue component to read from
  2116. * @param a defines the alpha component to read from
  2117. * @returns the current updated Color4 object
  2118. */
  2119. Color4.prototype.copyFromFloats = function (r, g, b, a) {
  2120. this.r = r;
  2121. this.g = g;
  2122. this.b = b;
  2123. this.a = a;
  2124. return this;
  2125. };
  2126. /**
  2127. * Copies the given float values into the current one
  2128. * @param r defines the red component to read from
  2129. * @param g defines the green component to read from
  2130. * @param b defines the blue component to read from
  2131. * @param a defines the alpha component to read from
  2132. * @returns the current updated Color4 object
  2133. */
  2134. Color4.prototype.set = function (r, g, b, a) {
  2135. return this.copyFromFloats(r, g, b, a);
  2136. };
  2137. /**
  2138. * Compute the Color4 hexadecimal code as a string
  2139. * @returns a string containing the hexadecimal representation of the Color4 object
  2140. */
  2141. Color4.prototype.toHexString = function () {
  2142. var intR = (this.r * 255) | 0;
  2143. var intG = (this.g * 255) | 0;
  2144. var intB = (this.b * 255) | 0;
  2145. var intA = (this.a * 255) | 0;
  2146. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB) + BABYLON.Scalar.ToHex(intA);
  2147. };
  2148. /**
  2149. * Computes a new Color4 converted from the current one to linear space
  2150. * @returns a new Color4 object
  2151. */
  2152. Color4.prototype.toLinearSpace = function () {
  2153. var convertedColor = new Color4();
  2154. this.toLinearSpaceToRef(convertedColor);
  2155. return convertedColor;
  2156. };
  2157. /**
  2158. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  2159. * @param convertedColor defines the Color4 object where to store the linear space version
  2160. * @returns the unmodified Color4
  2161. */
  2162. Color4.prototype.toLinearSpaceToRef = function (convertedColor) {
  2163. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  2164. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  2165. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  2166. convertedColor.a = this.a;
  2167. return this;
  2168. };
  2169. /**
  2170. * Computes a new Color4 converted from the current one to gamma space
  2171. * @returns a new Color4 object
  2172. */
  2173. Color4.prototype.toGammaSpace = function () {
  2174. var convertedColor = new Color4();
  2175. this.toGammaSpaceToRef(convertedColor);
  2176. return convertedColor;
  2177. };
  2178. /**
  2179. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  2180. * @param convertedColor defines the Color4 object where to store the gamma space version
  2181. * @returns the unmodified Color4
  2182. */
  2183. Color4.prototype.toGammaSpaceToRef = function (convertedColor) {
  2184. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  2185. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  2186. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  2187. convertedColor.a = this.a;
  2188. return this;
  2189. };
  2190. // Statics
  2191. /**
  2192. * Creates a new Color4 from the string containing valid hexadecimal values
  2193. * @param hex defines a string containing valid hexadecimal values
  2194. * @returns a new Color4 object
  2195. */
  2196. Color4.FromHexString = function (hex) {
  2197. if (hex.substring(0, 1) !== "#" || hex.length !== 9) {
  2198. return new Color4(0.0, 0.0, 0.0, 0.0);
  2199. }
  2200. var r = parseInt(hex.substring(1, 3), 16);
  2201. var g = parseInt(hex.substring(3, 5), 16);
  2202. var b = parseInt(hex.substring(5, 7), 16);
  2203. var a = parseInt(hex.substring(7, 9), 16);
  2204. return Color4.FromInts(r, g, b, a);
  2205. };
  2206. /**
  2207. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  2208. * @param left defines the start value
  2209. * @param right defines the end value
  2210. * @param amount defines the gradient factor
  2211. * @returns a new Color4 object
  2212. */
  2213. Color4.Lerp = function (left, right, amount) {
  2214. var result = new Color4(0.0, 0.0, 0.0, 0.0);
  2215. Color4.LerpToRef(left, right, amount, result);
  2216. return result;
  2217. };
  2218. /**
  2219. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  2220. * @param left defines the start value
  2221. * @param right defines the end value
  2222. * @param amount defines the gradient factor
  2223. * @param result defines the Color4 object where to store data
  2224. */
  2225. Color4.LerpToRef = function (left, right, amount, result) {
  2226. result.r = left.r + (right.r - left.r) * amount;
  2227. result.g = left.g + (right.g - left.g) * amount;
  2228. result.b = left.b + (right.b - left.b) * amount;
  2229. result.a = left.a + (right.a - left.a) * amount;
  2230. };
  2231. /**
  2232. * Creates a new Color4 from the starting index element of the given array
  2233. * @param array defines the source array to read from
  2234. * @param offset defines the offset in the source array
  2235. * @returns a new Color4 object
  2236. */
  2237. Color4.FromArray = function (array, offset) {
  2238. if (offset === void 0) { offset = 0; }
  2239. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  2240. };
  2241. /**
  2242. * Creates a new Color3 from integer values (< 256)
  2243. * @param r defines the red component to read from (value between 0 and 255)
  2244. * @param g defines the green component to read from (value between 0 and 255)
  2245. * @param b defines the blue component to read from (value between 0 and 255)
  2246. * @param a defines the alpha component to read from (value between 0 and 255)
  2247. * @returns a new Color3 object
  2248. */
  2249. Color4.FromInts = function (r, g, b, a) {
  2250. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  2251. };
  2252. /**
  2253. * Check the content of a given array and convert it to an array containing RGBA data
  2254. * If the original array was already containing count * 4 values then it is returned directly
  2255. * @param colors defines the array to check
  2256. * @param count defines the number of RGBA data to expect
  2257. * @returns an array containing count * 4 values (RGBA)
  2258. */
  2259. Color4.CheckColors4 = function (colors, count) {
  2260. // Check if color3 was used
  2261. if (colors.length === count * 3) {
  2262. var colors4 = [];
  2263. for (var index = 0; index < colors.length; index += 3) {
  2264. var newIndex = (index / 3) * 4;
  2265. colors4[newIndex] = colors[index];
  2266. colors4[newIndex + 1] = colors[index + 1];
  2267. colors4[newIndex + 2] = colors[index + 2];
  2268. colors4[newIndex + 3] = 1.0;
  2269. }
  2270. return colors4;
  2271. }
  2272. return colors;
  2273. };
  2274. return Color4;
  2275. }());
  2276. BABYLON.Color4 = Color4;
  2277. /**
  2278. * Class representing a vector containing 2 coordinates
  2279. */
  2280. var Vector2 = /** @class */ (function () {
  2281. /**
  2282. * Creates a new Vector2 from the given x and y coordinates
  2283. * @param x defines the first coordinate
  2284. * @param y defines the second coordinate
  2285. */
  2286. function Vector2(
  2287. /** defines the first coordinate */
  2288. x,
  2289. /** defines the second coordinate */
  2290. y) {
  2291. this.x = x;
  2292. this.y = y;
  2293. }
  2294. /**
  2295. * Gets a string with the Vector2 coordinates
  2296. * @returns a string with the Vector2 coordinates
  2297. */
  2298. Vector2.prototype.toString = function () {
  2299. return "{X: " + this.x + " Y:" + this.y + "}";
  2300. };
  2301. /**
  2302. * Gets class name
  2303. * @returns the string "Vector2"
  2304. */
  2305. Vector2.prototype.getClassName = function () {
  2306. return "Vector2";
  2307. };
  2308. /**
  2309. * Gets current vector hash code
  2310. * @returns the Vector2 hash code as a number
  2311. */
  2312. Vector2.prototype.getHashCode = function () {
  2313. var hash = this.x || 0;
  2314. hash = (hash * 397) ^ (this.y || 0);
  2315. return hash;
  2316. };
  2317. // Operators
  2318. /**
  2319. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  2320. * @param array defines the source array
  2321. * @param index defines the offset in source array
  2322. * @returns the current Vector2
  2323. */
  2324. Vector2.prototype.toArray = function (array, index) {
  2325. if (index === void 0) { index = 0; }
  2326. array[index] = this.x;
  2327. array[index + 1] = this.y;
  2328. return this;
  2329. };
  2330. /**
  2331. * Copy the current vector to an array
  2332. * @returns a new array with 2 elements: the Vector2 coordinates.
  2333. */
  2334. Vector2.prototype.asArray = function () {
  2335. var result = new Array();
  2336. this.toArray(result, 0);
  2337. return result;
  2338. };
  2339. /**
  2340. * Sets the Vector2 coordinates with the given Vector2 coordinates
  2341. * @param source defines the source Vector2
  2342. * @returns the current updated Vector2
  2343. */
  2344. Vector2.prototype.copyFrom = function (source) {
  2345. this.x = source.x;
  2346. this.y = source.y;
  2347. return this;
  2348. };
  2349. /**
  2350. * Sets the Vector2 coordinates with the given floats
  2351. * @param x defines the first coordinate
  2352. * @param y defines the second coordinate
  2353. * @returns the current updated Vector2
  2354. */
  2355. Vector2.prototype.copyFromFloats = function (x, y) {
  2356. this.x = x;
  2357. this.y = y;
  2358. return this;
  2359. };
  2360. /**
  2361. * Sets the Vector2 coordinates with the given floats
  2362. * @param x defines the first coordinate
  2363. * @param y defines the second coordinate
  2364. * @returns the current updated Vector2
  2365. */
  2366. Vector2.prototype.set = function (x, y) {
  2367. return this.copyFromFloats(x, y);
  2368. };
  2369. /**
  2370. * Add another vector with the current one
  2371. * @param otherVector defines the other vector
  2372. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  2373. */
  2374. Vector2.prototype.add = function (otherVector) {
  2375. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  2376. };
  2377. /**
  2378. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  2379. * @param otherVector defines the other vector
  2380. * @param result defines the target vector
  2381. * @returns the unmodified current Vector2
  2382. */
  2383. Vector2.prototype.addToRef = function (otherVector, result) {
  2384. result.x = this.x + otherVector.x;
  2385. result.y = this.y + otherVector.y;
  2386. return this;
  2387. };
  2388. /**
  2389. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  2390. * @param otherVector defines the other vector
  2391. * @returns the current updated Vector2
  2392. */
  2393. Vector2.prototype.addInPlace = function (otherVector) {
  2394. this.x += otherVector.x;
  2395. this.y += otherVector.y;
  2396. return this;
  2397. };
  2398. /**
  2399. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  2400. * @param otherVector defines the other vector
  2401. * @returns a new Vector2
  2402. */
  2403. Vector2.prototype.addVector3 = function (otherVector) {
  2404. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  2405. };
  2406. /**
  2407. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  2408. * @param otherVector defines the other vector
  2409. * @returns a new Vector2
  2410. */
  2411. Vector2.prototype.subtract = function (otherVector) {
  2412. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  2413. };
  2414. /**
  2415. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  2416. * @param otherVector defines the other vector
  2417. * @param result defines the target vector
  2418. * @returns the unmodified current Vector2
  2419. */
  2420. Vector2.prototype.subtractToRef = function (otherVector, result) {
  2421. result.x = this.x - otherVector.x;
  2422. result.y = this.y - otherVector.y;
  2423. return this;
  2424. };
  2425. /**
  2426. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  2427. * @param otherVector defines the other vector
  2428. * @returns the current updated Vector2
  2429. */
  2430. Vector2.prototype.subtractInPlace = function (otherVector) {
  2431. this.x -= otherVector.x;
  2432. this.y -= otherVector.y;
  2433. return this;
  2434. };
  2435. /**
  2436. * Multiplies in place the current Vector2 coordinates by the given ones
  2437. * @param otherVector defines the other vector
  2438. * @returns the current updated Vector2
  2439. */
  2440. Vector2.prototype.multiplyInPlace = function (otherVector) {
  2441. this.x *= otherVector.x;
  2442. this.y *= otherVector.y;
  2443. return this;
  2444. };
  2445. /**
  2446. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  2447. * @param otherVector defines the other vector
  2448. * @returns a new Vector2
  2449. */
  2450. Vector2.prototype.multiply = function (otherVector) {
  2451. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  2452. };
  2453. /**
  2454. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  2455. * @param otherVector defines the other vector
  2456. * @param result defines the target vector
  2457. * @returns the unmodified current Vector2
  2458. */
  2459. Vector2.prototype.multiplyToRef = function (otherVector, result) {
  2460. result.x = this.x * otherVector.x;
  2461. result.y = this.y * otherVector.y;
  2462. return this;
  2463. };
  2464. /**
  2465. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  2466. * @param x defines the first coordinate
  2467. * @param y defines the second coordinate
  2468. * @returns a new Vector2
  2469. */
  2470. Vector2.prototype.multiplyByFloats = function (x, y) {
  2471. return new Vector2(this.x * x, this.y * y);
  2472. };
  2473. /**
  2474. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  2475. * @param otherVector defines the other vector
  2476. * @returns a new Vector2
  2477. */
  2478. Vector2.prototype.divide = function (otherVector) {
  2479. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  2480. };
  2481. /**
  2482. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  2483. * @param otherVector defines the other vector
  2484. * @param result defines the target vector
  2485. * @returns the unmodified current Vector2
  2486. */
  2487. Vector2.prototype.divideToRef = function (otherVector, result) {
  2488. result.x = this.x / otherVector.x;
  2489. result.y = this.y / otherVector.y;
  2490. return this;
  2491. };
  2492. /**
  2493. * Divides the current Vector3 coordinates by the given ones
  2494. * @param otherVector defines the other vector
  2495. * @returns the current updated Vector2
  2496. */
  2497. Vector2.prototype.divideInPlace = function (otherVector) {
  2498. return this.divideToRef(otherVector, this);
  2499. };
  2500. /**
  2501. * Gets a new Vector2 with current Vector2 negated coordinates
  2502. * @returns a new Vector2
  2503. */
  2504. Vector2.prototype.negate = function () {
  2505. return new Vector2(-this.x, -this.y);
  2506. };
  2507. /**
  2508. * Multiply the Vector2 coordinates by scale
  2509. * @param scale defines the scaling factor
  2510. * @returns the current updated Vector2
  2511. */
  2512. Vector2.prototype.scaleInPlace = function (scale) {
  2513. this.x *= scale;
  2514. this.y *= scale;
  2515. return this;
  2516. };
  2517. /**
  2518. * Returns a new Vector2 scaled by "scale" from the current Vector2
  2519. * @param scale defines the scaling factor
  2520. * @returns a new Vector2
  2521. */
  2522. Vector2.prototype.scale = function (scale) {
  2523. var result = new Vector2(0, 0);
  2524. this.scaleToRef(scale, result);
  2525. return result;
  2526. };
  2527. /**
  2528. * Scale the current Vector2 values by a factor to a given Vector2
  2529. * @param scale defines the scale factor
  2530. * @param result defines the Vector2 object where to store the result
  2531. * @returns the unmodified current Vector2
  2532. */
  2533. Vector2.prototype.scaleToRef = function (scale, result) {
  2534. result.x = this.x * scale;
  2535. result.y = this.y * scale;
  2536. return this;
  2537. };
  2538. /**
  2539. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  2540. * @param scale defines the scale factor
  2541. * @param result defines the Vector2 object where to store the result
  2542. * @returns the unmodified current Vector2
  2543. */
  2544. Vector2.prototype.scaleAndAddToRef = function (scale, result) {
  2545. result.x += this.x * scale;
  2546. result.y += this.y * scale;
  2547. return this;
  2548. };
  2549. /**
  2550. * Gets a boolean if two vectors are equals
  2551. * @param otherVector defines the other vector
  2552. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  2553. */
  2554. Vector2.prototype.equals = function (otherVector) {
  2555. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  2556. };
  2557. /**
  2558. * Gets a boolean if two vectors are equals (using an epsilon value)
  2559. * @param otherVector defines the other vector
  2560. * @param epsilon defines the minimal distance to consider equality
  2561. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  2562. */
  2563. Vector2.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  2564. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  2565. return otherVector && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon);
  2566. };
  2567. // Properties
  2568. /**
  2569. * Gets the length of the vector
  2570. * @returns the vector length (float)
  2571. */
  2572. Vector2.prototype.length = function () {
  2573. return Math.sqrt(this.x * this.x + this.y * this.y);
  2574. };
  2575. /**
  2576. * Gets the vector squared length
  2577. * @returns the vector squared length (float)
  2578. */
  2579. Vector2.prototype.lengthSquared = function () {
  2580. return (this.x * this.x + this.y * this.y);
  2581. };
  2582. // Methods
  2583. /**
  2584. * Normalize the vector
  2585. * @returns the current updated Vector2
  2586. */
  2587. Vector2.prototype.normalize = function () {
  2588. var len = this.length();
  2589. if (len === 0)
  2590. return this;
  2591. var num = 1.0 / len;
  2592. this.x *= num;
  2593. this.y *= num;
  2594. return this;
  2595. };
  2596. /**
  2597. * Gets a new Vector2 copied from the Vector2
  2598. * @returns a new Vector2
  2599. */
  2600. Vector2.prototype.clone = function () {
  2601. return new Vector2(this.x, this.y);
  2602. };
  2603. // Statics
  2604. /**
  2605. * Gets a new Vector2(0, 0)
  2606. * @returns a new Vector2
  2607. */
  2608. Vector2.Zero = function () {
  2609. return new Vector2(0, 0);
  2610. };
  2611. /**
  2612. * Gets a new Vector2(1, 1)
  2613. * @returns a new Vector2
  2614. */
  2615. Vector2.One = function () {
  2616. return new Vector2(1, 1);
  2617. };
  2618. /**
  2619. * Gets a new Vector2 set from the given index element of the given array
  2620. * @param array defines the data source
  2621. * @param offset defines the offset in the data source
  2622. * @returns a new Vector2
  2623. */
  2624. Vector2.FromArray = function (array, offset) {
  2625. if (offset === void 0) { offset = 0; }
  2626. return new Vector2(array[offset], array[offset + 1]);
  2627. };
  2628. /**
  2629. * Sets "result" from the given index element of the given array
  2630. * @param array defines the data source
  2631. * @param offset defines the offset in the data source
  2632. * @param result defines the target vector
  2633. */
  2634. Vector2.FromArrayToRef = function (array, offset, result) {
  2635. result.x = array[offset];
  2636. result.y = array[offset + 1];
  2637. };
  2638. /**
  2639. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  2640. * @param value1 defines 1st point of control
  2641. * @param value2 defines 2nd point of control
  2642. * @param value3 defines 3rd point of control
  2643. * @param value4 defines 4th point of control
  2644. * @param amount defines the interpolation factor
  2645. * @returns a new Vector2
  2646. */
  2647. Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
  2648. var squared = amount * amount;
  2649. var cubed = amount * squared;
  2650. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  2651. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  2652. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  2653. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  2654. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  2655. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  2656. return new Vector2(x, y);
  2657. };
  2658. /**
  2659. * 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".
  2660. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  2661. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  2662. * @param value defines the value to clamp
  2663. * @param min defines the lower limit
  2664. * @param max defines the upper limit
  2665. * @returns a new Vector2
  2666. */
  2667. Vector2.Clamp = function (value, min, max) {
  2668. var x = value.x;
  2669. x = (x > max.x) ? max.x : x;
  2670. x = (x < min.x) ? min.x : x;
  2671. var y = value.y;
  2672. y = (y > max.y) ? max.y : y;
  2673. y = (y < min.y) ? min.y : y;
  2674. return new Vector2(x, y);
  2675. };
  2676. /**
  2677. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  2678. * @param value1 defines the 1st control point
  2679. * @param tangent1 defines the outgoing tangent
  2680. * @param value2 defines the 2nd control point
  2681. * @param tangent2 defines the incoming tangent
  2682. * @param amount defines the interpolation factor
  2683. * @returns a new Vector2
  2684. */
  2685. Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  2686. var squared = amount * amount;
  2687. var cubed = amount * squared;
  2688. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  2689. var part2 = (-2.0 * cubed) + (3.0 * squared);
  2690. var part3 = (cubed - (2.0 * squared)) + amount;
  2691. var part4 = cubed - squared;
  2692. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  2693. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  2694. return new Vector2(x, y);
  2695. };
  2696. /**
  2697. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  2698. * @param start defines the start vector
  2699. * @param end defines the end vector
  2700. * @param amount defines the interpolation factor
  2701. * @returns a new Vector2
  2702. */
  2703. Vector2.Lerp = function (start, end, amount) {
  2704. var x = start.x + ((end.x - start.x) * amount);
  2705. var y = start.y + ((end.y - start.y) * amount);
  2706. return new Vector2(x, y);
  2707. };
  2708. /**
  2709. * Gets the dot product of the vector "left" and the vector "right"
  2710. * @param left defines first vector
  2711. * @param right defines second vector
  2712. * @returns the dot product (float)
  2713. */
  2714. Vector2.Dot = function (left, right) {
  2715. return left.x * right.x + left.y * right.y;
  2716. };
  2717. /**
  2718. * Returns a new Vector2 equal to the normalized given vector
  2719. * @param vector defines the vector to normalize
  2720. * @returns a new Vector2
  2721. */
  2722. Vector2.Normalize = function (vector) {
  2723. var newVector = vector.clone();
  2724. newVector.normalize();
  2725. return newVector;
  2726. };
  2727. /**
  2728. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  2729. * @param left defines 1st vector
  2730. * @param right defines 2nd vector
  2731. * @returns a new Vector2
  2732. */
  2733. Vector2.Minimize = function (left, right) {
  2734. var x = (left.x < right.x) ? left.x : right.x;
  2735. var y = (left.y < right.y) ? left.y : right.y;
  2736. return new Vector2(x, y);
  2737. };
  2738. /**
  2739. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  2740. * @param left defines 1st vector
  2741. * @param right defines 2nd vector
  2742. * @returns a new Vector2
  2743. */
  2744. Vector2.Maximize = function (left, right) {
  2745. var x = (left.x > right.x) ? left.x : right.x;
  2746. var y = (left.y > right.y) ? left.y : right.y;
  2747. return new Vector2(x, y);
  2748. };
  2749. /**
  2750. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  2751. * @param vector defines the vector to transform
  2752. * @param transformation defines the matrix to apply
  2753. * @returns a new Vector2
  2754. */
  2755. Vector2.Transform = function (vector, transformation) {
  2756. var r = Vector2.Zero();
  2757. Vector2.TransformToRef(vector, transformation, r);
  2758. return r;
  2759. };
  2760. /**
  2761. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  2762. * @param vector defines the vector to transform
  2763. * @param transformation defines the matrix to apply
  2764. * @param result defines the target vector
  2765. */
  2766. Vector2.TransformToRef = function (vector, transformation, result) {
  2767. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + transformation.m[12];
  2768. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + transformation.m[13];
  2769. result.x = x;
  2770. result.y = y;
  2771. };
  2772. /**
  2773. * Determines if a given vector is included in a triangle
  2774. * @param p defines the vector to test
  2775. * @param p0 defines 1st triangle point
  2776. * @param p1 defines 2nd triangle point
  2777. * @param p2 defines 3rd triangle point
  2778. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  2779. */
  2780. Vector2.PointInTriangle = function (p, p0, p1, p2) {
  2781. var a = 1 / 2 * (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y);
  2782. var sign = a < 0 ? -1 : 1;
  2783. var s = (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * p.x + (p0.x - p2.x) * p.y) * sign;
  2784. var t = (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * p.x + (p1.x - p0.x) * p.y) * sign;
  2785. return s > 0 && t > 0 && (s + t) < 2 * a * sign;
  2786. };
  2787. /**
  2788. * Gets the distance between the vectors "value1" and "value2"
  2789. * @param value1 defines first vector
  2790. * @param value2 defines second vector
  2791. * @returns the distance between vectors
  2792. */
  2793. Vector2.Distance = function (value1, value2) {
  2794. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  2795. };
  2796. /**
  2797. * Returns the squared distance between the vectors "value1" and "value2"
  2798. * @param value1 defines first vector
  2799. * @param value2 defines second vector
  2800. * @returns the squared distance between vectors
  2801. */
  2802. Vector2.DistanceSquared = function (value1, value2) {
  2803. var x = value1.x - value2.x;
  2804. var y = value1.y - value2.y;
  2805. return (x * x) + (y * y);
  2806. };
  2807. /**
  2808. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  2809. * @param value1 defines first vector
  2810. * @param value2 defines second vector
  2811. * @returns a new Vector2
  2812. */
  2813. Vector2.Center = function (value1, value2) {
  2814. var center = value1.add(value2);
  2815. center.scaleInPlace(0.5);
  2816. return center;
  2817. };
  2818. /**
  2819. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  2820. * @param p defines the middle point
  2821. * @param segA defines one point of the segment
  2822. * @param segB defines the other point of the segment
  2823. * @returns the shortest distance
  2824. */
  2825. Vector2.DistanceOfPointFromSegment = function (p, segA, segB) {
  2826. var l2 = Vector2.DistanceSquared(segA, segB);
  2827. if (l2 === 0.0) {
  2828. return Vector2.Distance(p, segA);
  2829. }
  2830. var v = segB.subtract(segA);
  2831. var t = Math.max(0, Math.min(1, Vector2.Dot(p.subtract(segA), v) / l2));
  2832. var proj = segA.add(v.multiplyByFloats(t, t));
  2833. return Vector2.Distance(p, proj);
  2834. };
  2835. return Vector2;
  2836. }());
  2837. BABYLON.Vector2 = Vector2;
  2838. /**
  2839. * Classed used to store (x,y,z) vector representation
  2840. * A Vector3 is the main object used in 3D geometry
  2841. * It can represent etiher the coordinates of a point the space, either a direction
  2842. * Reminder: Babylon.js uses a left handed forward facing system
  2843. */
  2844. var Vector3 = /** @class */ (function () {
  2845. /**
  2846. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  2847. * @param x defines the first coordinates (on X axis)
  2848. * @param y defines the second coordinates (on Y axis)
  2849. * @param z defines the third coordinates (on Z axis)
  2850. */
  2851. function Vector3(
  2852. /**
  2853. * Defines the first coordinates (on X axis)
  2854. */
  2855. x,
  2856. /**
  2857. * Defines the second coordinates (on Y axis)
  2858. */
  2859. y,
  2860. /**
  2861. * Defines the third coordinates (on Z axis)
  2862. */
  2863. z) {
  2864. this.x = x;
  2865. this.y = y;
  2866. this.z = z;
  2867. }
  2868. /**
  2869. * Creates a string representation of the Vector3
  2870. * @returns a string with the Vector3 coordinates.
  2871. */
  2872. Vector3.prototype.toString = function () {
  2873. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  2874. };
  2875. /**
  2876. * Gets the class name
  2877. * @returns the string "Vector3"
  2878. */
  2879. Vector3.prototype.getClassName = function () {
  2880. return "Vector3";
  2881. };
  2882. /**
  2883. * Creates the Vector3 hash code
  2884. * @returns a number which tends to be unique between Vector3 instances
  2885. */
  2886. Vector3.prototype.getHashCode = function () {
  2887. var hash = this.x || 0;
  2888. hash = (hash * 397) ^ (this.y || 0);
  2889. hash = (hash * 397) ^ (this.z || 0);
  2890. return hash;
  2891. };
  2892. // Operators
  2893. /**
  2894. * Creates an array containing three elements : the coordinates of the Vector3
  2895. * @returns a new array of numbers
  2896. */
  2897. Vector3.prototype.asArray = function () {
  2898. var result = [];
  2899. this.toArray(result, 0);
  2900. return result;
  2901. };
  2902. /**
  2903. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  2904. * @param array defines the destination array
  2905. * @param index defines the offset in the destination array
  2906. * @returns the current Vector3
  2907. */
  2908. Vector3.prototype.toArray = function (array, index) {
  2909. if (index === void 0) { index = 0; }
  2910. array[index] = this.x;
  2911. array[index + 1] = this.y;
  2912. array[index + 2] = this.z;
  2913. return this;
  2914. };
  2915. /**
  2916. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  2917. * @returns a new Quaternion object, computed from the Vector3 coordinates
  2918. */
  2919. Vector3.prototype.toQuaternion = function () {
  2920. var result = new Quaternion(0.0, 0.0, 0.0, 1.0);
  2921. var cosxPlusz = Math.cos((this.x + this.z) * 0.5);
  2922. var sinxPlusz = Math.sin((this.x + this.z) * 0.5);
  2923. var coszMinusx = Math.cos((this.z - this.x) * 0.5);
  2924. var sinzMinusx = Math.sin((this.z - this.x) * 0.5);
  2925. var cosy = Math.cos(this.y * 0.5);
  2926. var siny = Math.sin(this.y * 0.5);
  2927. result.x = coszMinusx * siny;
  2928. result.y = -sinzMinusx * siny;
  2929. result.z = sinxPlusz * cosy;
  2930. result.w = cosxPlusz * cosy;
  2931. return result;
  2932. };
  2933. /**
  2934. * Adds the given vector to the current Vector3
  2935. * @param otherVector defines the second operand
  2936. * @returns the current updated Vector3
  2937. */
  2938. Vector3.prototype.addInPlace = function (otherVector) {
  2939. this.x += otherVector.x;
  2940. this.y += otherVector.y;
  2941. this.z += otherVector.z;
  2942. return this;
  2943. };
  2944. /**
  2945. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  2946. * @param otherVector defines the second operand
  2947. * @returns the resulting Vector3
  2948. */
  2949. Vector3.prototype.add = function (otherVector) {
  2950. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  2951. };
  2952. /**
  2953. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  2954. * @param otherVector defines the second operand
  2955. * @param result defines the Vector3 object where to store the result
  2956. * @returns the current Vector3
  2957. */
  2958. Vector3.prototype.addToRef = function (otherVector, result) {
  2959. result.x = this.x + otherVector.x;
  2960. result.y = this.y + otherVector.y;
  2961. result.z = this.z + otherVector.z;
  2962. return this;
  2963. };
  2964. /**
  2965. * Subtract the given vector from the current Vector3
  2966. * @param otherVector defines the second operand
  2967. * @returns the current updated Vector3
  2968. */
  2969. Vector3.prototype.subtractInPlace = function (otherVector) {
  2970. this.x -= otherVector.x;
  2971. this.y -= otherVector.y;
  2972. this.z -= otherVector.z;
  2973. return this;
  2974. };
  2975. /**
  2976. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  2977. * @param otherVector defines the second operand
  2978. * @returns the resulting Vector3
  2979. */
  2980. Vector3.prototype.subtract = function (otherVector) {
  2981. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  2982. };
  2983. /**
  2984. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  2985. * @param otherVector defines the second operand
  2986. * @param result defines the Vector3 object where to store the result
  2987. * @returns the current Vector3
  2988. */
  2989. Vector3.prototype.subtractToRef = function (otherVector, result) {
  2990. result.x = this.x - otherVector.x;
  2991. result.y = this.y - otherVector.y;
  2992. result.z = this.z - otherVector.z;
  2993. return this;
  2994. };
  2995. /**
  2996. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  2997. * @param x defines the x coordinate of the operand
  2998. * @param y defines the y coordinate of the operand
  2999. * @param z defines the z coordinate of the operand
  3000. * @returns the resulting Vector3
  3001. */
  3002. Vector3.prototype.subtractFromFloats = function (x, y, z) {
  3003. return new Vector3(this.x - x, this.y - y, this.z - z);
  3004. };
  3005. /**
  3006. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  3007. * @param x defines the x coordinate of the operand
  3008. * @param y defines the y coordinate of the operand
  3009. * @param z defines the z coordinate of the operand
  3010. * @param result defines the Vector3 object where to store the result
  3011. * @returns the current Vector3
  3012. */
  3013. Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
  3014. result.x = this.x - x;
  3015. result.y = this.y - y;
  3016. result.z = this.z - z;
  3017. return this;
  3018. };
  3019. /**
  3020. * Gets a new Vector3 set with the current Vector3 negated coordinates
  3021. * @returns a new Vector3
  3022. */
  3023. Vector3.prototype.negate = function () {
  3024. return new Vector3(-this.x, -this.y, -this.z);
  3025. };
  3026. /**
  3027. * Multiplies the Vector3 coordinates by the float "scale"
  3028. * @param scale defines the multiplier factor
  3029. * @returns the current updated Vector3
  3030. */
  3031. Vector3.prototype.scaleInPlace = function (scale) {
  3032. this.x *= scale;
  3033. this.y *= scale;
  3034. this.z *= scale;
  3035. return this;
  3036. };
  3037. /**
  3038. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  3039. * @param scale defines the multiplier factor
  3040. * @returns a new Vector3
  3041. */
  3042. Vector3.prototype.scale = function (scale) {
  3043. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  3044. };
  3045. /**
  3046. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  3047. * @param scale defines the multiplier factor
  3048. * @param result defines the Vector3 object where to store the result
  3049. * @returns the current Vector3
  3050. */
  3051. Vector3.prototype.scaleToRef = function (scale, result) {
  3052. result.x = this.x * scale;
  3053. result.y = this.y * scale;
  3054. result.z = this.z * scale;
  3055. return this;
  3056. };
  3057. /**
  3058. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  3059. * @param scale defines the scale factor
  3060. * @param result defines the Vector3 object where to store the result
  3061. * @returns the unmodified current Vector3
  3062. */
  3063. Vector3.prototype.scaleAndAddToRef = function (scale, result) {
  3064. result.x += this.x * scale;
  3065. result.y += this.y * scale;
  3066. result.z += this.z * scale;
  3067. return this;
  3068. };
  3069. /**
  3070. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  3071. * @param otherVector defines the second operand
  3072. * @returns true if both vectors are equals
  3073. */
  3074. Vector3.prototype.equals = function (otherVector) {
  3075. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  3076. };
  3077. /**
  3078. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  3079. * @param otherVector defines the second operand
  3080. * @param epsilon defines the minimal distance to define values as equals
  3081. * @returns true if both vectors are distant less than epsilon
  3082. */
  3083. Vector3.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  3084. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  3085. 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);
  3086. };
  3087. /**
  3088. * Returns true if the current Vector3 coordinates equals the given floats
  3089. * @param x defines the x coordinate of the operand
  3090. * @param y defines the y coordinate of the operand
  3091. * @param z defines the z coordinate of the operand
  3092. * @returns true if both vectors are equals
  3093. */
  3094. Vector3.prototype.equalsToFloats = function (x, y, z) {
  3095. return this.x === x && this.y === y && this.z === z;
  3096. };
  3097. /**
  3098. * Multiplies the current Vector3 coordinates by the given ones
  3099. * @param otherVector defines the second operand
  3100. * @returns the current updated Vector3
  3101. */
  3102. Vector3.prototype.multiplyInPlace = function (otherVector) {
  3103. this.x *= otherVector.x;
  3104. this.y *= otherVector.y;
  3105. this.z *= otherVector.z;
  3106. return this;
  3107. };
  3108. /**
  3109. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  3110. * @param otherVector defines the second operand
  3111. * @returns the new Vector3
  3112. */
  3113. Vector3.prototype.multiply = function (otherVector) {
  3114. return new Vector3(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  3115. };
  3116. /**
  3117. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  3118. * @param otherVector defines the second operand
  3119. * @param result defines the Vector3 object where to store the result
  3120. * @returns the current Vector3
  3121. */
  3122. Vector3.prototype.multiplyToRef = function (otherVector, result) {
  3123. result.x = this.x * otherVector.x;
  3124. result.y = this.y * otherVector.y;
  3125. result.z = this.z * otherVector.z;
  3126. return this;
  3127. };
  3128. /**
  3129. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  3130. * @param x defines the x coordinate of the operand
  3131. * @param y defines the y coordinate of the operand
  3132. * @param z defines the z coordinate of the operand
  3133. * @returns the new Vector3
  3134. */
  3135. Vector3.prototype.multiplyByFloats = function (x, y, z) {
  3136. return new Vector3(this.x * x, this.y * y, this.z * z);
  3137. };
  3138. /**
  3139. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  3140. * @param otherVector defines the second operand
  3141. * @returns the new Vector3
  3142. */
  3143. Vector3.prototype.divide = function (otherVector) {
  3144. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  3145. };
  3146. /**
  3147. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  3148. * @param otherVector defines the second operand
  3149. * @param result defines the Vector3 object where to store the result
  3150. * @returns the current Vector3
  3151. */
  3152. Vector3.prototype.divideToRef = function (otherVector, result) {
  3153. result.x = this.x / otherVector.x;
  3154. result.y = this.y / otherVector.y;
  3155. result.z = this.z / otherVector.z;
  3156. return this;
  3157. };
  3158. /**
  3159. * Divides the current Vector3 coordinates by the given ones.
  3160. * @param otherVector defines the second operand
  3161. * @returns the current updated Vector3
  3162. */
  3163. Vector3.prototype.divideInPlace = function (otherVector) {
  3164. return this.divideToRef(otherVector, this);
  3165. };
  3166. /**
  3167. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  3168. * @param other defines the second operand
  3169. * @returns the current updated Vector3
  3170. */
  3171. Vector3.prototype.minimizeInPlace = function (other) {
  3172. if (other.x < this.x)
  3173. this.x = other.x;
  3174. if (other.y < this.y)
  3175. this.y = other.y;
  3176. if (other.z < this.z)
  3177. this.z = other.z;
  3178. return this;
  3179. };
  3180. /**
  3181. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  3182. * @param other defines the second operand
  3183. * @returns the current updated Vector3
  3184. */
  3185. Vector3.prototype.maximizeInPlace = function (other) {
  3186. if (other.x > this.x)
  3187. this.x = other.x;
  3188. if (other.y > this.y)
  3189. this.y = other.y;
  3190. if (other.z > this.z)
  3191. this.z = other.z;
  3192. return this;
  3193. };
  3194. Object.defineProperty(Vector3.prototype, "isNonUniform", {
  3195. /**
  3196. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  3197. */
  3198. get: function () {
  3199. var absX = Math.abs(this.x);
  3200. var absY = Math.abs(this.y);
  3201. if (absX !== absY) {
  3202. return true;
  3203. }
  3204. var absZ = Math.abs(this.z);
  3205. if (absX !== absZ) {
  3206. return true;
  3207. }
  3208. if (absY !== absZ) {
  3209. return true;
  3210. }
  3211. return false;
  3212. },
  3213. enumerable: true,
  3214. configurable: true
  3215. });
  3216. // Properties
  3217. /**
  3218. * Gets the length of the Vector3
  3219. * @returns the length of the Vecto3
  3220. */
  3221. Vector3.prototype.length = function () {
  3222. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  3223. };
  3224. /**
  3225. * Gets the squared length of the Vector3
  3226. * @returns squared length of the Vector3
  3227. */
  3228. Vector3.prototype.lengthSquared = function () {
  3229. return (this.x * this.x + this.y * this.y + this.z * this.z);
  3230. };
  3231. /**
  3232. * Normalize the current Vector3.
  3233. * Please note that this is an in place operation.
  3234. * @returns the current updated Vector3
  3235. */
  3236. Vector3.prototype.normalize = function () {
  3237. var len = this.length();
  3238. if (len === 0 || len === 1.0)
  3239. return this;
  3240. var num = 1.0 / len;
  3241. this.x *= num;
  3242. this.y *= num;
  3243. this.z *= num;
  3244. return this;
  3245. };
  3246. /**
  3247. * Normalize the current Vector3 to a new vector
  3248. * @returns the new Vector3
  3249. */
  3250. Vector3.prototype.normalizeToNew = function () {
  3251. var normalized = new Vector3(0, 0, 0);
  3252. this.normalizeToRef(normalized);
  3253. return normalized;
  3254. };
  3255. /**
  3256. * Normalize the current Vector3 to the reference
  3257. * @param reference define the Vector3 to update
  3258. * @returns the updated Vector3
  3259. */
  3260. Vector3.prototype.normalizeToRef = function (reference) {
  3261. var len = this.length();
  3262. if (len === 0 || len === 1.0) {
  3263. reference.set(this.x, this.y, this.z);
  3264. return reference;
  3265. }
  3266. var scale = 1.0 / len;
  3267. this.scaleToRef(scale, reference);
  3268. return reference;
  3269. };
  3270. /**
  3271. * Creates a new Vector3 copied from the current Vector3
  3272. * @returns the new Vector3
  3273. */
  3274. Vector3.prototype.clone = function () {
  3275. return new Vector3(this.x, this.y, this.z);
  3276. };
  3277. /**
  3278. * Copies the given vector coordinates to the current Vector3 ones
  3279. * @param source defines the source Vector3
  3280. * @returns the current updated Vector3
  3281. */
  3282. Vector3.prototype.copyFrom = function (source) {
  3283. this.x = source.x;
  3284. this.y = source.y;
  3285. this.z = source.z;
  3286. return this;
  3287. };
  3288. /**
  3289. * Copies the given floats to the current Vector3 coordinates
  3290. * @param x defines the x coordinate of the operand
  3291. * @param y defines the y coordinate of the operand
  3292. * @param z defines the z coordinate of the operand
  3293. * @returns the current updated Vector3
  3294. */
  3295. Vector3.prototype.copyFromFloats = function (x, y, z) {
  3296. this.x = x;
  3297. this.y = y;
  3298. this.z = z;
  3299. return this;
  3300. };
  3301. /**
  3302. * Copies the given floats to the current Vector3 coordinates
  3303. * @param x defines the x coordinate of the operand
  3304. * @param y defines the y coordinate of the operand
  3305. * @param z defines the z coordinate of the operand
  3306. * @returns the current updated Vector3
  3307. */
  3308. Vector3.prototype.set = function (x, y, z) {
  3309. return this.copyFromFloats(x, y, z);
  3310. };
  3311. // Statics
  3312. /**
  3313. * Get the clip factor between two vectors
  3314. * @param vector0 defines the first operand
  3315. * @param vector1 defines the second operand
  3316. * @param axis defines the axis to use
  3317. * @param size defines the size along the axis
  3318. * @returns the clip factor
  3319. */
  3320. Vector3.GetClipFactor = function (vector0, vector1, axis, size) {
  3321. var d0 = Vector3.Dot(vector0, axis) - size;
  3322. var d1 = Vector3.Dot(vector1, axis) - size;
  3323. var s = d0 / (d0 - d1);
  3324. return s;
  3325. };
  3326. /**
  3327. * Get angle between two vectors
  3328. * @param vector0 angle between vector0 and vector1
  3329. * @param vector1 angle between vector0 and vector1
  3330. * @param normal direction of the normal
  3331. * @return the angle between vector0 and vector1
  3332. */
  3333. Vector3.GetAngleBetweenVectors = function (vector0, vector1, normal) {
  3334. var v0 = vector0.clone().normalize();
  3335. var v1 = vector1.clone().normalize();
  3336. var dot = Vector3.Dot(v0, v1);
  3337. var n = Vector3.Cross(v0, v1);
  3338. if (Vector3.Dot(n, normal) > 0) {
  3339. return Math.acos(dot);
  3340. }
  3341. return -Math.acos(dot);
  3342. };
  3343. /**
  3344. * Returns a new Vector3 set from the index "offset" of the given array
  3345. * @param array defines the source array
  3346. * @param offset defines the offset in the source array
  3347. * @returns the new Vector3
  3348. */
  3349. Vector3.FromArray = function (array, offset) {
  3350. if (!offset) {
  3351. offset = 0;
  3352. }
  3353. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  3354. };
  3355. /**
  3356. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  3357. * This function is deprecated. Use FromArray instead
  3358. * @param array defines the source array
  3359. * @param offset defines the offset in the source array
  3360. * @returns the new Vector3
  3361. */
  3362. Vector3.FromFloatArray = function (array, offset) {
  3363. return Vector3.FromArray(array, offset);
  3364. };
  3365. /**
  3366. * Sets the given vector "result" with the element values from the index "offset" of the given array
  3367. * @param array defines the source array
  3368. * @param offset defines the offset in the source array
  3369. * @param result defines the Vector3 where to store the result
  3370. */
  3371. Vector3.FromArrayToRef = function (array, offset, result) {
  3372. result.x = array[offset];
  3373. result.y = array[offset + 1];
  3374. result.z = array[offset + 2];
  3375. };
  3376. /**
  3377. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  3378. * This function is deprecated. Use FromArrayToRef instead.
  3379. * @param array defines the source array
  3380. * @param offset defines the offset in the source array
  3381. * @param result defines the Vector3 where to store the result
  3382. */
  3383. Vector3.FromFloatArrayToRef = function (array, offset, result) {
  3384. return Vector3.FromArrayToRef(array, offset, result);
  3385. };
  3386. /**
  3387. * Sets the given vector "result" with the given floats.
  3388. * @param x defines the x coordinate of the source
  3389. * @param y defines the y coordinate of the source
  3390. * @param z defines the z coordinate of the source
  3391. * @param result defines the Vector3 where to store the result
  3392. */
  3393. Vector3.FromFloatsToRef = function (x, y, z, result) {
  3394. result.x = x;
  3395. result.y = y;
  3396. result.z = z;
  3397. };
  3398. /**
  3399. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  3400. * @returns a new empty Vector3
  3401. */
  3402. Vector3.Zero = function () {
  3403. return new Vector3(0.0, 0.0, 0.0);
  3404. };
  3405. /**
  3406. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  3407. * @returns a new unit Vector3
  3408. */
  3409. Vector3.One = function () {
  3410. return new Vector3(1.0, 1.0, 1.0);
  3411. };
  3412. /**
  3413. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  3414. * @returns a new up Vector3
  3415. */
  3416. Vector3.Up = function () {
  3417. return new Vector3(0.0, 1.0, 0.0);
  3418. };
  3419. /**
  3420. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  3421. * @returns a new forward Vector3
  3422. */
  3423. Vector3.Forward = function () {
  3424. return new Vector3(0.0, 0.0, 1.0);
  3425. };
  3426. /**
  3427. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  3428. * @returns a new right Vector3
  3429. */
  3430. Vector3.Right = function () {
  3431. return new Vector3(1.0, 0.0, 0.0);
  3432. };
  3433. /**
  3434. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  3435. * @returns a new left Vector3
  3436. */
  3437. Vector3.Left = function () {
  3438. return new Vector3(-1.0, 0.0, 0.0);
  3439. };
  3440. /**
  3441. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  3442. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  3443. * @param vector defines the Vector3 to transform
  3444. * @param transformation defines the transformation matrix
  3445. * @returns the transformed Vector3
  3446. */
  3447. Vector3.TransformCoordinates = function (vector, transformation) {
  3448. var result = Vector3.Zero();
  3449. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  3450. return result;
  3451. };
  3452. /**
  3453. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  3454. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  3455. * @param vector defines the Vector3 to transform
  3456. * @param transformation defines the transformation matrix
  3457. * @param result defines the Vector3 where to store the result
  3458. */
  3459. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  3460. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]) + transformation.m[12];
  3461. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]) + transformation.m[13];
  3462. var z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]) + transformation.m[14];
  3463. var w = (vector.x * transformation.m[3]) + (vector.y * transformation.m[7]) + (vector.z * transformation.m[11]) + transformation.m[15];
  3464. result.x = x / w;
  3465. result.y = y / w;
  3466. result.z = z / w;
  3467. };
  3468. /**
  3469. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  3470. * This method computes tranformed coordinates only, not transformed direction vectors
  3471. * @param x define the x coordinate of the source vector
  3472. * @param y define the y coordinate of the source vector
  3473. * @param z define the z coordinate of the source vector
  3474. * @param transformation defines the transformation matrix
  3475. * @param result defines the Vector3 where to store the result
  3476. */
  3477. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  3478. var rx = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]) + transformation.m[12];
  3479. var ry = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]) + transformation.m[13];
  3480. var rz = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]) + transformation.m[14];
  3481. var rw = (x * transformation.m[3]) + (y * transformation.m[7]) + (z * transformation.m[11]) + transformation.m[15];
  3482. result.x = rx / rw;
  3483. result.y = ry / rw;
  3484. result.z = rz / rw;
  3485. };
  3486. /**
  3487. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  3488. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  3489. * @param vector defines the Vector3 to transform
  3490. * @param transformation defines the transformation matrix
  3491. * @returns the new Vector3
  3492. */
  3493. Vector3.TransformNormal = function (vector, transformation) {
  3494. var result = Vector3.Zero();
  3495. Vector3.TransformNormalToRef(vector, transformation, result);
  3496. return result;
  3497. };
  3498. /**
  3499. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  3500. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  3501. * @param vector defines the Vector3 to transform
  3502. * @param transformation defines the transformation matrix
  3503. * @param result defines the Vector3 where to store the result
  3504. */
  3505. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  3506. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]);
  3507. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]);
  3508. var z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]);
  3509. result.x = x;
  3510. result.y = y;
  3511. result.z = z;
  3512. };
  3513. /**
  3514. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  3515. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  3516. * @param x define the x coordinate of the source vector
  3517. * @param y define the y coordinate of the source vector
  3518. * @param z define the z coordinate of the source vector
  3519. * @param transformation defines the transformation matrix
  3520. * @param result defines the Vector3 where to store the result
  3521. */
  3522. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  3523. result.x = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]);
  3524. result.y = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]);
  3525. result.z = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]);
  3526. };
  3527. /**
  3528. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  3529. * @param value1 defines the first control point
  3530. * @param value2 defines the second control point
  3531. * @param value3 defines the third control point
  3532. * @param value4 defines the fourth control point
  3533. * @param amount defines the amount on the spline to use
  3534. * @returns the new Vector3
  3535. */
  3536. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  3537. var squared = amount * amount;
  3538. var cubed = amount * squared;
  3539. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  3540. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  3541. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  3542. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  3543. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  3544. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  3545. var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +
  3546. (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +
  3547. ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));
  3548. return new Vector3(x, y, z);
  3549. };
  3550. /**
  3551. * 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"
  3552. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  3553. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  3554. * @param value defines the current value
  3555. * @param min defines the lower range value
  3556. * @param max defines the upper range value
  3557. * @returns the new Vector3
  3558. */
  3559. Vector3.Clamp = function (value, min, max) {
  3560. var x = value.x;
  3561. x = (x > max.x) ? max.x : x;
  3562. x = (x < min.x) ? min.x : x;
  3563. var y = value.y;
  3564. y = (y > max.y) ? max.y : y;
  3565. y = (y < min.y) ? min.y : y;
  3566. var z = value.z;
  3567. z = (z > max.z) ? max.z : z;
  3568. z = (z < min.z) ? min.z : z;
  3569. return new Vector3(x, y, z);
  3570. };
  3571. /**
  3572. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  3573. * @param value1 defines the first control point
  3574. * @param tangent1 defines the first tangent vector
  3575. * @param value2 defines the second control point
  3576. * @param tangent2 defines the second tangent vector
  3577. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  3578. * @returns the new Vector3
  3579. */
  3580. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  3581. var squared = amount * amount;
  3582. var cubed = amount * squared;
  3583. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  3584. var part2 = (-2.0 * cubed) + (3.0 * squared);
  3585. var part3 = (cubed - (2.0 * squared)) + amount;
  3586. var part4 = cubed - squared;
  3587. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  3588. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  3589. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  3590. return new Vector3(x, y, z);
  3591. };
  3592. /**
  3593. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  3594. * @param start defines the start value
  3595. * @param end defines the end value
  3596. * @param amount max defines amount between both (between 0 and 1)
  3597. * @returns the new Vector3
  3598. */
  3599. Vector3.Lerp = function (start, end, amount) {
  3600. var result = new Vector3(0, 0, 0);
  3601. Vector3.LerpToRef(start, end, amount, result);
  3602. return result;
  3603. };
  3604. /**
  3605. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  3606. * @param start defines the start value
  3607. * @param end defines the end value
  3608. * @param amount max defines amount between both (between 0 and 1)
  3609. * @param result defines the Vector3 where to store the result
  3610. */
  3611. Vector3.LerpToRef = function (start, end, amount, result) {
  3612. result.x = start.x + ((end.x - start.x) * amount);
  3613. result.y = start.y + ((end.y - start.y) * amount);
  3614. result.z = start.z + ((end.z - start.z) * amount);
  3615. };
  3616. /**
  3617. * Returns the dot product (float) between the vectors "left" and "right"
  3618. * @param left defines the left operand
  3619. * @param right defines the right operand
  3620. * @returns the dot product
  3621. */
  3622. Vector3.Dot = function (left, right) {
  3623. return (left.x * right.x + left.y * right.y + left.z * right.z);
  3624. };
  3625. /**
  3626. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  3627. * The cross product is then orthogonal to both "left" and "right"
  3628. * @param left defines the left operand
  3629. * @param right defines the right operand
  3630. * @returns the cross product
  3631. */
  3632. Vector3.Cross = function (left, right) {
  3633. var result = Vector3.Zero();
  3634. Vector3.CrossToRef(left, right, result);
  3635. return result;
  3636. };
  3637. /**
  3638. * Sets the given vector "result" with the cross product of "left" and "right"
  3639. * The cross product is then orthogonal to both "left" and "right"
  3640. * @param left defines the left operand
  3641. * @param right defines the right operand
  3642. * @param result defines the Vector3 where to store the result
  3643. */
  3644. Vector3.CrossToRef = function (left, right, result) {
  3645. MathTmp.Vector3[0].x = left.y * right.z - left.z * right.y;
  3646. MathTmp.Vector3[0].y = left.z * right.x - left.x * right.z;
  3647. MathTmp.Vector3[0].z = left.x * right.y - left.y * right.x;
  3648. result.copyFrom(MathTmp.Vector3[0]);
  3649. };
  3650. /**
  3651. * Returns a new Vector3 as the normalization of the given vector
  3652. * @param vector defines the Vector3 to normalize
  3653. * @returns the new Vector3
  3654. */
  3655. Vector3.Normalize = function (vector) {
  3656. var result = Vector3.Zero();
  3657. Vector3.NormalizeToRef(vector, result);
  3658. return result;
  3659. };
  3660. /**
  3661. * Sets the given vector "result" with the normalization of the given first vector
  3662. * @param vector defines the Vector3 to normalize
  3663. * @param result defines the Vector3 where to store the result
  3664. */
  3665. Vector3.NormalizeToRef = function (vector, result) {
  3666. result.copyFrom(vector);
  3667. result.normalize();
  3668. };
  3669. /**
  3670. * Project a Vector3 onto screen space
  3671. * @param vector defines the Vector3 to project
  3672. * @param world defines the world matrix to use
  3673. * @param transform defines the transform (view x projection) matrix to use
  3674. * @param viewport defines the screen viewport to use
  3675. * @returns the new Vector3
  3676. */
  3677. Vector3.Project = function (vector, world, transform, viewport) {
  3678. var cw = viewport.width;
  3679. var ch = viewport.height;
  3680. var cx = viewport.x;
  3681. var cy = viewport.y;
  3682. var viewportMatrix = Vector3._viewportMatrixCache ? Vector3._viewportMatrixCache : (Vector3._viewportMatrixCache = new Matrix());
  3683. 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);
  3684. var matrix = MathTmp.Matrix[0];
  3685. world.multiplyToRef(transform, matrix);
  3686. matrix.multiplyToRef(viewportMatrix, matrix);
  3687. return Vector3.TransformCoordinates(vector, matrix);
  3688. };
  3689. /**
  3690. * Unproject from screen space to object space
  3691. * @param source defines the screen space Vector3 to use
  3692. * @param viewportWidth defines the current width of the viewport
  3693. * @param viewportHeight defines the current height of the viewport
  3694. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  3695. * @param transform defines the transform (view x projection) matrix to use
  3696. * @returns the new Vector3
  3697. */
  3698. Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {
  3699. var matrix = MathTmp.Matrix[0];
  3700. world.multiplyToRef(transform, matrix);
  3701. matrix.invert();
  3702. source.x = source.x / viewportWidth * 2 - 1;
  3703. source.y = -(source.y / viewportHeight * 2 - 1);
  3704. var vector = Vector3.TransformCoordinates(source, matrix);
  3705. var num = source.x * matrix.m[3] + source.y * matrix.m[7] + source.z * matrix.m[11] + matrix.m[15];
  3706. if (BABYLON.Scalar.WithinEpsilon(num, 1.0)) {
  3707. vector = vector.scale(1.0 / num);
  3708. }
  3709. return vector;
  3710. };
  3711. /**
  3712. * Unproject from screen space to object space
  3713. * @param source defines the screen space Vector3 to use
  3714. * @param viewportWidth defines the current width of the viewport
  3715. * @param viewportHeight defines the current height of the viewport
  3716. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  3717. * @param view defines the view matrix to use
  3718. * @param projection defines the projection matrix to use
  3719. * @returns the new Vector3
  3720. */
  3721. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  3722. var result = Vector3.Zero();
  3723. Vector3.UnprojectToRef(source, viewportWidth, viewportHeight, world, view, projection, result);
  3724. return result;
  3725. };
  3726. /**
  3727. * Unproject from screen space to object space
  3728. * @param source defines the screen space Vector3 to use
  3729. * @param viewportWidth defines the current width of the viewport
  3730. * @param viewportHeight defines the current height of the viewport
  3731. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  3732. * @param view defines the view matrix to use
  3733. * @param projection defines the projection matrix to use
  3734. * @param result defines the Vector3 where to store the result
  3735. */
  3736. Vector3.UnprojectToRef = function (source, viewportWidth, viewportHeight, world, view, projection, result) {
  3737. Vector3.UnprojectFloatsToRef(source.x, source.y, source.z, viewportWidth, viewportHeight, world, view, projection, result);
  3738. };
  3739. /**
  3740. * Unproject from screen space to object space
  3741. * @param sourceX defines the screen space x coordinate to use
  3742. * @param sourceY defines the screen space y coordinate to use
  3743. * @param sourceZ defines the screen space z coordinate to use
  3744. * @param viewportWidth defines the current width of the viewport
  3745. * @param viewportHeight defines the current height of the viewport
  3746. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  3747. * @param view defines the view matrix to use
  3748. * @param projection defines the projection matrix to use
  3749. * @param result defines the Vector3 where to store the result
  3750. */
  3751. Vector3.UnprojectFloatsToRef = function (sourceX, sourceY, sourceZ, viewportWidth, viewportHeight, world, view, projection, result) {
  3752. var matrix = MathTmp.Matrix[0];
  3753. world.multiplyToRef(view, matrix);
  3754. matrix.multiplyToRef(projection, matrix);
  3755. matrix.invert();
  3756. var screenSource = MathTmp.Vector3[0];
  3757. screenSource.x = sourceX / viewportWidth * 2 - 1;
  3758. screenSource.y = -(sourceY / viewportHeight * 2 - 1);
  3759. screenSource.z = 2 * sourceZ - 1.0;
  3760. Vector3.TransformCoordinatesToRef(screenSource, matrix, result);
  3761. var num = screenSource.x * matrix.m[3] + screenSource.y * matrix.m[7] + screenSource.z * matrix.m[11] + matrix.m[15];
  3762. if (BABYLON.Scalar.WithinEpsilon(num, 1.0)) {
  3763. result.scaleInPlace(1.0 / num);
  3764. }
  3765. };
  3766. /**
  3767. * Gets the minimal coordinate values between two Vector3
  3768. * @param left defines the first operand
  3769. * @param right defines the second operand
  3770. * @returns the new Vector3
  3771. */
  3772. Vector3.Minimize = function (left, right) {
  3773. var min = left.clone();
  3774. min.minimizeInPlace(right);
  3775. return min;
  3776. };
  3777. /**
  3778. * Gets the maximal coordinate values between two Vector3
  3779. * @param left defines the first operand
  3780. * @param right defines the second operand
  3781. * @returns the new Vector3
  3782. */
  3783. Vector3.Maximize = function (left, right) {
  3784. var max = left.clone();
  3785. max.maximizeInPlace(right);
  3786. return max;
  3787. };
  3788. /**
  3789. * Returns the distance between the vectors "value1" and "value2"
  3790. * @param value1 defines the first operand
  3791. * @param value2 defines the second operand
  3792. * @returns the distance
  3793. */
  3794. Vector3.Distance = function (value1, value2) {
  3795. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  3796. };
  3797. /**
  3798. * Returns the squared distance between the vectors "value1" and "value2"
  3799. * @param value1 defines the first operand
  3800. * @param value2 defines the second operand
  3801. * @returns the squared distance
  3802. */
  3803. Vector3.DistanceSquared = function (value1, value2) {
  3804. var x = value1.x - value2.x;
  3805. var y = value1.y - value2.y;
  3806. var z = value1.z - value2.z;
  3807. return (x * x) + (y * y) + (z * z);
  3808. };
  3809. /**
  3810. * Returns a new Vector3 located at the center between "value1" and "value2"
  3811. * @param value1 defines the first operand
  3812. * @param value2 defines the second operand
  3813. * @returns the new Vector3
  3814. */
  3815. Vector3.Center = function (value1, value2) {
  3816. var center = value1.add(value2);
  3817. center.scaleInPlace(0.5);
  3818. return center;
  3819. };
  3820. /**
  3821. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  3822. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  3823. * to something in order to rotate it from its local system to the given target system
  3824. * Note: axis1, axis2 and axis3 are normalized during this operation
  3825. * @param axis1 defines the first axis
  3826. * @param axis2 defines the second axis
  3827. * @param axis3 defines the third axis
  3828. * @returns a new Vector3
  3829. */
  3830. Vector3.RotationFromAxis = function (axis1, axis2, axis3) {
  3831. var rotation = Vector3.Zero();
  3832. Vector3.RotationFromAxisToRef(axis1, axis2, axis3, rotation);
  3833. return rotation;
  3834. };
  3835. /**
  3836. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  3837. * @param axis1 defines the first axis
  3838. * @param axis2 defines the second axis
  3839. * @param axis3 defines the third axis
  3840. * @param ref defines the Vector3 where to store the result
  3841. */
  3842. Vector3.RotationFromAxisToRef = function (axis1, axis2, axis3, ref) {
  3843. var quat = MathTmp.Quaternion[0];
  3844. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  3845. quat.toEulerAnglesToRef(ref);
  3846. };
  3847. return Vector3;
  3848. }());
  3849. BABYLON.Vector3 = Vector3;
  3850. //Vector4 class created for EulerAngle class conversion to Quaternion
  3851. var Vector4 = /** @class */ (function () {
  3852. /**
  3853. * Creates a Vector4 object from the given floats.
  3854. */
  3855. function Vector4(x, y, z, w) {
  3856. this.x = x;
  3857. this.y = y;
  3858. this.z = z;
  3859. this.w = w;
  3860. }
  3861. /**
  3862. * Returns the string with the Vector4 coordinates.
  3863. */
  3864. Vector4.prototype.toString = function () {
  3865. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  3866. };
  3867. /**
  3868. * Returns the string "Vector4".
  3869. */
  3870. Vector4.prototype.getClassName = function () {
  3871. return "Vector4";
  3872. };
  3873. /**
  3874. * Returns the Vector4 hash code.
  3875. */
  3876. Vector4.prototype.getHashCode = function () {
  3877. var hash = this.x || 0;
  3878. hash = (hash * 397) ^ (this.y || 0);
  3879. hash = (hash * 397) ^ (this.z || 0);
  3880. hash = (hash * 397) ^ (this.w || 0);
  3881. return hash;
  3882. };
  3883. // Operators
  3884. /**
  3885. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  3886. */
  3887. Vector4.prototype.asArray = function () {
  3888. var result = new Array();
  3889. this.toArray(result, 0);
  3890. return result;
  3891. };
  3892. /**
  3893. * Populates the given array from the given index with the Vector4 coordinates.
  3894. * Returns the Vector4.
  3895. */
  3896. Vector4.prototype.toArray = function (array, index) {
  3897. if (index === undefined) {
  3898. index = 0;
  3899. }
  3900. array[index] = this.x;
  3901. array[index + 1] = this.y;
  3902. array[index + 2] = this.z;
  3903. array[index + 3] = this.w;
  3904. return this;
  3905. };
  3906. /**
  3907. * Adds the given vector to the current Vector4.
  3908. * Returns the updated Vector4.
  3909. */
  3910. Vector4.prototype.addInPlace = function (otherVector) {
  3911. this.x += otherVector.x;
  3912. this.y += otherVector.y;
  3913. this.z += otherVector.z;
  3914. this.w += otherVector.w;
  3915. return this;
  3916. };
  3917. /**
  3918. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  3919. */
  3920. Vector4.prototype.add = function (otherVector) {
  3921. return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);
  3922. };
  3923. /**
  3924. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  3925. * Returns the current Vector4.
  3926. */
  3927. Vector4.prototype.addToRef = function (otherVector, result) {
  3928. result.x = this.x + otherVector.x;
  3929. result.y = this.y + otherVector.y;
  3930. result.z = this.z + otherVector.z;
  3931. result.w = this.w + otherVector.w;
  3932. return this;
  3933. };
  3934. /**
  3935. * Subtract in place the given vector from the current Vector4.
  3936. * Returns the updated Vector4.
  3937. */
  3938. Vector4.prototype.subtractInPlace = function (otherVector) {
  3939. this.x -= otherVector.x;
  3940. this.y -= otherVector.y;
  3941. this.z -= otherVector.z;
  3942. this.w -= otherVector.w;
  3943. return this;
  3944. };
  3945. /**
  3946. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  3947. */
  3948. Vector4.prototype.subtract = function (otherVector) {
  3949. return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);
  3950. };
  3951. /**
  3952. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  3953. * Returns the current Vector4.
  3954. */
  3955. Vector4.prototype.subtractToRef = function (otherVector, result) {
  3956. result.x = this.x - otherVector.x;
  3957. result.y = this.y - otherVector.y;
  3958. result.z = this.z - otherVector.z;
  3959. result.w = this.w - otherVector.w;
  3960. return this;
  3961. };
  3962. /**
  3963. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3964. */
  3965. Vector4.prototype.subtractFromFloats = function (x, y, z, w) {
  3966. return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);
  3967. };
  3968. /**
  3969. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3970. * Returns the current Vector4.
  3971. */
  3972. Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {
  3973. result.x = this.x - x;
  3974. result.y = this.y - y;
  3975. result.z = this.z - z;
  3976. result.w = this.w - w;
  3977. return this;
  3978. };
  3979. /**
  3980. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  3981. */
  3982. Vector4.prototype.negate = function () {
  3983. return new Vector4(-this.x, -this.y, -this.z, -this.w);
  3984. };
  3985. /**
  3986. * Multiplies the current Vector4 coordinates by scale (float).
  3987. * Returns the updated Vector4.
  3988. */
  3989. Vector4.prototype.scaleInPlace = function (scale) {
  3990. this.x *= scale;
  3991. this.y *= scale;
  3992. this.z *= scale;
  3993. this.w *= scale;
  3994. return this;
  3995. };
  3996. /**
  3997. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  3998. */
  3999. Vector4.prototype.scale = function (scale) {
  4000. return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);
  4001. };
  4002. /**
  4003. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  4004. * Returns the current Vector4.
  4005. */
  4006. Vector4.prototype.scaleToRef = function (scale, result) {
  4007. result.x = this.x * scale;
  4008. result.y = this.y * scale;
  4009. result.z = this.z * scale;
  4010. result.w = this.w * scale;
  4011. return this;
  4012. };
  4013. /**
  4014. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  4015. * @param scale defines the scale factor
  4016. * @param result defines the Vector4 object where to store the result
  4017. * @returns the unmodified current Vector4
  4018. */
  4019. Vector4.prototype.scaleAndAddToRef = function (scale, result) {
  4020. result.x += this.x * scale;
  4021. result.y += this.y * scale;
  4022. result.z += this.z * scale;
  4023. result.w += this.w * scale;
  4024. return this;
  4025. };
  4026. /**
  4027. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  4028. */
  4029. Vector4.prototype.equals = function (otherVector) {
  4030. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;
  4031. };
  4032. /**
  4033. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  4034. */
  4035. Vector4.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  4036. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  4037. return otherVector
  4038. && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon)
  4039. && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon)
  4040. && BABYLON.Scalar.WithinEpsilon(this.z, otherVector.z, epsilon)
  4041. && BABYLON.Scalar.WithinEpsilon(this.w, otherVector.w, epsilon);
  4042. };
  4043. /**
  4044. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  4045. */
  4046. Vector4.prototype.equalsToFloats = function (x, y, z, w) {
  4047. return this.x === x && this.y === y && this.z === z && this.w === w;
  4048. };
  4049. /**
  4050. * Multiplies in place the current Vector4 by the given one.
  4051. * Returns the updated Vector4.
  4052. */
  4053. Vector4.prototype.multiplyInPlace = function (otherVector) {
  4054. this.x *= otherVector.x;
  4055. this.y *= otherVector.y;
  4056. this.z *= otherVector.z;
  4057. this.w *= otherVector.w;
  4058. return this;
  4059. };
  4060. /**
  4061. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  4062. */
  4063. Vector4.prototype.multiply = function (otherVector) {
  4064. return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);
  4065. };
  4066. /**
  4067. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  4068. * Returns the current Vector4.
  4069. */
  4070. Vector4.prototype.multiplyToRef = function (otherVector, result) {
  4071. result.x = this.x * otherVector.x;
  4072. result.y = this.y * otherVector.y;
  4073. result.z = this.z * otherVector.z;
  4074. result.w = this.w * otherVector.w;
  4075. return this;
  4076. };
  4077. /**
  4078. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  4079. */
  4080. Vector4.prototype.multiplyByFloats = function (x, y, z, w) {
  4081. return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);
  4082. };
  4083. /**
  4084. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  4085. */
  4086. Vector4.prototype.divide = function (otherVector) {
  4087. return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);
  4088. };
  4089. /**
  4090. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  4091. * Returns the current Vector4.
  4092. */
  4093. Vector4.prototype.divideToRef = function (otherVector, result) {
  4094. result.x = this.x / otherVector.x;
  4095. result.y = this.y / otherVector.y;
  4096. result.z = this.z / otherVector.z;
  4097. result.w = this.w / otherVector.w;
  4098. return this;
  4099. };
  4100. /**
  4101. * Divides the current Vector3 coordinates by the given ones.
  4102. * @returns the updated Vector3.
  4103. */
  4104. Vector4.prototype.divideInPlace = function (otherVector) {
  4105. return this.divideToRef(otherVector, this);
  4106. };
  4107. /**
  4108. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  4109. * @param other defines the second operand
  4110. * @returns the current updated Vector4
  4111. */
  4112. Vector4.prototype.minimizeInPlace = function (other) {
  4113. if (other.x < this.x)
  4114. this.x = other.x;
  4115. if (other.y < this.y)
  4116. this.y = other.y;
  4117. if (other.z < this.z)
  4118. this.z = other.z;
  4119. if (other.w < this.w)
  4120. this.w = other.w;
  4121. return this;
  4122. };
  4123. /**
  4124. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  4125. * @param other defines the second operand
  4126. * @returns the current updated Vector4
  4127. */
  4128. Vector4.prototype.maximizeInPlace = function (other) {
  4129. if (other.x > this.x)
  4130. this.x = other.x;
  4131. if (other.y > this.y)
  4132. this.y = other.y;
  4133. if (other.z > this.z)
  4134. this.z = other.z;
  4135. if (other.w > this.w)
  4136. this.w = other.w;
  4137. return this;
  4138. };
  4139. // Properties
  4140. /**
  4141. * Returns the Vector4 length (float).
  4142. */
  4143. Vector4.prototype.length = function () {
  4144. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  4145. };
  4146. /**
  4147. * Returns the Vector4 squared length (float).
  4148. */
  4149. Vector4.prototype.lengthSquared = function () {
  4150. return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  4151. };
  4152. // Methods
  4153. /**
  4154. * Normalizes in place the Vector4.
  4155. * Returns the updated Vector4.
  4156. */
  4157. Vector4.prototype.normalize = function () {
  4158. var len = this.length();
  4159. if (len === 0)
  4160. return this;
  4161. var num = 1.0 / len;
  4162. this.x *= num;
  4163. this.y *= num;
  4164. this.z *= num;
  4165. this.w *= num;
  4166. return this;
  4167. };
  4168. /**
  4169. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  4170. */
  4171. Vector4.prototype.toVector3 = function () {
  4172. return new Vector3(this.x, this.y, this.z);
  4173. };
  4174. /**
  4175. * Returns a new Vector4 copied from the current one.
  4176. */
  4177. Vector4.prototype.clone = function () {
  4178. return new Vector4(this.x, this.y, this.z, this.w);
  4179. };
  4180. /**
  4181. * Updates the current Vector4 with the given one coordinates.
  4182. * Returns the updated Vector4.
  4183. */
  4184. Vector4.prototype.copyFrom = function (source) {
  4185. this.x = source.x;
  4186. this.y = source.y;
  4187. this.z = source.z;
  4188. this.w = source.w;
  4189. return this;
  4190. };
  4191. /**
  4192. * Updates the current Vector4 coordinates with the given floats.
  4193. * Returns the updated Vector4.
  4194. */
  4195. Vector4.prototype.copyFromFloats = function (x, y, z, w) {
  4196. this.x = x;
  4197. this.y = y;
  4198. this.z = z;
  4199. this.w = w;
  4200. return this;
  4201. };
  4202. /**
  4203. * Updates the current Vector4 coordinates with the given floats.
  4204. * Returns the updated Vector4.
  4205. */
  4206. Vector4.prototype.set = function (x, y, z, w) {
  4207. return this.copyFromFloats(x, y, z, w);
  4208. };
  4209. // Statics
  4210. /**
  4211. * Returns a new Vector4 set from the starting index of the given array.
  4212. */
  4213. Vector4.FromArray = function (array, offset) {
  4214. if (!offset) {
  4215. offset = 0;
  4216. }
  4217. return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  4218. };
  4219. /**
  4220. * Updates the given vector "result" from the starting index of the given array.
  4221. */
  4222. Vector4.FromArrayToRef = function (array, offset, result) {
  4223. result.x = array[offset];
  4224. result.y = array[offset + 1];
  4225. result.z = array[offset + 2];
  4226. result.w = array[offset + 3];
  4227. };
  4228. /**
  4229. * Updates the given vector "result" from the starting index of the given Float32Array.
  4230. */
  4231. Vector4.FromFloatArrayToRef = function (array, offset, result) {
  4232. Vector4.FromArrayToRef(array, offset, result);
  4233. };
  4234. /**
  4235. * Updates the given vector "result" coordinates from the given floats.
  4236. */
  4237. Vector4.FromFloatsToRef = function (x, y, z, w, result) {
  4238. result.x = x;
  4239. result.y = y;
  4240. result.z = z;
  4241. result.w = w;
  4242. };
  4243. /**
  4244. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  4245. */
  4246. Vector4.Zero = function () {
  4247. return new Vector4(0.0, 0.0, 0.0, 0.0);
  4248. };
  4249. /**
  4250. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  4251. */
  4252. Vector4.One = function () {
  4253. return new Vector4(1.0, 1.0, 1.0, 1.0);
  4254. };
  4255. /**
  4256. * Returns a new normalized Vector4 from the given one.
  4257. */
  4258. Vector4.Normalize = function (vector) {
  4259. var result = Vector4.Zero();
  4260. Vector4.NormalizeToRef(vector, result);
  4261. return result;
  4262. };
  4263. /**
  4264. * Updates the given vector "result" from the normalization of the given one.
  4265. */
  4266. Vector4.NormalizeToRef = function (vector, result) {
  4267. result.copyFrom(vector);
  4268. result.normalize();
  4269. };
  4270. Vector4.Minimize = function (left, right) {
  4271. var min = left.clone();
  4272. min.minimizeInPlace(right);
  4273. return min;
  4274. };
  4275. Vector4.Maximize = function (left, right) {
  4276. var max = left.clone();
  4277. max.maximizeInPlace(right);
  4278. return max;
  4279. };
  4280. /**
  4281. * Returns the distance (float) between the vectors "value1" and "value2".
  4282. */
  4283. Vector4.Distance = function (value1, value2) {
  4284. return Math.sqrt(Vector4.DistanceSquared(value1, value2));
  4285. };
  4286. /**
  4287. * Returns the squared distance (float) between the vectors "value1" and "value2".
  4288. */
  4289. Vector4.DistanceSquared = function (value1, value2) {
  4290. var x = value1.x - value2.x;
  4291. var y = value1.y - value2.y;
  4292. var z = value1.z - value2.z;
  4293. var w = value1.w - value2.w;
  4294. return (x * x) + (y * y) + (z * z) + (w * w);
  4295. };
  4296. /**
  4297. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  4298. */
  4299. Vector4.Center = function (value1, value2) {
  4300. var center = value1.add(value2);
  4301. center.scaleInPlace(0.5);
  4302. return center;
  4303. };
  4304. /**
  4305. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  4306. * This methods computes transformed normalized direction vectors only.
  4307. */
  4308. Vector4.TransformNormal = function (vector, transformation) {
  4309. var result = Vector4.Zero();
  4310. Vector4.TransformNormalToRef(vector, transformation, result);
  4311. return result;
  4312. };
  4313. /**
  4314. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  4315. * This methods computes transformed normalized direction vectors only.
  4316. */
  4317. Vector4.TransformNormalToRef = function (vector, transformation, result) {
  4318. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]);
  4319. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]);
  4320. var z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]);
  4321. result.x = x;
  4322. result.y = y;
  4323. result.z = z;
  4324. result.w = vector.w;
  4325. };
  4326. /**
  4327. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  4328. * This methods computes transformed normalized direction vectors only.
  4329. */
  4330. Vector4.TransformNormalFromFloatsToRef = function (x, y, z, w, transformation, result) {
  4331. result.x = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]);
  4332. result.y = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]);
  4333. result.z = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]);
  4334. result.w = w;
  4335. };
  4336. return Vector4;
  4337. }());
  4338. BABYLON.Vector4 = Vector4;
  4339. var Size = /** @class */ (function () {
  4340. /**
  4341. * Creates a Size object from the given width and height (floats).
  4342. */
  4343. function Size(width, height) {
  4344. this.width = width;
  4345. this.height = height;
  4346. }
  4347. // Returns a string with the Size width and height.
  4348. Size.prototype.toString = function () {
  4349. return "{W: " + this.width + ", H: " + this.height + "}";
  4350. };
  4351. /**
  4352. * Returns the string "Size"
  4353. */
  4354. Size.prototype.getClassName = function () {
  4355. return "Size";
  4356. };
  4357. /**
  4358. * Returns the Size hash code.
  4359. */
  4360. Size.prototype.getHashCode = function () {
  4361. var hash = this.width || 0;
  4362. hash = (hash * 397) ^ (this.height || 0);
  4363. return hash;
  4364. };
  4365. /**
  4366. * Updates the current size from the given one.
  4367. * Returns the updated Size.
  4368. */
  4369. Size.prototype.copyFrom = function (src) {
  4370. this.width = src.width;
  4371. this.height = src.height;
  4372. };
  4373. /**
  4374. * Updates in place the current Size from the given floats.
  4375. * Returns the updated Size.
  4376. */
  4377. Size.prototype.copyFromFloats = function (width, height) {
  4378. this.width = width;
  4379. this.height = height;
  4380. return this;
  4381. };
  4382. /**
  4383. * Updates in place the current Size from the given floats.
  4384. * Returns the updated Size.
  4385. */
  4386. Size.prototype.set = function (width, height) {
  4387. return this.copyFromFloats(width, height);
  4388. };
  4389. /**
  4390. * Returns a new Size set with the multiplication result of the current Size and the given floats.
  4391. */
  4392. Size.prototype.multiplyByFloats = function (w, h) {
  4393. return new Size(this.width * w, this.height * h);
  4394. };
  4395. /**
  4396. * Returns a new Size copied from the given one.
  4397. */
  4398. Size.prototype.clone = function () {
  4399. return new Size(this.width, this.height);
  4400. };
  4401. /**
  4402. * Boolean : True if the current Size and the given one width and height are strictly equal.
  4403. */
  4404. Size.prototype.equals = function (other) {
  4405. if (!other) {
  4406. return false;
  4407. }
  4408. return (this.width === other.width) && (this.height === other.height);
  4409. };
  4410. Object.defineProperty(Size.prototype, "surface", {
  4411. /**
  4412. * Returns the surface of the Size : width * height (float).
  4413. */
  4414. get: function () {
  4415. return this.width * this.height;
  4416. },
  4417. enumerable: true,
  4418. configurable: true
  4419. });
  4420. /**
  4421. * Returns a new Size set to (0.0, 0.0)
  4422. */
  4423. Size.Zero = function () {
  4424. return new Size(0.0, 0.0);
  4425. };
  4426. /**
  4427. * Returns a new Size set as the addition result of the current Size and the given one.
  4428. */
  4429. Size.prototype.add = function (otherSize) {
  4430. var r = new Size(this.width + otherSize.width, this.height + otherSize.height);
  4431. return r;
  4432. };
  4433. /**
  4434. * Returns a new Size set as the subtraction result of the given one from the current Size.
  4435. */
  4436. Size.prototype.subtract = function (otherSize) {
  4437. var r = new Size(this.width - otherSize.width, this.height - otherSize.height);
  4438. return r;
  4439. };
  4440. /**
  4441. * Returns a new Size set at the linear interpolation "amount" between "start" and "end".
  4442. */
  4443. Size.Lerp = function (start, end, amount) {
  4444. var w = start.width + ((end.width - start.width) * amount);
  4445. var h = start.height + ((end.height - start.height) * amount);
  4446. return new Size(w, h);
  4447. };
  4448. return Size;
  4449. }());
  4450. BABYLON.Size = Size;
  4451. /**
  4452. * Class used to store quaternion data
  4453. * @see https://en.wikipedia.org/wiki/Quaternion
  4454. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  4455. */
  4456. var Quaternion = /** @class */ (function () {
  4457. /**
  4458. * Creates a new Quaternion from the given floats
  4459. * @param x defines the first component (0 by default)
  4460. * @param y defines the second component (0 by default)
  4461. * @param z defines the third component (0 by default)
  4462. * @param w defines the fourth component (1.0 by default)
  4463. */
  4464. function Quaternion(
  4465. /** defines the first component (0 by default) */
  4466. x,
  4467. /** defines the second component (0 by default) */
  4468. y,
  4469. /** defines the third component (0 by default) */
  4470. z,
  4471. /** defines the fourth component (1.0 by default) */
  4472. w) {
  4473. if (x === void 0) { x = 0.0; }
  4474. if (y === void 0) { y = 0.0; }
  4475. if (z === void 0) { z = 0.0; }
  4476. if (w === void 0) { w = 1.0; }
  4477. this.x = x;
  4478. this.y = y;
  4479. this.z = z;
  4480. this.w = w;
  4481. }
  4482. /**
  4483. * Gets a string representation for the current quaternion
  4484. * @returns a string with the Quaternion coordinates
  4485. */
  4486. Quaternion.prototype.toString = function () {
  4487. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  4488. };
  4489. /**
  4490. * Gets the class name of the quaternion
  4491. * @returns the string "Quaternion"
  4492. */
  4493. Quaternion.prototype.getClassName = function () {
  4494. return "Quaternion";
  4495. };
  4496. /**
  4497. * Gets a hash code for this quaternion
  4498. * @returns the quaternion hash code
  4499. */
  4500. Quaternion.prototype.getHashCode = function () {
  4501. var hash = this.x || 0;
  4502. hash = (hash * 397) ^ (this.y || 0);
  4503. hash = (hash * 397) ^ (this.z || 0);
  4504. hash = (hash * 397) ^ (this.w || 0);
  4505. return hash;
  4506. };
  4507. /**
  4508. * Copy the quaternion to an array
  4509. * @returns a new array populated with 4 elements from the quaternion coordinates
  4510. */
  4511. Quaternion.prototype.asArray = function () {
  4512. return [this.x, this.y, this.z, this.w];
  4513. };
  4514. /**
  4515. * Check if two quaternions are equals
  4516. * @param otherQuaternion defines the second operand
  4517. * @return true if the current quaternion and the given one coordinates are strictly equals
  4518. */
  4519. Quaternion.prototype.equals = function (otherQuaternion) {
  4520. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  4521. };
  4522. /**
  4523. * Clone the current quaternion
  4524. * @returns a new quaternion copied from the current one
  4525. */
  4526. Quaternion.prototype.clone = function () {
  4527. return new Quaternion(this.x, this.y, this.z, this.w);
  4528. };
  4529. /**
  4530. * Copy a quaternion to the current one
  4531. * @param other defines the other quaternion
  4532. * @returns the updated current quaternion
  4533. */
  4534. Quaternion.prototype.copyFrom = function (other) {
  4535. this.x = other.x;
  4536. this.y = other.y;
  4537. this.z = other.z;
  4538. this.w = other.w;
  4539. return this;
  4540. };
  4541. /**
  4542. * Updates the current quaternion with the given float coordinates
  4543. * @param x defines the x coordinate
  4544. * @param y defines the y coordinate
  4545. * @param z defines the z coordinate
  4546. * @param w defines the w coordinate
  4547. * @returns the updated current quaternion
  4548. */
  4549. Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
  4550. this.x = x;
  4551. this.y = y;
  4552. this.z = z;
  4553. this.w = w;
  4554. return this;
  4555. };
  4556. /**
  4557. * Updates the current quaternion from the given float coordinates
  4558. * @param x defines the x coordinate
  4559. * @param y defines the y coordinate
  4560. * @param z defines the z coordinate
  4561. * @param w defines the w coordinate
  4562. * @returns the updated current quaternion
  4563. */
  4564. Quaternion.prototype.set = function (x, y, z, w) {
  4565. return this.copyFromFloats(x, y, z, w);
  4566. };
  4567. /**
  4568. * Adds two quaternions
  4569. * @param other defines the second operand
  4570. * @returns a new quaternion as the addition result of the given one and the current quaternion
  4571. */
  4572. Quaternion.prototype.add = function (other) {
  4573. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  4574. };
  4575. /**
  4576. * Add a quaternion to the current one
  4577. * @param other defines the quaternion to add
  4578. * @returns the current quaternion
  4579. */
  4580. Quaternion.prototype.addInPlace = function (other) {
  4581. this.x += other.x;
  4582. this.y += other.y;
  4583. this.z += other.z;
  4584. this.w += other.w;
  4585. return this;
  4586. };
  4587. /**
  4588. * Subtract two quaternions
  4589. * @param other defines the second operand
  4590. * @returns a new quaternion as the subtraction result of the given one from the current one
  4591. */
  4592. Quaternion.prototype.subtract = function (other) {
  4593. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  4594. };
  4595. /**
  4596. * Multiplies the current quaternion by a scale factor
  4597. * @param value defines the scale factor
  4598. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  4599. */
  4600. Quaternion.prototype.scale = function (value) {
  4601. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  4602. };
  4603. /**
  4604. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  4605. * @param scale defines the scale factor
  4606. * @param result defines the Quaternion object where to store the result
  4607. * @returns the unmodified current quaternion
  4608. */
  4609. Quaternion.prototype.scaleToRef = function (scale, result) {
  4610. result.x = this.x * scale;
  4611. result.y = this.y * scale;
  4612. result.z = this.z * scale;
  4613. result.w = this.w * scale;
  4614. return this;
  4615. };
  4616. /**
  4617. * Multiplies in place the current quaternion by a scale factor
  4618. * @param value defines the scale factor
  4619. * @returns the current modified quaternion
  4620. */
  4621. Quaternion.prototype.scaleInPlace = function (value) {
  4622. this.x *= value;
  4623. this.y *= value;
  4624. this.z *= value;
  4625. this.w *= value;
  4626. return this;
  4627. };
  4628. /**
  4629. * Scale the current quaternion values by a factor and add the result to a given quaternion
  4630. * @param scale defines the scale factor
  4631. * @param result defines the Quaternion object where to store the result
  4632. * @returns the unmodified current quaternion
  4633. */
  4634. Quaternion.prototype.scaleAndAddToRef = function (scale, result) {
  4635. result.x += this.x * scale;
  4636. result.y += this.y * scale;
  4637. result.z += this.z * scale;
  4638. result.w += this.w * scale;
  4639. return this;
  4640. };
  4641. /**
  4642. * Multiplies two quaternions
  4643. * @param q1 defines the second operand
  4644. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  4645. */
  4646. Quaternion.prototype.multiply = function (q1) {
  4647. var result = new Quaternion(0, 0, 0, 1.0);
  4648. this.multiplyToRef(q1, result);
  4649. return result;
  4650. };
  4651. /**
  4652. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  4653. * @param q1 defines the second operand
  4654. * @param result defines the target quaternion
  4655. * @returns the current quaternion
  4656. */
  4657. Quaternion.prototype.multiplyToRef = function (q1, result) {
  4658. var x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  4659. var y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  4660. var z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  4661. var w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  4662. result.copyFromFloats(x, y, z, w);
  4663. return this;
  4664. };
  4665. /**
  4666. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  4667. * @param q1 defines the second operand
  4668. * @returns the currentupdated quaternion
  4669. */
  4670. Quaternion.prototype.multiplyInPlace = function (q1) {
  4671. this.multiplyToRef(q1, this);
  4672. return this;
  4673. };
  4674. /**
  4675. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  4676. * @param ref defines the target quaternion
  4677. * @returns the current quaternion
  4678. */
  4679. Quaternion.prototype.conjugateToRef = function (ref) {
  4680. ref.copyFromFloats(-this.x, -this.y, -this.z, this.w);
  4681. return this;
  4682. };
  4683. /**
  4684. * Conjugates in place (1-q) the current quaternion
  4685. * @returns the current updated quaternion
  4686. */
  4687. Quaternion.prototype.conjugateInPlace = function () {
  4688. this.x *= -1;
  4689. this.y *= -1;
  4690. this.z *= -1;
  4691. return this;
  4692. };
  4693. /**
  4694. * Conjugates in place (1-q) the current quaternion
  4695. * @returns a new quaternion
  4696. */
  4697. Quaternion.prototype.conjugate = function () {
  4698. var result = new Quaternion(-this.x, -this.y, -this.z, this.w);
  4699. return result;
  4700. };
  4701. /**
  4702. * Gets length of current quaternion
  4703. * @returns the quaternion length (float)
  4704. */
  4705. Quaternion.prototype.length = function () {
  4706. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  4707. };
  4708. /**
  4709. * Normalize in place the current quaternion
  4710. * @returns the current updated quaternion
  4711. */
  4712. Quaternion.prototype.normalize = function () {
  4713. var length = 1.0 / this.length();
  4714. this.x *= length;
  4715. this.y *= length;
  4716. this.z *= length;
  4717. this.w *= length;
  4718. return this;
  4719. };
  4720. /**
  4721. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  4722. * @param order is a reserved parameter and is ignore for now
  4723. * @returns a new Vector3 containing the Euler angles
  4724. */
  4725. Quaternion.prototype.toEulerAngles = function (order) {
  4726. if (order === void 0) { order = "YZX"; }
  4727. var result = Vector3.Zero();
  4728. this.toEulerAnglesToRef(result, order);
  4729. return result;
  4730. };
  4731. /**
  4732. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  4733. * @param result defines the vector which will be filled with the Euler angles
  4734. * @param order is a reserved parameter and is ignore for now
  4735. * @returns the current unchanged quaternion
  4736. */
  4737. Quaternion.prototype.toEulerAnglesToRef = function (result, order) {
  4738. if (order === void 0) { order = "YZX"; }
  4739. var qz = this.z;
  4740. var qx = this.x;
  4741. var qy = this.y;
  4742. var qw = this.w;
  4743. var sqw = qw * qw;
  4744. var sqz = qz * qz;
  4745. var sqx = qx * qx;
  4746. var sqy = qy * qy;
  4747. var zAxisY = qy * qz - qx * qw;
  4748. var limit = .4999999;
  4749. if (zAxisY < -limit) {
  4750. result.y = 2 * Math.atan2(qy, qw);
  4751. result.x = Math.PI / 2;
  4752. result.z = 0;
  4753. }
  4754. else if (zAxisY > limit) {
  4755. result.y = 2 * Math.atan2(qy, qw);
  4756. result.x = -Math.PI / 2;
  4757. result.z = 0;
  4758. }
  4759. else {
  4760. result.z = Math.atan2(2.0 * (qx * qy + qz * qw), (-sqz - sqx + sqy + sqw));
  4761. result.x = Math.asin(-2.0 * (qz * qy - qx * qw));
  4762. result.y = Math.atan2(2.0 * (qz * qx + qy * qw), (sqz - sqx - sqy + sqw));
  4763. }
  4764. return this;
  4765. };
  4766. /**
  4767. * Updates the given rotation matrix with the current quaternion values
  4768. * @param result defines the target matrix
  4769. * @returns the current unchanged quaternion
  4770. */
  4771. Quaternion.prototype.toRotationMatrix = function (result) {
  4772. var xx = this.x * this.x;
  4773. var yy = this.y * this.y;
  4774. var zz = this.z * this.z;
  4775. var xy = this.x * this.y;
  4776. var zw = this.z * this.w;
  4777. var zx = this.z * this.x;
  4778. var yw = this.y * this.w;
  4779. var yz = this.y * this.z;
  4780. var xw = this.x * this.w;
  4781. result.m[0] = 1.0 - (2.0 * (yy + zz));
  4782. result.m[1] = 2.0 * (xy + zw);
  4783. result.m[2] = 2.0 * (zx - yw);
  4784. result.m[3] = 0;
  4785. result.m[4] = 2.0 * (xy - zw);
  4786. result.m[5] = 1.0 - (2.0 * (zz + xx));
  4787. result.m[6] = 2.0 * (yz + xw);
  4788. result.m[7] = 0;
  4789. result.m[8] = 2.0 * (zx + yw);
  4790. result.m[9] = 2.0 * (yz - xw);
  4791. result.m[10] = 1.0 - (2.0 * (yy + xx));
  4792. result.m[11] = 0;
  4793. result.m[12] = 0;
  4794. result.m[13] = 0;
  4795. result.m[14] = 0;
  4796. result.m[15] = 1.0;
  4797. result._markAsUpdated();
  4798. return this;
  4799. };
  4800. /**
  4801. * Updates the current quaternion from the given rotation matrix values
  4802. * @param matrix defines the source matrix
  4803. * @returns the current updated quaternion
  4804. */
  4805. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  4806. Quaternion.FromRotationMatrixToRef(matrix, this);
  4807. return this;
  4808. };
  4809. // Statics
  4810. /**
  4811. * Creates a new quaternion from a rotation matrix
  4812. * @param matrix defines the source matrix
  4813. * @returns a new quaternion created from the given rotation matrix values
  4814. */
  4815. Quaternion.FromRotationMatrix = function (matrix) {
  4816. var result = new Quaternion();
  4817. Quaternion.FromRotationMatrixToRef(matrix, result);
  4818. return result;
  4819. };
  4820. /**
  4821. * Updates the given quaternion with the given rotation matrix values
  4822. * @param matrix defines the source matrix
  4823. * @param result defines the target quaternion
  4824. */
  4825. Quaternion.FromRotationMatrixToRef = function (matrix, result) {
  4826. var data = matrix.m;
  4827. var m11 = data[0], m12 = data[4], m13 = data[8];
  4828. var m21 = data[1], m22 = data[5], m23 = data[9];
  4829. var m31 = data[2], m32 = data[6], m33 = data[10];
  4830. var trace = m11 + m22 + m33;
  4831. var s;
  4832. if (trace > 0) {
  4833. s = 0.5 / Math.sqrt(trace + 1.0);
  4834. result.w = 0.25 / s;
  4835. result.x = (m32 - m23) * s;
  4836. result.y = (m13 - m31) * s;
  4837. result.z = (m21 - m12) * s;
  4838. }
  4839. else if (m11 > m22 && m11 > m33) {
  4840. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  4841. result.w = (m32 - m23) / s;
  4842. result.x = 0.25 * s;
  4843. result.y = (m12 + m21) / s;
  4844. result.z = (m13 + m31) / s;
  4845. }
  4846. else if (m22 > m33) {
  4847. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  4848. result.w = (m13 - m31) / s;
  4849. result.x = (m12 + m21) / s;
  4850. result.y = 0.25 * s;
  4851. result.z = (m23 + m32) / s;
  4852. }
  4853. else {
  4854. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  4855. result.w = (m21 - m12) / s;
  4856. result.x = (m13 + m31) / s;
  4857. result.y = (m23 + m32) / s;
  4858. result.z = 0.25 * s;
  4859. }
  4860. };
  4861. /**
  4862. * Creates an empty quaternion
  4863. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  4864. */
  4865. Quaternion.Zero = function () {
  4866. return new Quaternion(0.0, 0.0, 0.0, 0.0);
  4867. };
  4868. /**
  4869. * Inverse a given quaternion
  4870. * @param q defines the source quaternion
  4871. * @returns a new quaternion as the inverted current quaternion
  4872. */
  4873. Quaternion.Inverse = function (q) {
  4874. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  4875. };
  4876. /**
  4877. * Creates an identity quaternion
  4878. * @returns the identity quaternion
  4879. */
  4880. Quaternion.Identity = function () {
  4881. return new Quaternion(0.0, 0.0, 0.0, 1.0);
  4882. };
  4883. /**
  4884. * Gets a boolean indicating if the given quaternion is identity
  4885. * @param quaternion defines the quaternion to check
  4886. * @returns true if the quaternion is identity
  4887. */
  4888. Quaternion.IsIdentity = function (quaternion) {
  4889. return quaternion && quaternion.x === 0 && quaternion.y === 0 && quaternion.z === 0 && quaternion.w === 1;
  4890. };
  4891. /**
  4892. * Creates a quaternion from a rotation around an axis
  4893. * @param axis defines the axis to use
  4894. * @param angle defines the angle to use
  4895. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  4896. */
  4897. Quaternion.RotationAxis = function (axis, angle) {
  4898. return Quaternion.RotationAxisToRef(axis, angle, new Quaternion());
  4899. };
  4900. /**
  4901. * Creates a rotation around an axis and stores it into the given quaternion
  4902. * @param axis defines the axis to use
  4903. * @param angle defines the angle to use
  4904. * @param result defines the target quaternion
  4905. * @returns the target quaternion
  4906. */
  4907. Quaternion.RotationAxisToRef = function (axis, angle, result) {
  4908. var sin = Math.sin(angle / 2);
  4909. axis.normalize();
  4910. result.w = Math.cos(angle / 2);
  4911. result.x = axis.x * sin;
  4912. result.y = axis.y * sin;
  4913. result.z = axis.z * sin;
  4914. return result;
  4915. };
  4916. /**
  4917. * Creates a new quaternion from data stored into an array
  4918. * @param array defines the data source
  4919. * @param offset defines the offset in the source array where the data starts
  4920. * @returns a new quaternion
  4921. */
  4922. Quaternion.FromArray = function (array, offset) {
  4923. if (!offset) {
  4924. offset = 0;
  4925. }
  4926. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  4927. };
  4928. /**
  4929. * Creates a new quaternion from the given Euler float angles (y, x, z)
  4930. * @param yaw defines the rotation around Y axis
  4931. * @param pitch defines the rotation around X axis
  4932. * @param roll defines the rotation around Z axis
  4933. * @returns the new quaternion
  4934. */
  4935. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  4936. var q = new Quaternion();
  4937. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, q);
  4938. return q;
  4939. };
  4940. /**
  4941. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  4942. * @param yaw defines the rotation around Y axis
  4943. * @param pitch defines the rotation around X axis
  4944. * @param roll defines the rotation around Z axis
  4945. * @param result defines the target quaternion
  4946. */
  4947. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  4948. // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)
  4949. var halfRoll = roll * 0.5;
  4950. var halfPitch = pitch * 0.5;
  4951. var halfYaw = yaw * 0.5;
  4952. var sinRoll = Math.sin(halfRoll);
  4953. var cosRoll = Math.cos(halfRoll);
  4954. var sinPitch = Math.sin(halfPitch);
  4955. var cosPitch = Math.cos(halfPitch);
  4956. var sinYaw = Math.sin(halfYaw);
  4957. var cosYaw = Math.cos(halfYaw);
  4958. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  4959. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  4960. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  4961. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  4962. };
  4963. /**
  4964. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  4965. * @param alpha defines the rotation around first axis
  4966. * @param beta defines the rotation around second axis
  4967. * @param gamma defines the rotation around third axis
  4968. * @returns the new quaternion
  4969. */
  4970. Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) {
  4971. var result = new Quaternion();
  4972. Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);
  4973. return result;
  4974. };
  4975. /**
  4976. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  4977. * @param alpha defines the rotation around first axis
  4978. * @param beta defines the rotation around second axis
  4979. * @param gamma defines the rotation around third axis
  4980. * @param result defines the target quaternion
  4981. */
  4982. Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) {
  4983. // Produces a quaternion from Euler angles in the z-x-z orientation
  4984. var halfGammaPlusAlpha = (gamma + alpha) * 0.5;
  4985. var halfGammaMinusAlpha = (gamma - alpha) * 0.5;
  4986. var halfBeta = beta * 0.5;
  4987. result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);
  4988. result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);
  4989. result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);
  4990. result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);
  4991. };
  4992. /**
  4993. * 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)
  4994. * @param axis1 defines the first axis
  4995. * @param axis2 defines the second axis
  4996. * @param axis3 defines the third axis
  4997. * @returns the new quaternion
  4998. */
  4999. Quaternion.RotationQuaternionFromAxis = function (axis1, axis2, axis3) {
  5000. var quat = new Quaternion(0.0, 0.0, 0.0, 0.0);
  5001. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  5002. return quat;
  5003. };
  5004. /**
  5005. * 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
  5006. * @param axis1 defines the first axis
  5007. * @param axis2 defines the second axis
  5008. * @param axis3 defines the third axis
  5009. * @param ref defines the target quaternion
  5010. */
  5011. Quaternion.RotationQuaternionFromAxisToRef = function (axis1, axis2, axis3, ref) {
  5012. var rotMat = MathTmp.Matrix[0];
  5013. Matrix.FromXYZAxesToRef(axis1.normalize(), axis2.normalize(), axis3.normalize(), rotMat);
  5014. Quaternion.FromRotationMatrixToRef(rotMat, ref);
  5015. };
  5016. /**
  5017. * Interpolates between two quaternions
  5018. * @param left defines first quaternion
  5019. * @param right defines second quaternion
  5020. * @param amount defines the gradient to use
  5021. * @returns the new interpolated quaternion
  5022. */
  5023. Quaternion.Slerp = function (left, right, amount) {
  5024. var result = Quaternion.Identity();
  5025. Quaternion.SlerpToRef(left, right, amount, result);
  5026. return result;
  5027. };
  5028. /**
  5029. * Interpolates between two quaternions and stores it into a target quaternion
  5030. * @param left defines first quaternion
  5031. * @param right defines second quaternion
  5032. * @param amount defines the gradient to use
  5033. * @param result defines the target quaternion
  5034. */
  5035. Quaternion.SlerpToRef = function (left, right, amount, result) {
  5036. var num2;
  5037. var num3;
  5038. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  5039. var flag = false;
  5040. if (num4 < 0) {
  5041. flag = true;
  5042. num4 = -num4;
  5043. }
  5044. if (num4 > 0.999999) {
  5045. num3 = 1 - amount;
  5046. num2 = flag ? -amount : amount;
  5047. }
  5048. else {
  5049. var num5 = Math.acos(num4);
  5050. var num6 = (1.0 / Math.sin(num5));
  5051. num3 = (Math.sin((1.0 - amount) * num5)) * num6;
  5052. num2 = flag ? ((-Math.sin(amount * num5)) * num6) : ((Math.sin(amount * num5)) * num6);
  5053. }
  5054. result.x = (num3 * left.x) + (num2 * right.x);
  5055. result.y = (num3 * left.y) + (num2 * right.y);
  5056. result.z = (num3 * left.z) + (num2 * right.z);
  5057. result.w = (num3 * left.w) + (num2 * right.w);
  5058. };
  5059. /**
  5060. * Interpolate between two quaternions using Hermite interpolation
  5061. * @param value1 defines first quaternion
  5062. * @param tangent1 defines the incoming tangent
  5063. * @param value2 defines second quaternion
  5064. * @param tangent2 defines the outgoing tangent
  5065. * @param amount defines the target quaternion
  5066. * @returns the new interpolated quaternion
  5067. */
  5068. Quaternion.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  5069. var squared = amount * amount;
  5070. var cubed = amount * squared;
  5071. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  5072. var part2 = (-2.0 * cubed) + (3.0 * squared);
  5073. var part3 = (cubed - (2.0 * squared)) + amount;
  5074. var part4 = cubed - squared;
  5075. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  5076. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  5077. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  5078. var w = (((value1.w * part1) + (value2.w * part2)) + (tangent1.w * part3)) + (tangent2.w * part4);
  5079. return new Quaternion(x, y, z, w);
  5080. };
  5081. return Quaternion;
  5082. }());
  5083. BABYLON.Quaternion = Quaternion;
  5084. /**
  5085. * Class used to store matrix data (4x4)
  5086. */
  5087. var Matrix = /** @class */ (function () {
  5088. /**
  5089. * Creates an empty matrix (filled with zeros)
  5090. */
  5091. function Matrix() {
  5092. this._isIdentity = false;
  5093. this._isIdentityDirty = true;
  5094. /**
  5095. * Gets or sets the internal data of the matrix
  5096. */
  5097. this.m = new Float32Array(16);
  5098. this._markAsUpdated();
  5099. }
  5100. /** @hidden */
  5101. Matrix.prototype._markAsUpdated = function () {
  5102. this.updateFlag = Matrix._updateFlagSeed++;
  5103. this._isIdentityDirty = true;
  5104. };
  5105. // Properties
  5106. /**
  5107. * Check if the current matrix is indentity
  5108. * @param considerAsTextureMatrix defines if the current matrix must be considered as a texture matrix (3x2)
  5109. * @returns true is the matrix is the identity matrix
  5110. */
  5111. Matrix.prototype.isIdentity = function (considerAsTextureMatrix) {
  5112. if (considerAsTextureMatrix === void 0) { considerAsTextureMatrix = false; }
  5113. if (this._isIdentityDirty) {
  5114. this._isIdentityDirty = false;
  5115. if (this.m[0] !== 1.0 || this.m[5] !== 1.0 || this.m[15] !== 1.0) {
  5116. this._isIdentity = false;
  5117. }
  5118. else if (this.m[1] !== 0.0 || this.m[2] !== 0.0 || this.m[3] !== 0.0 ||
  5119. this.m[4] !== 0.0 || this.m[6] !== 0.0 || this.m[7] !== 0.0 ||
  5120. this.m[8] !== 0.0 || this.m[9] !== 0.0 || this.m[11] !== 0.0 ||
  5121. this.m[12] !== 0.0 || this.m[13] !== 0.0 || this.m[14] !== 0.0) {
  5122. this._isIdentity = false;
  5123. }
  5124. else {
  5125. this._isIdentity = true;
  5126. }
  5127. if (!considerAsTextureMatrix && this.m[10] !== 1.0) {
  5128. this._isIdentity = false;
  5129. }
  5130. }
  5131. return this._isIdentity;
  5132. };
  5133. /**
  5134. * Gets the determinant of the matrix
  5135. * @returns the matrix determinant
  5136. */
  5137. Matrix.prototype.determinant = function () {
  5138. var temp1 = (this.m[10] * this.m[15]) - (this.m[11] * this.m[14]);
  5139. var temp2 = (this.m[9] * this.m[15]) - (this.m[11] * this.m[13]);
  5140. var temp3 = (this.m[9] * this.m[14]) - (this.m[10] * this.m[13]);
  5141. var temp4 = (this.m[8] * this.m[15]) - (this.m[11] * this.m[12]);
  5142. var temp5 = (this.m[8] * this.m[14]) - (this.m[10] * this.m[12]);
  5143. var temp6 = (this.m[8] * this.m[13]) - (this.m[9] * this.m[12]);
  5144. return ((((this.m[0] * (((this.m[5] * temp1) - (this.m[6] * temp2)) + (this.m[7] * temp3))) - (this.m[1] * (((this.m[4] * temp1) -
  5145. (this.m[6] * temp4)) + (this.m[7] * temp5)))) + (this.m[2] * (((this.m[4] * temp2) - (this.m[5] * temp4)) + (this.m[7] * temp6)))) -
  5146. (this.m[3] * (((this.m[4] * temp3) - (this.m[5] * temp5)) + (this.m[6] * temp6))));
  5147. };
  5148. // Methods
  5149. /**
  5150. * Returns the matrix as a Float32Array
  5151. * @returns the matrix underlying array
  5152. */
  5153. Matrix.prototype.toArray = function () {
  5154. return this.m;
  5155. };
  5156. /**
  5157. * Returns the matrix as a Float32Array
  5158. * @returns the matrix underlying array.
  5159. */
  5160. Matrix.prototype.asArray = function () {
  5161. return this.toArray();
  5162. };
  5163. /**
  5164. * Inverts the current matrix in place
  5165. * @returns the current inverted matrix
  5166. */
  5167. Matrix.prototype.invert = function () {
  5168. this.invertToRef(this);
  5169. return this;
  5170. };
  5171. /**
  5172. * Sets all the matrix elements to zero
  5173. * @returns the current matrix
  5174. */
  5175. Matrix.prototype.reset = function () {
  5176. for (var index = 0; index < 16; index++) {
  5177. this.m[index] = 0.0;
  5178. }
  5179. this._markAsUpdated();
  5180. return this;
  5181. };
  5182. /**
  5183. * Adds the current matrix with a second one
  5184. * @param other defines the matrix to add
  5185. * @returns a new matrix as the addition of the current matrix and the given one
  5186. */
  5187. Matrix.prototype.add = function (other) {
  5188. var result = new Matrix();
  5189. this.addToRef(other, result);
  5190. return result;
  5191. };
  5192. /**
  5193. * Sets the given matrix "result" to the addition of the current matrix and the given one
  5194. * @param other defines the matrix to add
  5195. * @param result defines the target matrix
  5196. * @returns the current matrix
  5197. */
  5198. Matrix.prototype.addToRef = function (other, result) {
  5199. for (var index = 0; index < 16; index++) {
  5200. result.m[index] = this.m[index] + other.m[index];
  5201. }
  5202. result._markAsUpdated();
  5203. return this;
  5204. };
  5205. /**
  5206. * Adds in place the given matrix to the current matrix
  5207. * @param other defines the second operand
  5208. * @returns the current updated matrix
  5209. */
  5210. Matrix.prototype.addToSelf = function (other) {
  5211. for (var index = 0; index < 16; index++) {
  5212. this.m[index] += other.m[index];
  5213. }
  5214. this._markAsUpdated();
  5215. return this;
  5216. };
  5217. /**
  5218. * Sets the given matrix to the current inverted Matrix
  5219. * @param other defines the target matrix
  5220. * @returns the unmodified current matrix
  5221. */
  5222. Matrix.prototype.invertToRef = function (other) {
  5223. var l1 = this.m[0];
  5224. var l2 = this.m[1];
  5225. var l3 = this.m[2];
  5226. var l4 = this.m[3];
  5227. var l5 = this.m[4];
  5228. var l6 = this.m[5];
  5229. var l7 = this.m[6];
  5230. var l8 = this.m[7];
  5231. var l9 = this.m[8];
  5232. var l10 = this.m[9];
  5233. var l11 = this.m[10];
  5234. var l12 = this.m[11];
  5235. var l13 = this.m[12];
  5236. var l14 = this.m[13];
  5237. var l15 = this.m[14];
  5238. var l16 = this.m[15];
  5239. var l17 = (l11 * l16) - (l12 * l15);
  5240. var l18 = (l10 * l16) - (l12 * l14);
  5241. var l19 = (l10 * l15) - (l11 * l14);
  5242. var l20 = (l9 * l16) - (l12 * l13);
  5243. var l21 = (l9 * l15) - (l11 * l13);
  5244. var l22 = (l9 * l14) - (l10 * l13);
  5245. var l23 = ((l6 * l17) - (l7 * l18)) + (l8 * l19);
  5246. var l24 = -(((l5 * l17) - (l7 * l20)) + (l8 * l21));
  5247. var l25 = ((l5 * l18) - (l6 * l20)) + (l8 * l22);
  5248. var l26 = -(((l5 * l19) - (l6 * l21)) + (l7 * l22));
  5249. var l27 = 1.0 / ((((l1 * l23) + (l2 * l24)) + (l3 * l25)) + (l4 * l26));
  5250. var l28 = (l7 * l16) - (l8 * l15);
  5251. var l29 = (l6 * l16) - (l8 * l14);
  5252. var l30 = (l6 * l15) - (l7 * l14);
  5253. var l31 = (l5 * l16) - (l8 * l13);
  5254. var l32 = (l5 * l15) - (l7 * l13);
  5255. var l33 = (l5 * l14) - (l6 * l13);
  5256. var l34 = (l7 * l12) - (l8 * l11);
  5257. var l35 = (l6 * l12) - (l8 * l10);
  5258. var l36 = (l6 * l11) - (l7 * l10);
  5259. var l37 = (l5 * l12) - (l8 * l9);
  5260. var l38 = (l5 * l11) - (l7 * l9);
  5261. var l39 = (l5 * l10) - (l6 * l9);
  5262. other.m[0] = l23 * l27;
  5263. other.m[4] = l24 * l27;
  5264. other.m[8] = l25 * l27;
  5265. other.m[12] = l26 * l27;
  5266. other.m[1] = -(((l2 * l17) - (l3 * l18)) + (l4 * l19)) * l27;
  5267. other.m[5] = (((l1 * l17) - (l3 * l20)) + (l4 * l21)) * l27;
  5268. other.m[9] = -(((l1 * l18) - (l2 * l20)) + (l4 * l22)) * l27;
  5269. other.m[13] = (((l1 * l19) - (l2 * l21)) + (l3 * l22)) * l27;
  5270. other.m[2] = (((l2 * l28) - (l3 * l29)) + (l4 * l30)) * l27;
  5271. other.m[6] = -(((l1 * l28) - (l3 * l31)) + (l4 * l32)) * l27;
  5272. other.m[10] = (((l1 * l29) - (l2 * l31)) + (l4 * l33)) * l27;
  5273. other.m[14] = -(((l1 * l30) - (l2 * l32)) + (l3 * l33)) * l27;
  5274. other.m[3] = -(((l2 * l34) - (l3 * l35)) + (l4 * l36)) * l27;
  5275. other.m[7] = (((l1 * l34) - (l3 * l37)) + (l4 * l38)) * l27;
  5276. other.m[11] = -(((l1 * l35) - (l2 * l37)) + (l4 * l39)) * l27;
  5277. other.m[15] = (((l1 * l36) - (l2 * l38)) + (l3 * l39)) * l27;
  5278. other._markAsUpdated();
  5279. return this;
  5280. };
  5281. /**
  5282. * Inserts the translation vector (using 3 floats) in the current matrix
  5283. * @param x defines the 1st component of the translation
  5284. * @param y defines the 2nd component of the translation
  5285. * @param z defines the 3rd component of the translation
  5286. * @returns the current updated matrix
  5287. */
  5288. Matrix.prototype.setTranslationFromFloats = function (x, y, z) {
  5289. this.m[12] = x;
  5290. this.m[13] = y;
  5291. this.m[14] = z;
  5292. this._markAsUpdated();
  5293. return this;
  5294. };
  5295. /**
  5296. * Inserts the translation vector in the current matrix
  5297. * @param vector3 defines the translation to insert
  5298. * @returns the current updated matrix
  5299. */
  5300. Matrix.prototype.setTranslation = function (vector3) {
  5301. this.m[12] = vector3.x;
  5302. this.m[13] = vector3.y;
  5303. this.m[14] = vector3.z;
  5304. this._markAsUpdated();
  5305. return this;
  5306. };
  5307. /**
  5308. * Gets the translation value of the current matrix
  5309. * @returns a new Vector3 as the extracted translation from the matrix
  5310. */
  5311. Matrix.prototype.getTranslation = function () {
  5312. return new Vector3(this.m[12], this.m[13], this.m[14]);
  5313. };
  5314. /**
  5315. * Fill a Vector3 with the extracted translation from the matrix
  5316. * @param result defines the Vector3 where to store the translation
  5317. * @returns the current matrix
  5318. */
  5319. Matrix.prototype.getTranslationToRef = function (result) {
  5320. result.x = this.m[12];
  5321. result.y = this.m[13];
  5322. result.z = this.m[14];
  5323. return this;
  5324. };
  5325. /**
  5326. * Remove rotation and scaling part from the matrix
  5327. * @returns the updated matrix
  5328. */
  5329. Matrix.prototype.removeRotationAndScaling = function () {
  5330. this.setRowFromFloats(0, 1, 0, 0, 0);
  5331. this.setRowFromFloats(1, 0, 1, 0, 0);
  5332. this.setRowFromFloats(2, 0, 0, 1, 0);
  5333. return this;
  5334. };
  5335. /**
  5336. * Multiply two matrices
  5337. * @param other defines the second operand
  5338. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  5339. */
  5340. Matrix.prototype.multiply = function (other) {
  5341. var result = new Matrix();
  5342. this.multiplyToRef(other, result);
  5343. return result;
  5344. };
  5345. /**
  5346. * Copy the current matrix from the given one
  5347. * @param other defines the source matrix
  5348. * @returns the current updated matrix
  5349. */
  5350. Matrix.prototype.copyFrom = function (other) {
  5351. for (var index = 0; index < 16; index++) {
  5352. this.m[index] = other.m[index];
  5353. }
  5354. this._markAsUpdated();
  5355. return this;
  5356. };
  5357. /**
  5358. * Populates the given array from the starting index with the current matrix values
  5359. * @param array defines the target array
  5360. * @param offset defines the offset in the target array where to start storing values
  5361. * @returns the current matrix
  5362. */
  5363. Matrix.prototype.copyToArray = function (array, offset) {
  5364. if (offset === void 0) { offset = 0; }
  5365. for (var index = 0; index < 16; index++) {
  5366. array[offset + index] = this.m[index];
  5367. }
  5368. return this;
  5369. };
  5370. /**
  5371. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  5372. * @param other defines the second operand
  5373. * @param result defines the matrix where to store the multiplication
  5374. * @returns the current matrix
  5375. */
  5376. Matrix.prototype.multiplyToRef = function (other, result) {
  5377. this.multiplyToArray(other, result.m, 0);
  5378. result._markAsUpdated();
  5379. return this;
  5380. };
  5381. /**
  5382. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  5383. * @param other defines the second operand
  5384. * @param result defines the array where to store the multiplication
  5385. * @param offset defines the offset in the target array where to start storing values
  5386. * @returns the current matrix
  5387. */
  5388. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  5389. var tm0 = this.m[0];
  5390. var tm1 = this.m[1];
  5391. var tm2 = this.m[2];
  5392. var tm3 = this.m[3];
  5393. var tm4 = this.m[4];
  5394. var tm5 = this.m[5];
  5395. var tm6 = this.m[6];
  5396. var tm7 = this.m[7];
  5397. var tm8 = this.m[8];
  5398. var tm9 = this.m[9];
  5399. var tm10 = this.m[10];
  5400. var tm11 = this.m[11];
  5401. var tm12 = this.m[12];
  5402. var tm13 = this.m[13];
  5403. var tm14 = this.m[14];
  5404. var tm15 = this.m[15];
  5405. var om0 = other.m[0];
  5406. var om1 = other.m[1];
  5407. var om2 = other.m[2];
  5408. var om3 = other.m[3];
  5409. var om4 = other.m[4];
  5410. var om5 = other.m[5];
  5411. var om6 = other.m[6];
  5412. var om7 = other.m[7];
  5413. var om8 = other.m[8];
  5414. var om9 = other.m[9];
  5415. var om10 = other.m[10];
  5416. var om11 = other.m[11];
  5417. var om12 = other.m[12];
  5418. var om13 = other.m[13];
  5419. var om14 = other.m[14];
  5420. var om15 = other.m[15];
  5421. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  5422. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  5423. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  5424. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  5425. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  5426. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  5427. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  5428. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  5429. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  5430. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  5431. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  5432. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  5433. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  5434. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  5435. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  5436. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  5437. return this;
  5438. };
  5439. /**
  5440. * Check equality between this matrix and a second one
  5441. * @param value defines the second matrix to compare
  5442. * @returns true is the current matrix and the given one values are strictly equal
  5443. */
  5444. Matrix.prototype.equals = function (value) {
  5445. return value &&
  5446. (this.m[0] === value.m[0] && this.m[1] === value.m[1] && this.m[2] === value.m[2] && this.m[3] === value.m[3] &&
  5447. this.m[4] === value.m[4] && this.m[5] === value.m[5] && this.m[6] === value.m[6] && this.m[7] === value.m[7] &&
  5448. this.m[8] === value.m[8] && this.m[9] === value.m[9] && this.m[10] === value.m[10] && this.m[11] === value.m[11] &&
  5449. this.m[12] === value.m[12] && this.m[13] === value.m[13] && this.m[14] === value.m[14] && this.m[15] === value.m[15]);
  5450. };
  5451. /**
  5452. * Clone the current matrix
  5453. * @returns a new matrix from the current matrix
  5454. */
  5455. Matrix.prototype.clone = function () {
  5456. return Matrix.FromValues(this.m[0], this.m[1], this.m[2], this.m[3], this.m[4], this.m[5], this.m[6], this.m[7], this.m[8], this.m[9], this.m[10], this.m[11], this.m[12], this.m[13], this.m[14], this.m[15]);
  5457. };
  5458. /**
  5459. * Returns the name of the current matrix class
  5460. * @returns the string "Matrix"
  5461. */
  5462. Matrix.prototype.getClassName = function () {
  5463. return "Matrix";
  5464. };
  5465. /**
  5466. * Gets the hash code of the current matrix
  5467. * @returns the hash code
  5468. */
  5469. Matrix.prototype.getHashCode = function () {
  5470. var hash = this.m[0] || 0;
  5471. for (var i = 1; i < 16; i++) {
  5472. hash = (hash * 397) ^ (this.m[i] || 0);
  5473. }
  5474. return hash;
  5475. };
  5476. /**
  5477. * Decomposes the current Matrix into a translation, rotation and scaling components
  5478. * @param scale defines the scale vector3 given as a reference to update
  5479. * @param rotation defines the rotation quaternion given as a reference to update
  5480. * @param translation defines the translation vector3 given as a reference to update
  5481. * @returns true if operation was successful
  5482. */
  5483. Matrix.prototype.decompose = function (scale, rotation, translation) {
  5484. if (translation) {
  5485. translation.x = this.m[12];
  5486. translation.y = this.m[13];
  5487. translation.z = this.m[14];
  5488. }
  5489. scale = scale || MathTmp.Vector3[0];
  5490. scale.x = Math.sqrt(this.m[0] * this.m[0] + this.m[1] * this.m[1] + this.m[2] * this.m[2]);
  5491. scale.y = Math.sqrt(this.m[4] * this.m[4] + this.m[5] * this.m[5] + this.m[6] * this.m[6]);
  5492. scale.z = Math.sqrt(this.m[8] * this.m[8] + this.m[9] * this.m[9] + this.m[10] * this.m[10]);
  5493. if (this.determinant() <= 0) {
  5494. scale.y *= -1;
  5495. }
  5496. if (scale.x === 0 || scale.y === 0 || scale.z === 0) {
  5497. if (rotation) {
  5498. rotation.x = 0;
  5499. rotation.y = 0;
  5500. rotation.z = 0;
  5501. rotation.w = 1;
  5502. }
  5503. return false;
  5504. }
  5505. if (rotation) {
  5506. Matrix.FromValuesToRef(this.m[0] / scale.x, this.m[1] / scale.x, this.m[2] / scale.x, 0, this.m[4] / scale.y, this.m[5] / scale.y, this.m[6] / scale.y, 0, this.m[8] / scale.z, this.m[9] / scale.z, this.m[10] / scale.z, 0, 0, 0, 0, 1, MathTmp.Matrix[0]);
  5507. Quaternion.FromRotationMatrixToRef(MathTmp.Matrix[0], rotation);
  5508. }
  5509. return true;
  5510. };
  5511. /**
  5512. * Gets specific row of the matrix
  5513. * @param index defines the number of the row to get
  5514. * @returns the index-th row of the current matrix as a new Vector4
  5515. */
  5516. Matrix.prototype.getRow = function (index) {
  5517. if (index < 0 || index > 3) {
  5518. return null;
  5519. }
  5520. var i = index * 4;
  5521. return new Vector4(this.m[i + 0], this.m[i + 1], this.m[i + 2], this.m[i + 3]);
  5522. };
  5523. /**
  5524. * Sets the index-th row of the current matrix to the vector4 values
  5525. * @param index defines the number of the row to set
  5526. * @param row defines the target vector4
  5527. * @returns the updated current matrix
  5528. */
  5529. Matrix.prototype.setRow = function (index, row) {
  5530. if (index < 0 || index > 3) {
  5531. return this;
  5532. }
  5533. var i = index * 4;
  5534. this.m[i + 0] = row.x;
  5535. this.m[i + 1] = row.y;
  5536. this.m[i + 2] = row.z;
  5537. this.m[i + 3] = row.w;
  5538. this._markAsUpdated();
  5539. return this;
  5540. };
  5541. /**
  5542. * Compute the transpose of the matrix
  5543. * @returns the new transposed matrix
  5544. */
  5545. Matrix.prototype.transpose = function () {
  5546. return Matrix.Transpose(this);
  5547. };
  5548. /**
  5549. * Compute the transpose of the matrix and store it in a given matrix
  5550. * @param result defines the target matrix
  5551. * @returns the current matrix
  5552. */
  5553. Matrix.prototype.transposeToRef = function (result) {
  5554. Matrix.TransposeToRef(this, result);
  5555. return this;
  5556. };
  5557. /**
  5558. * Sets the index-th row of the current matrix with the given 4 x float values
  5559. * @param index defines the row index
  5560. * @param x defines the x component to set
  5561. * @param y defines the y component to set
  5562. * @param z defines the z component to set
  5563. * @param w defines the w component to set
  5564. * @returns the updated current matrix
  5565. */
  5566. Matrix.prototype.setRowFromFloats = function (index, x, y, z, w) {
  5567. if (index < 0 || index > 3) {
  5568. return this;
  5569. }
  5570. var i = index * 4;
  5571. this.m[i + 0] = x;
  5572. this.m[i + 1] = y;
  5573. this.m[i + 2] = z;
  5574. this.m[i + 3] = w;
  5575. this._markAsUpdated();
  5576. return this;
  5577. };
  5578. /**
  5579. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  5580. * @param scale defines the scale factor
  5581. * @returns a new matrix
  5582. */
  5583. Matrix.prototype.scale = function (scale) {
  5584. var result = new Matrix();
  5585. this.scaleToRef(scale, result);
  5586. return result;
  5587. };
  5588. /**
  5589. * Scale the current matrix values by a factor to a given result matrix
  5590. * @param scale defines the scale factor
  5591. * @param result defines the matrix to store the result
  5592. * @returns the current matrix
  5593. */
  5594. Matrix.prototype.scaleToRef = function (scale, result) {
  5595. for (var index = 0; index < 16; index++) {
  5596. result.m[index] = this.m[index] * scale;
  5597. }
  5598. result._markAsUpdated();
  5599. return this;
  5600. };
  5601. /**
  5602. * Scale the current matrix values by a factor and add the result to a given matrix
  5603. * @param scale defines the scale factor
  5604. * @param result defines the Matrix to store the result
  5605. * @returns the current matrix
  5606. */
  5607. Matrix.prototype.scaleAndAddToRef = function (scale, result) {
  5608. for (var index = 0; index < 16; index++) {
  5609. result.m[index] += this.m[index] * scale;
  5610. }
  5611. result._markAsUpdated();
  5612. return this;
  5613. };
  5614. /**
  5615. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  5616. * @param ref matrix to store the result
  5617. */
  5618. Matrix.prototype.toNormalMatrix = function (ref) {
  5619. this.invertToRef(ref);
  5620. ref.transpose();
  5621. var m = ref.m;
  5622. Matrix.FromValuesToRef(m[0], m[1], m[2], 0, m[4], m[5], m[6], 0, m[8], m[9], m[10], 0, 0, 0, 0, 1, ref);
  5623. };
  5624. /**
  5625. * Gets only rotation part of the current matrix
  5626. * @returns a new matrix sets to the extracted rotation matrix from the current one
  5627. */
  5628. Matrix.prototype.getRotationMatrix = function () {
  5629. var result = Matrix.Identity();
  5630. this.getRotationMatrixToRef(result);
  5631. return result;
  5632. };
  5633. /**
  5634. * Extracts the rotation matrix from the current one and sets it as the given "result"
  5635. * @param result defines the target matrix to store data to
  5636. * @returns the current matrix
  5637. */
  5638. Matrix.prototype.getRotationMatrixToRef = function (result) {
  5639. var m = this.m;
  5640. var sx = Math.sqrt(m[0] * m[0] + m[1] * m[1] + m[2] * m[2]);
  5641. var sy = Math.sqrt(m[4] * m[4] + m[5] * m[5] + m[6] * m[6]);
  5642. var sz = Math.sqrt(m[8] * m[8] + m[9] * m[9] + m[10] * m[10]);
  5643. if (this.determinant() <= 0) {
  5644. sy *= -1;
  5645. }
  5646. if (sx === 0 || sy === 0 || sz === 0) {
  5647. Matrix.IdentityToRef(result);
  5648. }
  5649. else {
  5650. Matrix.FromValuesToRef(m[0] / sx, m[1] / sx, m[2] / sx, 0, m[4] / sy, m[5] / sy, m[6] / sy, 0, m[8] / sz, m[9] / sz, m[10] / sz, 0, 0, 0, 0, 1, result);
  5651. }
  5652. return this;
  5653. };
  5654. // Statics
  5655. /**
  5656. * Creates a matrix from an array
  5657. * @param array defines the source array
  5658. * @param offset defines an offset in the source array
  5659. * @returns a new Matrix set from the starting index of the given array
  5660. */
  5661. Matrix.FromArray = function (array, offset) {
  5662. var result = new Matrix();
  5663. if (!offset) {
  5664. offset = 0;
  5665. }
  5666. Matrix.FromArrayToRef(array, offset, result);
  5667. return result;
  5668. };
  5669. /**
  5670. * Copy the content of an array into a given matrix
  5671. * @param array defines the source array
  5672. * @param offset defines an offset in the source array
  5673. * @param result defines the target matrix
  5674. */
  5675. Matrix.FromArrayToRef = function (array, offset, result) {
  5676. for (var index = 0; index < 16; index++) {
  5677. result.m[index] = array[index + offset];
  5678. }
  5679. result._markAsUpdated();
  5680. };
  5681. /**
  5682. * Stores an array into a matrix after having multiplied each component by a given factor
  5683. * @param array defines the source array
  5684. * @param offset defines the offset in the source array
  5685. * @param scale defines the scaling factor
  5686. * @param result defines the target matrix
  5687. */
  5688. Matrix.FromFloat32ArrayToRefScaled = function (array, offset, scale, result) {
  5689. for (var index = 0; index < 16; index++) {
  5690. result.m[index] = array[index + offset] * scale;
  5691. }
  5692. result._markAsUpdated();
  5693. };
  5694. /**
  5695. * Stores a list of values (16) inside a given matrix
  5696. * @param initialM11 defines 1st value of 1st row
  5697. * @param initialM12 defines 2nd value of 1st row
  5698. * @param initialM13 defines 3rd value of 1st row
  5699. * @param initialM14 defines 4th value of 1st row
  5700. * @param initialM21 defines 1st value of 2nd row
  5701. * @param initialM22 defines 2nd value of 2nd row
  5702. * @param initialM23 defines 3rd value of 2nd row
  5703. * @param initialM24 defines 4th value of 2nd row
  5704. * @param initialM31 defines 1st value of 3rd row
  5705. * @param initialM32 defines 2nd value of 3rd row
  5706. * @param initialM33 defines 3rd value of 3rd row
  5707. * @param initialM34 defines 4th value of 3rd row
  5708. * @param initialM41 defines 1st value of 4th row
  5709. * @param initialM42 defines 2nd value of 4th row
  5710. * @param initialM43 defines 3rd value of 4th row
  5711. * @param initialM44 defines 4th value of 4th row
  5712. * @param result defines the target matrix
  5713. */
  5714. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  5715. result.m[0] = initialM11;
  5716. result.m[1] = initialM12;
  5717. result.m[2] = initialM13;
  5718. result.m[3] = initialM14;
  5719. result.m[4] = initialM21;
  5720. result.m[5] = initialM22;
  5721. result.m[6] = initialM23;
  5722. result.m[7] = initialM24;
  5723. result.m[8] = initialM31;
  5724. result.m[9] = initialM32;
  5725. result.m[10] = initialM33;
  5726. result.m[11] = initialM34;
  5727. result.m[12] = initialM41;
  5728. result.m[13] = initialM42;
  5729. result.m[14] = initialM43;
  5730. result.m[15] = initialM44;
  5731. result._markAsUpdated();
  5732. };
  5733. Object.defineProperty(Matrix, "IdentityReadOnly", {
  5734. /**
  5735. * Gets an identity matrix that must not be updated
  5736. */
  5737. get: function () {
  5738. return Matrix._identityReadOnly;
  5739. },
  5740. enumerable: true,
  5741. configurable: true
  5742. });
  5743. /**
  5744. * Creates new matrix from a list of values (16)
  5745. * @param initialM11 defines 1st value of 1st row
  5746. * @param initialM12 defines 2nd value of 1st row
  5747. * @param initialM13 defines 3rd value of 1st row
  5748. * @param initialM14 defines 4th value of 1st row
  5749. * @param initialM21 defines 1st value of 2nd row
  5750. * @param initialM22 defines 2nd value of 2nd row
  5751. * @param initialM23 defines 3rd value of 2nd row
  5752. * @param initialM24 defines 4th value of 2nd row
  5753. * @param initialM31 defines 1st value of 3rd row
  5754. * @param initialM32 defines 2nd value of 3rd row
  5755. * @param initialM33 defines 3rd value of 3rd row
  5756. * @param initialM34 defines 4th value of 3rd row
  5757. * @param initialM41 defines 1st value of 4th row
  5758. * @param initialM42 defines 2nd value of 4th row
  5759. * @param initialM43 defines 3rd value of 4th row
  5760. * @param initialM44 defines 4th value of 4th row
  5761. * @returns the new matrix
  5762. */
  5763. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  5764. var result = new Matrix();
  5765. result.m[0] = initialM11;
  5766. result.m[1] = initialM12;
  5767. result.m[2] = initialM13;
  5768. result.m[3] = initialM14;
  5769. result.m[4] = initialM21;
  5770. result.m[5] = initialM22;
  5771. result.m[6] = initialM23;
  5772. result.m[7] = initialM24;
  5773. result.m[8] = initialM31;
  5774. result.m[9] = initialM32;
  5775. result.m[10] = initialM33;
  5776. result.m[11] = initialM34;
  5777. result.m[12] = initialM41;
  5778. result.m[13] = initialM42;
  5779. result.m[14] = initialM43;
  5780. result.m[15] = initialM44;
  5781. return result;
  5782. };
  5783. /**
  5784. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  5785. * @param scale defines the scale vector3
  5786. * @param rotation defines the rotation quaternion
  5787. * @param translation defines the translation vector3
  5788. * @returns a new matrix
  5789. */
  5790. Matrix.Compose = function (scale, rotation, translation) {
  5791. var result = Matrix.Identity();
  5792. Matrix.ComposeToRef(scale, rotation, translation, result);
  5793. return result;
  5794. };
  5795. /**
  5796. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  5797. * @param scale defines the scale vector3
  5798. * @param rotation defines the rotation quaternion
  5799. * @param translation defines the translation vector3
  5800. * @param result defines the target matrix
  5801. */
  5802. Matrix.ComposeToRef = function (scale, rotation, translation, result) {
  5803. Matrix.FromValuesToRef(scale.x, 0, 0, 0, 0, scale.y, 0, 0, 0, 0, scale.z, 0, 0, 0, 0, 1, MathTmp.Matrix[1]);
  5804. rotation.toRotationMatrix(MathTmp.Matrix[0]);
  5805. MathTmp.Matrix[1].multiplyToRef(MathTmp.Matrix[0], result);
  5806. result.setTranslation(translation);
  5807. };
  5808. /**
  5809. * Creates a new identity matrix
  5810. * @returns a new identity matrix
  5811. */
  5812. Matrix.Identity = function () {
  5813. return 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);
  5814. };
  5815. /**
  5816. * Creates a new identity matrix and stores the result in a given matrix
  5817. * @param result defines the target matrix
  5818. */
  5819. Matrix.IdentityToRef = function (result) {
  5820. 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);
  5821. };
  5822. /**
  5823. * Creates a new zero matrix
  5824. * @returns a new zero matrix
  5825. */
  5826. Matrix.Zero = function () {
  5827. return 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);
  5828. };
  5829. /**
  5830. * Creates a new rotation matrix for "angle" radians around the X axis
  5831. * @param angle defines the angle (in radians) to use
  5832. * @return the new matrix
  5833. */
  5834. Matrix.RotationX = function (angle) {
  5835. var result = new Matrix();
  5836. Matrix.RotationXToRef(angle, result);
  5837. return result;
  5838. };
  5839. /**
  5840. * Creates a new matrix as the invert of a given matrix
  5841. * @param source defines the source matrix
  5842. * @returns the new matrix
  5843. */
  5844. Matrix.Invert = function (source) {
  5845. var result = new Matrix();
  5846. source.invertToRef(result);
  5847. return result;
  5848. };
  5849. /**
  5850. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  5851. * @param angle defines the angle (in radians) to use
  5852. * @param result defines the target matrix
  5853. */
  5854. Matrix.RotationXToRef = function (angle, result) {
  5855. var s = Math.sin(angle);
  5856. var c = Math.cos(angle);
  5857. result.m[0] = 1.0;
  5858. result.m[15] = 1.0;
  5859. result.m[5] = c;
  5860. result.m[10] = c;
  5861. result.m[9] = -s;
  5862. result.m[6] = s;
  5863. result.m[1] = 0.0;
  5864. result.m[2] = 0.0;
  5865. result.m[3] = 0.0;
  5866. result.m[4] = 0.0;
  5867. result.m[7] = 0.0;
  5868. result.m[8] = 0.0;
  5869. result.m[11] = 0.0;
  5870. result.m[12] = 0.0;
  5871. result.m[13] = 0.0;
  5872. result.m[14] = 0.0;
  5873. result._markAsUpdated();
  5874. };
  5875. /**
  5876. * Creates a new rotation matrix for "angle" radians around the Y axis
  5877. * @param angle defines the angle (in radians) to use
  5878. * @return the new matrix
  5879. */
  5880. Matrix.RotationY = function (angle) {
  5881. var result = new Matrix();
  5882. Matrix.RotationYToRef(angle, result);
  5883. return result;
  5884. };
  5885. /**
  5886. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  5887. * @param angle defines the angle (in radians) to use
  5888. * @param result defines the target matrix
  5889. */
  5890. Matrix.RotationYToRef = function (angle, result) {
  5891. var s = Math.sin(angle);
  5892. var c = Math.cos(angle);
  5893. result.m[5] = 1.0;
  5894. result.m[15] = 1.0;
  5895. result.m[0] = c;
  5896. result.m[2] = -s;
  5897. result.m[8] = s;
  5898. result.m[10] = c;
  5899. result.m[1] = 0.0;
  5900. result.m[3] = 0.0;
  5901. result.m[4] = 0.0;
  5902. result.m[6] = 0.0;
  5903. result.m[7] = 0.0;
  5904. result.m[9] = 0.0;
  5905. result.m[11] = 0.0;
  5906. result.m[12] = 0.0;
  5907. result.m[13] = 0.0;
  5908. result.m[14] = 0.0;
  5909. result._markAsUpdated();
  5910. };
  5911. /**
  5912. * Creates a new rotation matrix for "angle" radians around the Z axis
  5913. * @param angle defines the angle (in radians) to use
  5914. * @return the new matrix
  5915. */
  5916. Matrix.RotationZ = function (angle) {
  5917. var result = new Matrix();
  5918. Matrix.RotationZToRef(angle, result);
  5919. return result;
  5920. };
  5921. /**
  5922. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  5923. * @param angle defines the angle (in radians) to use
  5924. * @param result defines the target matrix
  5925. */
  5926. Matrix.RotationZToRef = function (angle, result) {
  5927. var s = Math.sin(angle);
  5928. var c = Math.cos(angle);
  5929. result.m[10] = 1.0;
  5930. result.m[15] = 1.0;
  5931. result.m[0] = c;
  5932. result.m[1] = s;
  5933. result.m[4] = -s;
  5934. result.m[5] = c;
  5935. result.m[2] = 0.0;
  5936. result.m[3] = 0.0;
  5937. result.m[6] = 0.0;
  5938. result.m[7] = 0.0;
  5939. result.m[8] = 0.0;
  5940. result.m[9] = 0.0;
  5941. result.m[11] = 0.0;
  5942. result.m[12] = 0.0;
  5943. result.m[13] = 0.0;
  5944. result.m[14] = 0.0;
  5945. result._markAsUpdated();
  5946. };
  5947. /**
  5948. * Creates a new rotation matrix for "angle" radians around the given axis
  5949. * @param axis defines the axis to use
  5950. * @param angle defines the angle (in radians) to use
  5951. * @return the new matrix
  5952. */
  5953. Matrix.RotationAxis = function (axis, angle) {
  5954. var result = Matrix.Zero();
  5955. Matrix.RotationAxisToRef(axis, angle, result);
  5956. return result;
  5957. };
  5958. /**
  5959. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  5960. * @param axis defines the axis to use
  5961. * @param angle defines the angle (in radians) to use
  5962. * @param result defines the target matrix
  5963. */
  5964. Matrix.RotationAxisToRef = function (axis, angle, result) {
  5965. var s = Math.sin(-angle);
  5966. var c = Math.cos(-angle);
  5967. var c1 = 1 - c;
  5968. axis.normalize();
  5969. result.m[0] = (axis.x * axis.x) * c1 + c;
  5970. result.m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  5971. result.m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  5972. result.m[3] = 0.0;
  5973. result.m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  5974. result.m[5] = (axis.y * axis.y) * c1 + c;
  5975. result.m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  5976. result.m[7] = 0.0;
  5977. result.m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  5978. result.m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  5979. result.m[10] = (axis.z * axis.z) * c1 + c;
  5980. result.m[11] = 0.0;
  5981. result.m[15] = 1.0;
  5982. result._markAsUpdated();
  5983. };
  5984. /**
  5985. * Creates a rotation matrix
  5986. * @param yaw defines the yaw angle in radians (Y axis)
  5987. * @param pitch defines the pitch angle in radians (X axis)
  5988. * @param roll defines the roll angle in radians (X axis)
  5989. * @returns the new rotation matrix
  5990. */
  5991. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  5992. var result = new Matrix();
  5993. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  5994. return result;
  5995. };
  5996. /**
  5997. * Creates a rotation matrix and stores it in a given matrix
  5998. * @param yaw defines the yaw angle in radians (Y axis)
  5999. * @param pitch defines the pitch angle in radians (X axis)
  6000. * @param roll defines the roll angle in radians (X axis)
  6001. * @param result defines the target matrix
  6002. */
  6003. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  6004. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, this._tempQuaternion);
  6005. this._tempQuaternion.toRotationMatrix(result);
  6006. };
  6007. /**
  6008. * Creates a scaling matrix
  6009. * @param x defines the scale factor on X axis
  6010. * @param y defines the scale factor on Y axis
  6011. * @param z defines the scale factor on Z axis
  6012. * @returns the new matrix
  6013. */
  6014. Matrix.Scaling = function (x, y, z) {
  6015. var result = Matrix.Zero();
  6016. Matrix.ScalingToRef(x, y, z, result);
  6017. return result;
  6018. };
  6019. /**
  6020. * Creates a scaling matrix and stores it in a given matrix
  6021. * @param x defines the scale factor on X axis
  6022. * @param y defines the scale factor on Y axis
  6023. * @param z defines the scale factor on Z axis
  6024. * @param result defines the target matrix
  6025. */
  6026. Matrix.ScalingToRef = function (x, y, z, result) {
  6027. result.m[0] = x;
  6028. result.m[1] = 0.0;
  6029. result.m[2] = 0.0;
  6030. result.m[3] = 0.0;
  6031. result.m[4] = 0.0;
  6032. result.m[5] = y;
  6033. result.m[6] = 0.0;
  6034. result.m[7] = 0.0;
  6035. result.m[8] = 0.0;
  6036. result.m[9] = 0.0;
  6037. result.m[10] = z;
  6038. result.m[11] = 0.0;
  6039. result.m[12] = 0.0;
  6040. result.m[13] = 0.0;
  6041. result.m[14] = 0.0;
  6042. result.m[15] = 1.0;
  6043. result._markAsUpdated();
  6044. };
  6045. /**
  6046. * Creates a translation matrix
  6047. * @param x defines the translation on X axis
  6048. * @param y defines the translation on Y axis
  6049. * @param z defines the translationon Z axis
  6050. * @returns the new matrix
  6051. */
  6052. Matrix.Translation = function (x, y, z) {
  6053. var result = Matrix.Identity();
  6054. Matrix.TranslationToRef(x, y, z, result);
  6055. return result;
  6056. };
  6057. /**
  6058. * Creates a translation matrix and stores it in a given matrix
  6059. * @param x defines the translation on X axis
  6060. * @param y defines the translation on Y axis
  6061. * @param z defines the translationon Z axis
  6062. * @param result defines the target matrix
  6063. */
  6064. Matrix.TranslationToRef = function (x, y, z, result) {
  6065. 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);
  6066. };
  6067. /**
  6068. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  6069. * @param startValue defines the start value
  6070. * @param endValue defines the end value
  6071. * @param gradient defines the gradient factor
  6072. * @returns the new matrix
  6073. */
  6074. Matrix.Lerp = function (startValue, endValue, gradient) {
  6075. var result = Matrix.Zero();
  6076. Matrix.LerpToRef(startValue, endValue, gradient, result);
  6077. return result;
  6078. };
  6079. /**
  6080. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  6081. * @param startValue defines the start value
  6082. * @param endValue defines the end value
  6083. * @param gradient defines the gradient factor
  6084. * @param result defines the Matrix object where to store data
  6085. */
  6086. Matrix.LerpToRef = function (startValue, endValue, gradient, result) {
  6087. for (var index = 0; index < 16; index++) {
  6088. result.m[index] = startValue.m[index] * (1.0 - gradient) + endValue.m[index] * gradient;
  6089. }
  6090. result._markAsUpdated();
  6091. };
  6092. /**
  6093. * Builds a new matrix whose values are computed by:
  6094. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  6095. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  6096. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  6097. * @param startValue defines the first matrix
  6098. * @param endValue defines the second matrix
  6099. * @param gradient defines the gradient between the two matrices
  6100. * @returns the new matrix
  6101. */
  6102. Matrix.DecomposeLerp = function (startValue, endValue, gradient) {
  6103. var result = Matrix.Zero();
  6104. Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  6105. return result;
  6106. };
  6107. /**
  6108. * Update a matrix to values which are computed by:
  6109. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  6110. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  6111. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  6112. * @param startValue defines the first matrix
  6113. * @param endValue defines the second matrix
  6114. * @param gradient defines the gradient between the two matrices
  6115. * @param result defines the target matrix
  6116. */
  6117. Matrix.DecomposeLerpToRef = function (startValue, endValue, gradient, result) {
  6118. var startScale = MathTmp.Vector3[0];
  6119. var startRotation = MathTmp.Quaternion[0];
  6120. var startTranslation = MathTmp.Vector3[1];
  6121. startValue.decompose(startScale, startRotation, startTranslation);
  6122. var endScale = MathTmp.Vector3[2];
  6123. var endRotation = MathTmp.Quaternion[1];
  6124. var endTranslation = MathTmp.Vector3[3];
  6125. endValue.decompose(endScale, endRotation, endTranslation);
  6126. var resultScale = MathTmp.Vector3[4];
  6127. Vector3.LerpToRef(startScale, endScale, gradient, resultScale);
  6128. var resultRotation = MathTmp.Quaternion[2];
  6129. Quaternion.SlerpToRef(startRotation, endRotation, gradient, resultRotation);
  6130. var resultTranslation = MathTmp.Vector3[5];
  6131. Vector3.LerpToRef(startTranslation, endTranslation, gradient, resultTranslation);
  6132. Matrix.ComposeToRef(resultScale, resultRotation, resultTranslation, result);
  6133. };
  6134. /**
  6135. * 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"
  6136. * This function works in left handed mode
  6137. * @param eye defines the final position of the entity
  6138. * @param target defines where the entity should look at
  6139. * @param up defines the up vector for the entity
  6140. * @returns the new matrix
  6141. */
  6142. Matrix.LookAtLH = function (eye, target, up) {
  6143. var result = Matrix.Zero();
  6144. Matrix.LookAtLHToRef(eye, target, up, result);
  6145. return result;
  6146. };
  6147. /**
  6148. * 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".
  6149. * This function works in left handed mode
  6150. * @param eye defines the final position of the entity
  6151. * @param target defines where the entity should look at
  6152. * @param up defines the up vector for the entity
  6153. * @param result defines the target matrix
  6154. */
  6155. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  6156. // Z axis
  6157. target.subtractToRef(eye, this._zAxis);
  6158. this._zAxis.normalize();
  6159. // X axis
  6160. Vector3.CrossToRef(up, this._zAxis, this._xAxis);
  6161. if (this._xAxis.lengthSquared() === 0) {
  6162. this._xAxis.x = 1.0;
  6163. }
  6164. else {
  6165. this._xAxis.normalize();
  6166. }
  6167. // Y axis
  6168. Vector3.CrossToRef(this._zAxis, this._xAxis, this._yAxis);
  6169. this._yAxis.normalize();
  6170. // Eye angles
  6171. var ex = -Vector3.Dot(this._xAxis, eye);
  6172. var ey = -Vector3.Dot(this._yAxis, eye);
  6173. var ez = -Vector3.Dot(this._zAxis, eye);
  6174. return Matrix.FromValuesToRef(this._xAxis.x, this._yAxis.x, this._zAxis.x, 0, this._xAxis.y, this._yAxis.y, this._zAxis.y, 0, this._xAxis.z, this._yAxis.z, this._zAxis.z, 0, ex, ey, ez, 1, result);
  6175. };
  6176. /**
  6177. * 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"
  6178. * This function works in right handed mode
  6179. * @param eye defines the final position of the entity
  6180. * @param target defines where the entity should look at
  6181. * @param up defines the up vector for the entity
  6182. * @returns the new matrix
  6183. */
  6184. Matrix.LookAtRH = function (eye, target, up) {
  6185. var result = Matrix.Zero();
  6186. Matrix.LookAtRHToRef(eye, target, up, result);
  6187. return result;
  6188. };
  6189. /**
  6190. * 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".
  6191. * This function works in right handed mode
  6192. * @param eye defines the final position of the entity
  6193. * @param target defines where the entity should look at
  6194. * @param up defines the up vector for the entity
  6195. * @param result defines the target matrix
  6196. */
  6197. Matrix.LookAtRHToRef = function (eye, target, up, result) {
  6198. // Z axis
  6199. eye.subtractToRef(target, this._zAxis);
  6200. this._zAxis.normalize();
  6201. // X axis
  6202. Vector3.CrossToRef(up, this._zAxis, this._xAxis);
  6203. if (this._xAxis.lengthSquared() === 0) {
  6204. this._xAxis.x = 1.0;
  6205. }
  6206. else {
  6207. this._xAxis.normalize();
  6208. }
  6209. // Y axis
  6210. Vector3.CrossToRef(this._zAxis, this._xAxis, this._yAxis);
  6211. this._yAxis.normalize();
  6212. // Eye angles
  6213. var ex = -Vector3.Dot(this._xAxis, eye);
  6214. var ey = -Vector3.Dot(this._yAxis, eye);
  6215. var ez = -Vector3.Dot(this._zAxis, eye);
  6216. return Matrix.FromValuesToRef(this._xAxis.x, this._yAxis.x, this._zAxis.x, 0, this._xAxis.y, this._yAxis.y, this._zAxis.y, 0, this._xAxis.z, this._yAxis.z, this._zAxis.z, 0, ex, ey, ez, 1, result);
  6217. };
  6218. /**
  6219. * Create a left-handed orthographic projection matrix
  6220. * @param width defines the viewport width
  6221. * @param height defines the viewport height
  6222. * @param znear defines the near clip plane
  6223. * @param zfar defines the far clip plane
  6224. * @returns a new matrix as a left-handed orthographic projection matrix
  6225. */
  6226. Matrix.OrthoLH = function (width, height, znear, zfar) {
  6227. var matrix = Matrix.Zero();
  6228. Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);
  6229. return matrix;
  6230. };
  6231. /**
  6232. * Store a left-handed orthographic projection to a given matrix
  6233. * @param width defines the viewport width
  6234. * @param height defines the viewport height
  6235. * @param znear defines the near clip plane
  6236. * @param zfar defines the far clip plane
  6237. * @param result defines the target matrix
  6238. */
  6239. Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) {
  6240. var n = znear;
  6241. var f = zfar;
  6242. var a = 2.0 / width;
  6243. var b = 2.0 / height;
  6244. var c = 2.0 / (f - n);
  6245. var d = -(f + n) / (f - n);
  6246. 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);
  6247. };
  6248. /**
  6249. * Create a left-handed orthographic projection matrix
  6250. * @param left defines the viewport left coordinate
  6251. * @param right defines the viewport right coordinate
  6252. * @param bottom defines the viewport bottom coordinate
  6253. * @param top defines the viewport top coordinate
  6254. * @param znear defines the near clip plane
  6255. * @param zfar defines the far clip plane
  6256. * @returns a new matrix as a left-handed orthographic projection matrix
  6257. */
  6258. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  6259. var matrix = Matrix.Zero();
  6260. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  6261. return matrix;
  6262. };
  6263. /**
  6264. * Stores a left-handed orthographic projection into a given matrix
  6265. * @param left defines the viewport left coordinate
  6266. * @param right defines the viewport right coordinate
  6267. * @param bottom defines the viewport bottom coordinate
  6268. * @param top defines the viewport top coordinate
  6269. * @param znear defines the near clip plane
  6270. * @param zfar defines the far clip plane
  6271. * @param result defines the target matrix
  6272. */
  6273. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  6274. var n = znear;
  6275. var f = zfar;
  6276. var a = 2.0 / (right - left);
  6277. var b = 2.0 / (top - bottom);
  6278. var c = 2.0 / (f - n);
  6279. var d = -(f + n) / (f - n);
  6280. var i0 = (left + right) / (left - right);
  6281. var i1 = (top + bottom) / (bottom - top);
  6282. 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);
  6283. };
  6284. /**
  6285. * Creates a right-handed orthographic projection matrix
  6286. * @param left defines the viewport left coordinate
  6287. * @param right defines the viewport right coordinate
  6288. * @param bottom defines the viewport bottom coordinate
  6289. * @param top defines the viewport top coordinate
  6290. * @param znear defines the near clip plane
  6291. * @param zfar defines the far clip plane
  6292. * @returns a new matrix as a right-handed orthographic projection matrix
  6293. */
  6294. Matrix.OrthoOffCenterRH = function (left, right, bottom, top, znear, zfar) {
  6295. var matrix = Matrix.Zero();
  6296. Matrix.OrthoOffCenterRHToRef(left, right, bottom, top, znear, zfar, matrix);
  6297. return matrix;
  6298. };
  6299. /**
  6300. * Stores a right-handed orthographic projection into a given matrix
  6301. * @param left defines the viewport left coordinate
  6302. * @param right defines the viewport right coordinate
  6303. * @param bottom defines the viewport bottom coordinate
  6304. * @param top defines the viewport top coordinate
  6305. * @param znear defines the near clip plane
  6306. * @param zfar defines the far clip plane
  6307. * @param result defines the target matrix
  6308. */
  6309. Matrix.OrthoOffCenterRHToRef = function (left, right, bottom, top, znear, zfar, result) {
  6310. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, result);
  6311. result.m[10] *= -1.0;
  6312. };
  6313. /**
  6314. * Creates a left-handed perspective projection matrix
  6315. * @param width defines the viewport width
  6316. * @param height defines the viewport height
  6317. * @param znear defines the near clip plane
  6318. * @param zfar defines the far clip plane
  6319. * @returns a new matrix as a left-handed perspective projection matrix
  6320. */
  6321. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  6322. var matrix = Matrix.Zero();
  6323. var n = znear;
  6324. var f = zfar;
  6325. var a = 2.0 * n / width;
  6326. var b = 2.0 * n / height;
  6327. var c = (f + n) / (f - n);
  6328. var d = -2.0 * f * n / (f - n);
  6329. 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);
  6330. return matrix;
  6331. };
  6332. /**
  6333. * Creates a left-handed perspective projection matrix
  6334. * @param fov defines the horizontal field of view
  6335. * @param aspect defines the aspect ratio
  6336. * @param znear defines the near clip plane
  6337. * @param zfar defines the far clip plane
  6338. * @returns a new matrix as a left-handed perspective projection matrix
  6339. */
  6340. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  6341. var matrix = Matrix.Zero();
  6342. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  6343. return matrix;
  6344. };
  6345. /**
  6346. * Stores a left-handed perspective projection into a given matrix
  6347. * @param fov defines the horizontal field of view
  6348. * @param aspect defines the aspect ratio
  6349. * @param znear defines the near clip plane
  6350. * @param zfar defines the far clip plane
  6351. * @param result defines the target matrix
  6352. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  6353. */
  6354. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  6355. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  6356. var n = znear;
  6357. var f = zfar;
  6358. var t = 1.0 / (Math.tan(fov * 0.5));
  6359. var a = isVerticalFovFixed ? (t / aspect) : t;
  6360. var b = isVerticalFovFixed ? t : (t * aspect);
  6361. var c = (f + n) / (f - n);
  6362. var d = -2.0 * f * n / (f - n);
  6363. 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);
  6364. };
  6365. /**
  6366. * Creates a right-handed perspective projection matrix
  6367. * @param fov defines the horizontal field of view
  6368. * @param aspect defines the aspect ratio
  6369. * @param znear defines the near clip plane
  6370. * @param zfar defines the far clip plane
  6371. * @returns a new matrix as a right-handed perspective projection matrix
  6372. */
  6373. Matrix.PerspectiveFovRH = function (fov, aspect, znear, zfar) {
  6374. var matrix = Matrix.Zero();
  6375. Matrix.PerspectiveFovRHToRef(fov, aspect, znear, zfar, matrix);
  6376. return matrix;
  6377. };
  6378. /**
  6379. * Stores a right-handed perspective projection into a given matrix
  6380. * @param fov defines the horizontal field of view
  6381. * @param aspect defines the aspect ratio
  6382. * @param znear defines the near clip plane
  6383. * @param zfar defines the far clip plane
  6384. * @param result defines the target matrix
  6385. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  6386. */
  6387. Matrix.PerspectiveFovRHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  6388. //alternatively this could be expressed as:
  6389. // m = PerspectiveFovLHToRef
  6390. // m[10] *= -1.0;
  6391. // m[11] *= -1.0;
  6392. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  6393. var n = znear;
  6394. var f = zfar;
  6395. var t = 1.0 / (Math.tan(fov * 0.5));
  6396. var a = isVerticalFovFixed ? (t / aspect) : t;
  6397. var b = isVerticalFovFixed ? t : (t * aspect);
  6398. var c = -(f + n) / (f - n);
  6399. var d = -2 * f * n / (f - n);
  6400. 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);
  6401. };
  6402. /**
  6403. * Stores a perspective projection for WebVR info a given matrix
  6404. * @param fov defines the field of view
  6405. * @param znear defines the near clip plane
  6406. * @param zfar defines the far clip plane
  6407. * @param result defines the target matrix
  6408. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  6409. */
  6410. Matrix.PerspectiveFovWebVRToRef = function (fov, znear, zfar, result, rightHanded) {
  6411. if (rightHanded === void 0) { rightHanded = false; }
  6412. var rightHandedFactor = rightHanded ? -1 : 1;
  6413. var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);
  6414. var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);
  6415. var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);
  6416. var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);
  6417. var xScale = 2.0 / (leftTan + rightTan);
  6418. var yScale = 2.0 / (upTan + downTan);
  6419. result.m[0] = xScale;
  6420. result.m[1] = result.m[2] = result.m[3] = result.m[4] = 0.0;
  6421. result.m[5] = yScale;
  6422. result.m[6] = result.m[7] = 0.0;
  6423. result.m[8] = ((leftTan - rightTan) * xScale * 0.5);
  6424. result.m[9] = -((upTan - downTan) * yScale * 0.5);
  6425. result.m[10] = -zfar / (znear - zfar);
  6426. result.m[11] = 1.0 * rightHandedFactor;
  6427. result.m[12] = result.m[13] = result.m[15] = 0.0;
  6428. result.m[14] = -(2.0 * zfar * znear) / (zfar - znear);
  6429. result._markAsUpdated();
  6430. };
  6431. /**
  6432. * Computes a complete transformation matrix
  6433. * @param viewport defines the viewport to use
  6434. * @param world defines the world matrix
  6435. * @param view defines the view matrix
  6436. * @param projection defines the projection matrix
  6437. * @param zmin defines the near clip plane
  6438. * @param zmax defines the far clip plane
  6439. * @returns the transformation matrix
  6440. */
  6441. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  6442. var cw = viewport.width;
  6443. var ch = viewport.height;
  6444. var cx = viewport.x;
  6445. var cy = viewport.y;
  6446. 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);
  6447. return world.multiply(view).multiply(projection).multiply(viewportMatrix);
  6448. };
  6449. /**
  6450. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  6451. * @param matrix defines the matrix to use
  6452. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  6453. */
  6454. Matrix.GetAsMatrix2x2 = function (matrix) {
  6455. return new Float32Array([
  6456. matrix.m[0], matrix.m[1],
  6457. matrix.m[4], matrix.m[5]
  6458. ]);
  6459. };
  6460. /**
  6461. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  6462. * @param matrix defines the matrix to use
  6463. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  6464. */
  6465. Matrix.GetAsMatrix3x3 = function (matrix) {
  6466. return new Float32Array([
  6467. matrix.m[0], matrix.m[1], matrix.m[2],
  6468. matrix.m[4], matrix.m[5], matrix.m[6],
  6469. matrix.m[8], matrix.m[9], matrix.m[10]
  6470. ]);
  6471. };
  6472. /**
  6473. * Compute the transpose of a given matrix
  6474. * @param matrix defines the matrix to transpose
  6475. * @returns the new matrix
  6476. */
  6477. Matrix.Transpose = function (matrix) {
  6478. var result = new Matrix();
  6479. Matrix.TransposeToRef(matrix, result);
  6480. return result;
  6481. };
  6482. /**
  6483. * Compute the transpose of a matrix and store it in a target matrix
  6484. * @param matrix defines the matrix to transpose
  6485. * @param result defines the target matrix
  6486. */
  6487. Matrix.TransposeToRef = function (matrix, result) {
  6488. result.m[0] = matrix.m[0];
  6489. result.m[1] = matrix.m[4];
  6490. result.m[2] = matrix.m[8];
  6491. result.m[3] = matrix.m[12];
  6492. result.m[4] = matrix.m[1];
  6493. result.m[5] = matrix.m[5];
  6494. result.m[6] = matrix.m[9];
  6495. result.m[7] = matrix.m[13];
  6496. result.m[8] = matrix.m[2];
  6497. result.m[9] = matrix.m[6];
  6498. result.m[10] = matrix.m[10];
  6499. result.m[11] = matrix.m[14];
  6500. result.m[12] = matrix.m[3];
  6501. result.m[13] = matrix.m[7];
  6502. result.m[14] = matrix.m[11];
  6503. result.m[15] = matrix.m[15];
  6504. };
  6505. /**
  6506. * Computes a reflection matrix from a plane
  6507. * @param plane defines the reflection plane
  6508. * @returns a new matrix
  6509. */
  6510. Matrix.Reflection = function (plane) {
  6511. var matrix = new Matrix();
  6512. Matrix.ReflectionToRef(plane, matrix);
  6513. return matrix;
  6514. };
  6515. /**
  6516. * Computes a reflection matrix from a plane
  6517. * @param plane defines the reflection plane
  6518. * @param result defines the target matrix
  6519. */
  6520. Matrix.ReflectionToRef = function (plane, result) {
  6521. plane.normalize();
  6522. var x = plane.normal.x;
  6523. var y = plane.normal.y;
  6524. var z = plane.normal.z;
  6525. var temp = -2 * x;
  6526. var temp2 = -2 * y;
  6527. var temp3 = -2 * z;
  6528. result.m[0] = (temp * x) + 1;
  6529. result.m[1] = temp2 * x;
  6530. result.m[2] = temp3 * x;
  6531. result.m[3] = 0.0;
  6532. result.m[4] = temp * y;
  6533. result.m[5] = (temp2 * y) + 1;
  6534. result.m[6] = temp3 * y;
  6535. result.m[7] = 0.0;
  6536. result.m[8] = temp * z;
  6537. result.m[9] = temp2 * z;
  6538. result.m[10] = (temp3 * z) + 1;
  6539. result.m[11] = 0.0;
  6540. result.m[12] = temp * plane.d;
  6541. result.m[13] = temp2 * plane.d;
  6542. result.m[14] = temp3 * plane.d;
  6543. result.m[15] = 1.0;
  6544. result._markAsUpdated();
  6545. };
  6546. /**
  6547. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  6548. * @param xaxis defines the value of the 1st axis
  6549. * @param yaxis defines the value of the 2nd axis
  6550. * @param zaxis defines the value of the 3rd axis
  6551. * @param result defines the target matrix
  6552. */
  6553. Matrix.FromXYZAxesToRef = function (xaxis, yaxis, zaxis, result) {
  6554. result.m[0] = xaxis.x;
  6555. result.m[1] = xaxis.y;
  6556. result.m[2] = xaxis.z;
  6557. result.m[3] = 0.0;
  6558. result.m[4] = yaxis.x;
  6559. result.m[5] = yaxis.y;
  6560. result.m[6] = yaxis.z;
  6561. result.m[7] = 0.0;
  6562. result.m[8] = zaxis.x;
  6563. result.m[9] = zaxis.y;
  6564. result.m[10] = zaxis.z;
  6565. result.m[11] = 0.0;
  6566. result.m[12] = 0.0;
  6567. result.m[13] = 0.0;
  6568. result.m[14] = 0.0;
  6569. result.m[15] = 1.0;
  6570. result._markAsUpdated();
  6571. };
  6572. /**
  6573. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  6574. * @param quat defines the quaternion to use
  6575. * @param result defines the target matrix
  6576. */
  6577. Matrix.FromQuaternionToRef = function (quat, result) {
  6578. var xx = quat.x * quat.x;
  6579. var yy = quat.y * quat.y;
  6580. var zz = quat.z * quat.z;
  6581. var xy = quat.x * quat.y;
  6582. var zw = quat.z * quat.w;
  6583. var zx = quat.z * quat.x;
  6584. var yw = quat.y * quat.w;
  6585. var yz = quat.y * quat.z;
  6586. var xw = quat.x * quat.w;
  6587. result.m[0] = 1.0 - (2.0 * (yy + zz));
  6588. result.m[1] = 2.0 * (xy + zw);
  6589. result.m[2] = 2.0 * (zx - yw);
  6590. result.m[3] = 0.0;
  6591. result.m[4] = 2.0 * (xy - zw);
  6592. result.m[5] = 1.0 - (2.0 * (zz + xx));
  6593. result.m[6] = 2.0 * (yz + xw);
  6594. result.m[7] = 0.0;
  6595. result.m[8] = 2.0 * (zx + yw);
  6596. result.m[9] = 2.0 * (yz - xw);
  6597. result.m[10] = 1.0 - (2.0 * (yy + xx));
  6598. result.m[11] = 0.0;
  6599. result.m[12] = 0.0;
  6600. result.m[13] = 0.0;
  6601. result.m[14] = 0.0;
  6602. result.m[15] = 1.0;
  6603. result._markAsUpdated();
  6604. };
  6605. Matrix._tempQuaternion = new Quaternion();
  6606. Matrix._xAxis = Vector3.Zero();
  6607. Matrix._yAxis = Vector3.Zero();
  6608. Matrix._zAxis = Vector3.Zero();
  6609. Matrix._updateFlagSeed = 0;
  6610. Matrix._identityReadOnly = Matrix.Identity();
  6611. return Matrix;
  6612. }());
  6613. BABYLON.Matrix = Matrix;
  6614. var Plane = /** @class */ (function () {
  6615. /**
  6616. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6617. */
  6618. function Plane(a, b, c, d) {
  6619. this.normal = new Vector3(a, b, c);
  6620. this.d = d;
  6621. }
  6622. /**
  6623. * Returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6624. */
  6625. Plane.prototype.asArray = function () {
  6626. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  6627. };
  6628. // Methods
  6629. /**
  6630. * Returns a new plane copied from the current Plane.
  6631. */
  6632. Plane.prototype.clone = function () {
  6633. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  6634. };
  6635. /**
  6636. * Returns the string "Plane".
  6637. */
  6638. Plane.prototype.getClassName = function () {
  6639. return "Plane";
  6640. };
  6641. /**
  6642. * Returns the Plane hash code.
  6643. */
  6644. Plane.prototype.getHashCode = function () {
  6645. var hash = this.normal.getHashCode();
  6646. hash = (hash * 397) ^ (this.d || 0);
  6647. return hash;
  6648. };
  6649. /**
  6650. * Normalize the current Plane in place.
  6651. * Returns the updated Plane.
  6652. */
  6653. Plane.prototype.normalize = function () {
  6654. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  6655. var magnitude = 0.0;
  6656. if (norm !== 0) {
  6657. magnitude = 1.0 / norm;
  6658. }
  6659. this.normal.x *= magnitude;
  6660. this.normal.y *= magnitude;
  6661. this.normal.z *= magnitude;
  6662. this.d *= magnitude;
  6663. return this;
  6664. };
  6665. /**
  6666. * Returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6667. */
  6668. Plane.prototype.transform = function (transformation) {
  6669. var transposedMatrix = Matrix.Transpose(transformation);
  6670. var x = this.normal.x;
  6671. var y = this.normal.y;
  6672. var z = this.normal.z;
  6673. var d = this.d;
  6674. var normalX = (((x * transposedMatrix.m[0]) + (y * transposedMatrix.m[1])) + (z * transposedMatrix.m[2])) + (d * transposedMatrix.m[3]);
  6675. var normalY = (((x * transposedMatrix.m[4]) + (y * transposedMatrix.m[5])) + (z * transposedMatrix.m[6])) + (d * transposedMatrix.m[7]);
  6676. var normalZ = (((x * transposedMatrix.m[8]) + (y * transposedMatrix.m[9])) + (z * transposedMatrix.m[10])) + (d * transposedMatrix.m[11]);
  6677. var finalD = (((x * transposedMatrix.m[12]) + (y * transposedMatrix.m[13])) + (z * transposedMatrix.m[14])) + (d * transposedMatrix.m[15]);
  6678. return new Plane(normalX, normalY, normalZ, finalD);
  6679. };
  6680. /**
  6681. * Returns the dot product (float) of the point coordinates and the plane normal.
  6682. */
  6683. Plane.prototype.dotCoordinate = function (point) {
  6684. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  6685. };
  6686. /**
  6687. * Updates the current Plane from the plane defined by the three given points.
  6688. * Returns the updated Plane.
  6689. */
  6690. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  6691. var x1 = point2.x - point1.x;
  6692. var y1 = point2.y - point1.y;
  6693. var z1 = point2.z - point1.z;
  6694. var x2 = point3.x - point1.x;
  6695. var y2 = point3.y - point1.y;
  6696. var z2 = point3.z - point1.z;
  6697. var yz = (y1 * z2) - (z1 * y2);
  6698. var xz = (z1 * x2) - (x1 * z2);
  6699. var xy = (x1 * y2) - (y1 * x2);
  6700. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  6701. var invPyth;
  6702. if (pyth !== 0) {
  6703. invPyth = 1.0 / pyth;
  6704. }
  6705. else {
  6706. invPyth = 0.0;
  6707. }
  6708. this.normal.x = yz * invPyth;
  6709. this.normal.y = xz * invPyth;
  6710. this.normal.z = xy * invPyth;
  6711. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  6712. return this;
  6713. };
  6714. /**
  6715. * Boolean : True is the vector "direction" is the same side than the plane normal.
  6716. */
  6717. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  6718. var dot = Vector3.Dot(this.normal, direction);
  6719. return (dot <= epsilon);
  6720. };
  6721. /**
  6722. * Returns the signed distance (float) from the given point to the Plane.
  6723. */
  6724. Plane.prototype.signedDistanceTo = function (point) {
  6725. return Vector3.Dot(point, this.normal) + this.d;
  6726. };
  6727. // Statics
  6728. /**
  6729. * Returns a new Plane from the given array.
  6730. */
  6731. Plane.FromArray = function (array) {
  6732. return new Plane(array[0], array[1], array[2], array[3]);
  6733. };
  6734. /**
  6735. * Returns a new Plane defined by the three given points.
  6736. */
  6737. Plane.FromPoints = function (point1, point2, point3) {
  6738. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  6739. result.copyFromPoints(point1, point2, point3);
  6740. return result;
  6741. };
  6742. /**
  6743. * Returns a new Plane the normal vector to this plane at the given origin point.
  6744. * Note : the vector "normal" is updated because normalized.
  6745. */
  6746. Plane.FromPositionAndNormal = function (origin, normal) {
  6747. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  6748. normal.normalize();
  6749. result.normal = normal;
  6750. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  6751. return result;
  6752. };
  6753. /**
  6754. * Returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6755. */
  6756. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  6757. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  6758. return Vector3.Dot(point, normal) + d;
  6759. };
  6760. return Plane;
  6761. }());
  6762. BABYLON.Plane = Plane;
  6763. var Viewport = /** @class */ (function () {
  6764. /**
  6765. * Creates a Viewport object located at (x, y) and sized (width, height).
  6766. */
  6767. function Viewport(x, y, width, height) {
  6768. this.x = x;
  6769. this.y = y;
  6770. this.width = width;
  6771. this.height = height;
  6772. }
  6773. Viewport.prototype.toGlobal = function (renderWidthOrEngine, renderHeight) {
  6774. if (renderWidthOrEngine.getRenderWidth) {
  6775. var engine = renderWidthOrEngine;
  6776. return this.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  6777. }
  6778. var renderWidth = renderWidthOrEngine;
  6779. return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight);
  6780. };
  6781. /**
  6782. * Returns a new Viewport copied from the current one.
  6783. */
  6784. Viewport.prototype.clone = function () {
  6785. return new Viewport(this.x, this.y, this.width, this.height);
  6786. };
  6787. return Viewport;
  6788. }());
  6789. BABYLON.Viewport = Viewport;
  6790. var Frustum = /** @class */ (function () {
  6791. function Frustum() {
  6792. }
  6793. /**
  6794. * Returns a new array of 6 Frustum planes computed by the given transformation matrix.
  6795. */
  6796. Frustum.GetPlanes = function (transform) {
  6797. var frustumPlanes = [];
  6798. for (var index = 0; index < 6; index++) {
  6799. frustumPlanes.push(new Plane(0.0, 0.0, 0.0, 0.0));
  6800. }
  6801. Frustum.GetPlanesToRef(transform, frustumPlanes);
  6802. return frustumPlanes;
  6803. };
  6804. Frustum.GetNearPlaneToRef = function (transform, frustumPlane) {
  6805. frustumPlane.normal.x = transform.m[3] + transform.m[2];
  6806. frustumPlane.normal.y = transform.m[7] + transform.m[6];
  6807. frustumPlane.normal.z = transform.m[11] + transform.m[10];
  6808. frustumPlane.d = transform.m[15] + transform.m[14];
  6809. frustumPlane.normalize();
  6810. };
  6811. Frustum.GetFarPlaneToRef = function (transform, frustumPlane) {
  6812. frustumPlane.normal.x = transform.m[3] - transform.m[2];
  6813. frustumPlane.normal.y = transform.m[7] - transform.m[6];
  6814. frustumPlane.normal.z = transform.m[11] - transform.m[10];
  6815. frustumPlane.d = transform.m[15] - transform.m[14];
  6816. frustumPlane.normalize();
  6817. };
  6818. Frustum.GetLeftPlaneToRef = function (transform, frustumPlane) {
  6819. frustumPlane.normal.x = transform.m[3] + transform.m[0];
  6820. frustumPlane.normal.y = transform.m[7] + transform.m[4];
  6821. frustumPlane.normal.z = transform.m[11] + transform.m[8];
  6822. frustumPlane.d = transform.m[15] + transform.m[12];
  6823. frustumPlane.normalize();
  6824. };
  6825. Frustum.GetRightPlaneToRef = function (transform, frustumPlane) {
  6826. frustumPlane.normal.x = transform.m[3] - transform.m[0];
  6827. frustumPlane.normal.y = transform.m[7] - transform.m[4];
  6828. frustumPlane.normal.z = transform.m[11] - transform.m[8];
  6829. frustumPlane.d = transform.m[15] - transform.m[12];
  6830. frustumPlane.normalize();
  6831. };
  6832. Frustum.GetTopPlaneToRef = function (transform, frustumPlane) {
  6833. frustumPlane.normal.x = transform.m[3] - transform.m[1];
  6834. frustumPlane.normal.y = transform.m[7] - transform.m[5];
  6835. frustumPlane.normal.z = transform.m[11] - transform.m[9];
  6836. frustumPlane.d = transform.m[15] - transform.m[13];
  6837. frustumPlane.normalize();
  6838. };
  6839. Frustum.GetBottomPlaneToRef = function (transform, frustumPlane) {
  6840. frustumPlane.normal.x = transform.m[3] + transform.m[1];
  6841. frustumPlane.normal.y = transform.m[7] + transform.m[5];
  6842. frustumPlane.normal.z = transform.m[11] + transform.m[9];
  6843. frustumPlane.d = transform.m[15] + transform.m[13];
  6844. frustumPlane.normalize();
  6845. };
  6846. /**
  6847. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  6848. */
  6849. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  6850. // Near
  6851. Frustum.GetNearPlaneToRef(transform, frustumPlanes[0]);
  6852. // Far
  6853. Frustum.GetFarPlaneToRef(transform, frustumPlanes[1]);
  6854. // Left
  6855. Frustum.GetLeftPlaneToRef(transform, frustumPlanes[2]);
  6856. // Right
  6857. Frustum.GetRightPlaneToRef(transform, frustumPlanes[3]);
  6858. // Top
  6859. Frustum.GetTopPlaneToRef(transform, frustumPlanes[4]);
  6860. // Bottom
  6861. Frustum.GetBottomPlaneToRef(transform, frustumPlanes[5]);
  6862. };
  6863. return Frustum;
  6864. }());
  6865. BABYLON.Frustum = Frustum;
  6866. /** Defines supported spaces */
  6867. var Space;
  6868. (function (Space) {
  6869. /** Local (object) space */
  6870. Space[Space["LOCAL"] = 0] = "LOCAL";
  6871. /** World space */
  6872. Space[Space["WORLD"] = 1] = "WORLD";
  6873. /** Bone space */
  6874. Space[Space["BONE"] = 2] = "BONE";
  6875. })(Space = BABYLON.Space || (BABYLON.Space = {}));
  6876. /** Defines the 3 main axes */
  6877. var Axis = /** @class */ (function () {
  6878. function Axis() {
  6879. }
  6880. /** X axis */
  6881. Axis.X = new Vector3(1.0, 0.0, 0.0);
  6882. /** Y axis */
  6883. Axis.Y = new Vector3(0.0, 1.0, 0.0);
  6884. /** Z axis */
  6885. Axis.Z = new Vector3(0.0, 0.0, 1.0);
  6886. return Axis;
  6887. }());
  6888. BABYLON.Axis = Axis;
  6889. ;
  6890. var BezierCurve = /** @class */ (function () {
  6891. function BezierCurve() {
  6892. }
  6893. /**
  6894. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats.
  6895. */
  6896. BezierCurve.interpolate = function (t, x1, y1, x2, y2) {
  6897. // Extract X (which is equal to time here)
  6898. var f0 = 1 - 3 * x2 + 3 * x1;
  6899. var f1 = 3 * x2 - 6 * x1;
  6900. var f2 = 3 * x1;
  6901. var refinedT = t;
  6902. for (var i = 0; i < 5; i++) {
  6903. var refinedT2 = refinedT * refinedT;
  6904. var refinedT3 = refinedT2 * refinedT;
  6905. var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;
  6906. var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);
  6907. refinedT -= (x - t) * slope;
  6908. refinedT = Math.min(1, Math.max(0, refinedT));
  6909. }
  6910. // Resolve cubic bezier for the given x
  6911. return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 +
  6912. 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 +
  6913. Math.pow(refinedT, 3);
  6914. };
  6915. return BezierCurve;
  6916. }());
  6917. BABYLON.BezierCurve = BezierCurve;
  6918. /**
  6919. * Defines potential orientation for back face culling
  6920. */
  6921. var Orientation;
  6922. (function (Orientation) {
  6923. /**
  6924. * Clockwise
  6925. */
  6926. Orientation[Orientation["CW"] = 0] = "CW";
  6927. /** Counter clockwise */
  6928. Orientation[Orientation["CCW"] = 1] = "CCW";
  6929. })(Orientation = BABYLON.Orientation || (BABYLON.Orientation = {}));
  6930. /**
  6931. * Defines angle representation
  6932. */
  6933. var Angle = /** @class */ (function () {
  6934. /**
  6935. * Creates an Angle object of "radians" radians (float).
  6936. */
  6937. function Angle(radians) {
  6938. this._radians = radians;
  6939. if (this._radians < 0.0)
  6940. this._radians += (2.0 * Math.PI);
  6941. }
  6942. /**
  6943. * Get value in degrees
  6944. * @returns the Angle value in degrees (float)
  6945. */
  6946. Angle.prototype.degrees = function () {
  6947. return this._radians * 180.0 / Math.PI;
  6948. };
  6949. /**
  6950. * Get value in radians
  6951. * @returns the Angle value in radians (float)
  6952. */
  6953. Angle.prototype.radians = function () {
  6954. return this._radians;
  6955. };
  6956. /**
  6957. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  6958. * @param a defines first vector
  6959. * @param b defines second vector
  6960. * @returns a new Angle
  6961. */
  6962. Angle.BetweenTwoPoints = function (a, b) {
  6963. var delta = b.subtract(a);
  6964. var theta = Math.atan2(delta.y, delta.x);
  6965. return new Angle(theta);
  6966. };
  6967. /**
  6968. * Gets a new Angle object from the given float in radians
  6969. * @param radians defines the angle value in radians
  6970. * @returns a new Angle
  6971. */
  6972. Angle.FromRadians = function (radians) {
  6973. return new Angle(radians);
  6974. };
  6975. /**
  6976. * Gets a new Angle object from the given float in degrees
  6977. * @param degrees defines the angle value in degrees
  6978. * @returns a new Angle
  6979. */
  6980. Angle.FromDegrees = function (degrees) {
  6981. return new Angle(degrees * Math.PI / 180.0);
  6982. };
  6983. return Angle;
  6984. }());
  6985. BABYLON.Angle = Angle;
  6986. var Arc2 = /** @class */ (function () {
  6987. /**
  6988. * Creates an Arc object from the three given points : start, middle and end.
  6989. */
  6990. function Arc2(startPoint, midPoint, endPoint) {
  6991. this.startPoint = startPoint;
  6992. this.midPoint = midPoint;
  6993. this.endPoint = endPoint;
  6994. var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);
  6995. var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;
  6996. var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;
  6997. var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);
  6998. 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);
  6999. this.radius = this.centerPoint.subtract(this.startPoint).length();
  7000. this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);
  7001. var a1 = this.startAngle.degrees();
  7002. var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();
  7003. var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();
  7004. // angles correction
  7005. if (a2 - a1 > +180.0)
  7006. a2 -= 360.0;
  7007. if (a2 - a1 < -180.0)
  7008. a2 += 360.0;
  7009. if (a3 - a2 > +180.0)
  7010. a3 -= 360.0;
  7011. if (a3 - a2 < -180.0)
  7012. a3 += 360.0;
  7013. this.orientation = (a2 - a1) < 0 ? Orientation.CW : Orientation.CCW;
  7014. this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);
  7015. }
  7016. return Arc2;
  7017. }());
  7018. BABYLON.Arc2 = Arc2;
  7019. var Path2 = /** @class */ (function () {
  7020. /**
  7021. * Creates a Path2 object from the starting 2D coordinates x and y.
  7022. */
  7023. function Path2(x, y) {
  7024. this._points = new Array();
  7025. this._length = 0.0;
  7026. this.closed = false;
  7027. this._points.push(new Vector2(x, y));
  7028. }
  7029. /**
  7030. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  7031. * Returns the updated Path2.
  7032. */
  7033. Path2.prototype.addLineTo = function (x, y) {
  7034. if (this.closed) {
  7035. return this;
  7036. }
  7037. var newPoint = new Vector2(x, y);
  7038. var previousPoint = this._points[this._points.length - 1];
  7039. this._points.push(newPoint);
  7040. this._length += newPoint.subtract(previousPoint).length();
  7041. return this;
  7042. };
  7043. /**
  7044. * 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.
  7045. * Returns the updated Path2.
  7046. */
  7047. Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) {
  7048. if (numberOfSegments === void 0) { numberOfSegments = 36; }
  7049. if (this.closed) {
  7050. return this;
  7051. }
  7052. var startPoint = this._points[this._points.length - 1];
  7053. var midPoint = new Vector2(midX, midY);
  7054. var endPoint = new Vector2(endX, endY);
  7055. var arc = new Arc2(startPoint, midPoint, endPoint);
  7056. var increment = arc.angle.radians() / numberOfSegments;
  7057. if (arc.orientation === Orientation.CW)
  7058. increment *= -1;
  7059. var currentAngle = arc.startAngle.radians() + increment;
  7060. for (var i = 0; i < numberOfSegments; i++) {
  7061. var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;
  7062. var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;
  7063. this.addLineTo(x, y);
  7064. currentAngle += increment;
  7065. }
  7066. return this;
  7067. };
  7068. /**
  7069. * Closes the Path2.
  7070. * Returns the Path2.
  7071. */
  7072. Path2.prototype.close = function () {
  7073. this.closed = true;
  7074. return this;
  7075. };
  7076. /**
  7077. * Returns the Path2 total length (float).
  7078. */
  7079. Path2.prototype.length = function () {
  7080. var result = this._length;
  7081. if (!this.closed) {
  7082. var lastPoint = this._points[this._points.length - 1];
  7083. var firstPoint = this._points[0];
  7084. result += (firstPoint.subtract(lastPoint).length());
  7085. }
  7086. return result;
  7087. };
  7088. /**
  7089. * Returns the Path2 internal array of points.
  7090. */
  7091. Path2.prototype.getPoints = function () {
  7092. return this._points;
  7093. };
  7094. /**
  7095. * Returns a new Vector2 located at a percentage of the Path2 total length on this path.
  7096. */
  7097. Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) {
  7098. if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {
  7099. return Vector2.Zero();
  7100. }
  7101. var lengthPosition = normalizedLengthPosition * this.length();
  7102. var previousOffset = 0;
  7103. for (var i = 0; i < this._points.length; i++) {
  7104. var j = (i + 1) % this._points.length;
  7105. var a = this._points[i];
  7106. var b = this._points[j];
  7107. var bToA = b.subtract(a);
  7108. var nextOffset = (bToA.length() + previousOffset);
  7109. if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {
  7110. var dir = bToA.normalize();
  7111. var localOffset = lengthPosition - previousOffset;
  7112. return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset));
  7113. }
  7114. previousOffset = nextOffset;
  7115. }
  7116. return Vector2.Zero();
  7117. };
  7118. /**
  7119. * Returns a new Path2 starting at the coordinates (x, y).
  7120. */
  7121. Path2.StartingAt = function (x, y) {
  7122. return new Path2(x, y);
  7123. };
  7124. return Path2;
  7125. }());
  7126. BABYLON.Path2 = Path2;
  7127. var Path3D = /** @class */ (function () {
  7128. /**
  7129. * new Path3D(path, normal, raw)
  7130. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  7131. * please read the description in the tutorial : http://doc.babylonjs.com/tutorials/How_to_use_Path3D
  7132. * path : an array of Vector3, the curve axis of the Path3D
  7133. * normal (optional) : Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  7134. * raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  7135. */
  7136. function Path3D(path, firstNormal, raw) {
  7137. if (firstNormal === void 0) { firstNormal = null; }
  7138. this.path = path;
  7139. this._curve = new Array();
  7140. this._distances = new Array();
  7141. this._tangents = new Array();
  7142. this._normals = new Array();
  7143. this._binormals = new Array();
  7144. for (var p = 0; p < path.length; p++) {
  7145. this._curve[p] = path[p].clone(); // hard copy
  7146. }
  7147. this._raw = raw || false;
  7148. this._compute(firstNormal);
  7149. }
  7150. /**
  7151. * Returns the Path3D array of successive Vector3 designing its curve.
  7152. */
  7153. Path3D.prototype.getCurve = function () {
  7154. return this._curve;
  7155. };
  7156. /**
  7157. * Returns an array populated with tangent vectors on each Path3D curve point.
  7158. */
  7159. Path3D.prototype.getTangents = function () {
  7160. return this._tangents;
  7161. };
  7162. /**
  7163. * Returns an array populated with normal vectors on each Path3D curve point.
  7164. */
  7165. Path3D.prototype.getNormals = function () {
  7166. return this._normals;
  7167. };
  7168. /**
  7169. * Returns an array populated with binormal vectors on each Path3D curve point.
  7170. */
  7171. Path3D.prototype.getBinormals = function () {
  7172. return this._binormals;
  7173. };
  7174. /**
  7175. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  7176. */
  7177. Path3D.prototype.getDistances = function () {
  7178. return this._distances;
  7179. };
  7180. /**
  7181. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  7182. * Returns the same object updated.
  7183. */
  7184. Path3D.prototype.update = function (path, firstNormal) {
  7185. if (firstNormal === void 0) { firstNormal = null; }
  7186. for (var p = 0; p < path.length; p++) {
  7187. this._curve[p].x = path[p].x;
  7188. this._curve[p].y = path[p].y;
  7189. this._curve[p].z = path[p].z;
  7190. }
  7191. this._compute(firstNormal);
  7192. return this;
  7193. };
  7194. // private function compute() : computes tangents, normals and binormals
  7195. Path3D.prototype._compute = function (firstNormal) {
  7196. var l = this._curve.length;
  7197. // first and last tangents
  7198. this._tangents[0] = this._getFirstNonNullVector(0);
  7199. if (!this._raw) {
  7200. this._tangents[0].normalize();
  7201. }
  7202. this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);
  7203. if (!this._raw) {
  7204. this._tangents[l - 1].normalize();
  7205. }
  7206. // normals and binormals at first point : arbitrary vector with _normalVector()
  7207. var tg0 = this._tangents[0];
  7208. var pp0 = this._normalVector(this._curve[0], tg0, firstNormal);
  7209. this._normals[0] = pp0;
  7210. if (!this._raw) {
  7211. this._normals[0].normalize();
  7212. }
  7213. this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);
  7214. if (!this._raw) {
  7215. this._binormals[0].normalize();
  7216. }
  7217. this._distances[0] = 0.0;
  7218. // normals and binormals : next points
  7219. var prev; // previous vector (segment)
  7220. var cur; // current vector (segment)
  7221. var curTang; // current tangent
  7222. // previous normal
  7223. var prevBinor; // previous binormal
  7224. for (var i = 1; i < l; i++) {
  7225. // tangents
  7226. prev = this._getLastNonNullVector(i);
  7227. if (i < l - 1) {
  7228. cur = this._getFirstNonNullVector(i);
  7229. this._tangents[i] = prev.add(cur);
  7230. this._tangents[i].normalize();
  7231. }
  7232. this._distances[i] = this._distances[i - 1] + prev.length();
  7233. // normals and binormals
  7234. // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html
  7235. curTang = this._tangents[i];
  7236. prevBinor = this._binormals[i - 1];
  7237. this._normals[i] = Vector3.Cross(prevBinor, curTang);
  7238. if (!this._raw) {
  7239. this._normals[i].normalize();
  7240. }
  7241. this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);
  7242. if (!this._raw) {
  7243. this._binormals[i].normalize();
  7244. }
  7245. }
  7246. };
  7247. // private function getFirstNonNullVector(index)
  7248. // returns the first non null vector from index : curve[index + N].subtract(curve[index])
  7249. Path3D.prototype._getFirstNonNullVector = function (index) {
  7250. var i = 1;
  7251. var nNVector = this._curve[index + i].subtract(this._curve[index]);
  7252. while (nNVector.length() === 0 && index + i + 1 < this._curve.length) {
  7253. i++;
  7254. nNVector = this._curve[index + i].subtract(this._curve[index]);
  7255. }
  7256. return nNVector;
  7257. };
  7258. // private function getLastNonNullVector(index)
  7259. // returns the last non null vector from index : curve[index].subtract(curve[index - N])
  7260. Path3D.prototype._getLastNonNullVector = function (index) {
  7261. var i = 1;
  7262. var nLVector = this._curve[index].subtract(this._curve[index - i]);
  7263. while (nLVector.length() === 0 && index > i + 1) {
  7264. i++;
  7265. nLVector = this._curve[index].subtract(this._curve[index - i]);
  7266. }
  7267. return nLVector;
  7268. };
  7269. // private function normalVector(v0, vt, va) :
  7270. // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane
  7271. // if va is passed, it returns the va projection on the plane orthogonal to vt at the point v0
  7272. Path3D.prototype._normalVector = function (v0, vt, va) {
  7273. var normal0;
  7274. var tgl = vt.length();
  7275. if (tgl === 0.0) {
  7276. tgl = 1.0;
  7277. }
  7278. if (va === undefined || va === null) {
  7279. var point;
  7280. if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.y) / tgl, 1.0, BABYLON.Epsilon)) { // search for a point in the plane
  7281. point = new Vector3(0.0, -1.0, 0.0);
  7282. }
  7283. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.x) / tgl, 1.0, BABYLON.Epsilon)) {
  7284. point = new Vector3(1.0, 0.0, 0.0);
  7285. }
  7286. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.z) / tgl, 1.0, BABYLON.Epsilon)) {
  7287. point = new Vector3(0.0, 0.0, 1.0);
  7288. }
  7289. else {
  7290. point = Vector3.Zero();
  7291. }
  7292. normal0 = Vector3.Cross(vt, point);
  7293. }
  7294. else {
  7295. normal0 = Vector3.Cross(vt, va);
  7296. Vector3.CrossToRef(normal0, vt, normal0);
  7297. }
  7298. normal0.normalize();
  7299. return normal0;
  7300. };
  7301. return Path3D;
  7302. }());
  7303. BABYLON.Path3D = Path3D;
  7304. var Curve3 = /** @class */ (function () {
  7305. /**
  7306. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  7307. * A Curve3 is designed from a series of successive Vector3.
  7308. * Tuto : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#curve3-object
  7309. */
  7310. function Curve3(points) {
  7311. this._length = 0.0;
  7312. this._points = points;
  7313. this._length = this._computeLength(points);
  7314. }
  7315. /**
  7316. * Returns a Curve3 object along a Quadratic Bezier curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#quadratic-bezier-curve
  7317. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  7318. * @param v1 (Vector3) the control point
  7319. * @param v2 (Vector3) the end point of the Quadratic Bezier
  7320. * @param nbPoints (integer) the wanted number of points in the curve
  7321. */
  7322. Curve3.CreateQuadraticBezier = function (v0, v1, v2, nbPoints) {
  7323. nbPoints = nbPoints > 2 ? nbPoints : 3;
  7324. var bez = new Array();
  7325. var equation = function (t, val0, val1, val2) {
  7326. var res = (1.0 - t) * (1.0 - t) * val0 + 2.0 * t * (1.0 - t) * val1 + t * t * val2;
  7327. return res;
  7328. };
  7329. for (var i = 0; i <= nbPoints; i++) {
  7330. 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)));
  7331. }
  7332. return new Curve3(bez);
  7333. };
  7334. /**
  7335. * Returns a Curve3 object along a Cubic Bezier curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#cubic-bezier-curve
  7336. * @param v0 (Vector3) the origin point of the Cubic Bezier
  7337. * @param v1 (Vector3) the first control point
  7338. * @param v2 (Vector3) the second control point
  7339. * @param v3 (Vector3) the end point of the Cubic Bezier
  7340. * @param nbPoints (integer) the wanted number of points in the curve
  7341. */
  7342. Curve3.CreateCubicBezier = function (v0, v1, v2, v3, nbPoints) {
  7343. nbPoints = nbPoints > 3 ? nbPoints : 4;
  7344. var bez = new Array();
  7345. var equation = function (t, val0, val1, val2, val3) {
  7346. 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;
  7347. return res;
  7348. };
  7349. for (var i = 0; i <= nbPoints; i++) {
  7350. 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)));
  7351. }
  7352. return new Curve3(bez);
  7353. };
  7354. /**
  7355. * Returns a Curve3 object along a Hermite Spline curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#hermite-spline
  7356. * @param p1 (Vector3) the origin point of the Hermite Spline
  7357. * @param t1 (Vector3) the tangent vector at the origin point
  7358. * @param p2 (Vector3) the end point of the Hermite Spline
  7359. * @param t2 (Vector3) the tangent vector at the end point
  7360. * @param nbPoints (integer) the wanted number of points in the curve
  7361. */
  7362. Curve3.CreateHermiteSpline = function (p1, t1, p2, t2, nbPoints) {
  7363. var hermite = new Array();
  7364. var step = 1.0 / nbPoints;
  7365. for (var i = 0; i <= nbPoints; i++) {
  7366. hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step));
  7367. }
  7368. return new Curve3(hermite);
  7369. };
  7370. /**
  7371. * Returns a Curve3 object along a CatmullRom Spline curve :
  7372. * @param points (array of Vector3) the points the spline must pass through. At least, four points required.
  7373. * @param nbPoints (integer) the wanted number of points between each curve control points.
  7374. */
  7375. Curve3.CreateCatmullRomSpline = function (points, nbPoints) {
  7376. var totalPoints = new Array();
  7377. totalPoints.push(points[0].clone());
  7378. Array.prototype.push.apply(totalPoints, points);
  7379. totalPoints.push(points[points.length - 1].clone());
  7380. var catmullRom = new Array();
  7381. var step = 1.0 / nbPoints;
  7382. var amount = 0.0;
  7383. for (var i = 0; i < totalPoints.length - 3; i++) {
  7384. amount = 0;
  7385. for (var c = 0; c < nbPoints; c++) {
  7386. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  7387. amount += step;
  7388. }
  7389. }
  7390. i--;
  7391. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  7392. return new Curve3(catmullRom);
  7393. };
  7394. /**
  7395. * Returns the Curve3 stored array of successive Vector3
  7396. */
  7397. Curve3.prototype.getPoints = function () {
  7398. return this._points;
  7399. };
  7400. /**
  7401. * Returns the computed length (float) of the curve.
  7402. */
  7403. Curve3.prototype.length = function () {
  7404. return this._length;
  7405. };
  7406. /**
  7407. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  7408. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  7409. * curveA and curveB keep unchanged.
  7410. */
  7411. Curve3.prototype.continue = function (curve) {
  7412. var lastPoint = this._points[this._points.length - 1];
  7413. var continuedPoints = this._points.slice();
  7414. var curvePoints = curve.getPoints();
  7415. for (var i = 1; i < curvePoints.length; i++) {
  7416. continuedPoints.push(curvePoints[i].subtract(curvePoints[0]).add(lastPoint));
  7417. }
  7418. var continuedCurve = new Curve3(continuedPoints);
  7419. return continuedCurve;
  7420. };
  7421. Curve3.prototype._computeLength = function (path) {
  7422. var l = 0;
  7423. for (var i = 1; i < path.length; i++) {
  7424. l += (path[i].subtract(path[i - 1])).length();
  7425. }
  7426. return l;
  7427. };
  7428. return Curve3;
  7429. }());
  7430. BABYLON.Curve3 = Curve3;
  7431. // Vertex formats
  7432. var PositionNormalVertex = /** @class */ (function () {
  7433. function PositionNormalVertex(position, normal) {
  7434. if (position === void 0) { position = Vector3.Zero(); }
  7435. if (normal === void 0) { normal = Vector3.Up(); }
  7436. this.position = position;
  7437. this.normal = normal;
  7438. }
  7439. PositionNormalVertex.prototype.clone = function () {
  7440. return new PositionNormalVertex(this.position.clone(), this.normal.clone());
  7441. };
  7442. return PositionNormalVertex;
  7443. }());
  7444. BABYLON.PositionNormalVertex = PositionNormalVertex;
  7445. var PositionNormalTextureVertex = /** @class */ (function () {
  7446. function PositionNormalTextureVertex(position, normal, uv) {
  7447. if (position === void 0) { position = Vector3.Zero(); }
  7448. if (normal === void 0) { normal = Vector3.Up(); }
  7449. if (uv === void 0) { uv = Vector2.Zero(); }
  7450. this.position = position;
  7451. this.normal = normal;
  7452. this.uv = uv;
  7453. }
  7454. PositionNormalTextureVertex.prototype.clone = function () {
  7455. return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
  7456. };
  7457. return PositionNormalTextureVertex;
  7458. }());
  7459. BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
  7460. // Temporary pre-allocated objects for engine internal use
  7461. // usage in any internal function :
  7462. // var tmp = Tmp.Vector3[0]; <= gets access to the first pre-created Vector3
  7463. // There's a Tmp array per object type : int, float, Vector2, Vector3, Vector4, Quaternion, Matrix
  7464. var Tmp = /** @class */ (function () {
  7465. function Tmp() {
  7466. }
  7467. Tmp.Color3 = [Color3.Black(), Color3.Black(), Color3.Black()];
  7468. Tmp.Vector2 = [Vector2.Zero(), Vector2.Zero(), Vector2.Zero()]; // 3 temp Vector2 at once should be enough
  7469. Tmp.Vector3 = [Vector3.Zero(), Vector3.Zero(), Vector3.Zero(),
  7470. Vector3.Zero(), Vector3.Zero(), Vector3.Zero(), Vector3.Zero(), Vector3.Zero(), Vector3.Zero()]; // 9 temp Vector3 at once should be enough
  7471. Tmp.Vector4 = [Vector4.Zero(), Vector4.Zero(), Vector4.Zero()]; // 3 temp Vector4 at once should be enough
  7472. Tmp.Quaternion = [Quaternion.Zero(), Quaternion.Zero()]; // 2 temp Quaternion at once should be enough
  7473. Tmp.Matrix = [Matrix.Zero(), Matrix.Zero(),
  7474. Matrix.Zero(), Matrix.Zero(),
  7475. Matrix.Zero(), Matrix.Zero(),
  7476. Matrix.Zero(), Matrix.Zero()]; // 6 temp Matrices at once should be enough
  7477. return Tmp;
  7478. }());
  7479. BABYLON.Tmp = Tmp;
  7480. // Same as Tmp but not exported to keep it only for math functions to avoid conflicts
  7481. var MathTmp = /** @class */ (function () {
  7482. function MathTmp() {
  7483. }
  7484. MathTmp.Vector3 = [Vector3.Zero(), Vector3.Zero(), Vector3.Zero(), Vector3.Zero(), Vector3.Zero(), Vector3.Zero()];
  7485. MathTmp.Matrix = [Matrix.Zero(), Matrix.Zero()];
  7486. MathTmp.Quaternion = [Quaternion.Zero(), Quaternion.Zero(), Quaternion.Zero()];
  7487. return MathTmp;
  7488. }());
  7489. })(BABYLON || (BABYLON = {}));
  7490. //# sourceMappingURL=babylon.math.js.map
  7491. var BABYLON;
  7492. (function (BABYLON) {
  7493. var Scalar = /** @class */ (function () {
  7494. function Scalar() {
  7495. }
  7496. /**
  7497. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  7498. */
  7499. Scalar.WithinEpsilon = function (a, b, epsilon) {
  7500. if (epsilon === void 0) { epsilon = 1.401298E-45; }
  7501. var num = a - b;
  7502. return -epsilon <= num && num <= epsilon;
  7503. };
  7504. /**
  7505. * Returns a string : the upper case translation of the number i to hexadecimal.
  7506. */
  7507. Scalar.ToHex = function (i) {
  7508. var str = i.toString(16);
  7509. if (i <= 15) {
  7510. return ("0" + str).toUpperCase();
  7511. }
  7512. return str.toUpperCase();
  7513. };
  7514. /**
  7515. * Returns -1 if value is negative and +1 is value is positive.
  7516. * Returns the value itself if it's equal to zero.
  7517. */
  7518. Scalar.Sign = function (value) {
  7519. value = +value; // convert to a number
  7520. if (value === 0 || isNaN(value))
  7521. return value;
  7522. return value > 0 ? 1 : -1;
  7523. };
  7524. /**
  7525. * Returns the value itself if it's between min and max.
  7526. * Returns min if the value is lower than min.
  7527. * Returns max if the value is greater than max.
  7528. */
  7529. Scalar.Clamp = function (value, min, max) {
  7530. if (min === void 0) { min = 0; }
  7531. if (max === void 0) { max = 1; }
  7532. return Math.min(max, Math.max(min, value));
  7533. };
  7534. /**
  7535. * Returns the log2 of value.
  7536. */
  7537. Scalar.Log2 = function (value) {
  7538. return Math.log(value) * Math.LOG2E;
  7539. };
  7540. /**
  7541. * Loops the value, so that it is never larger than length and never smaller than 0.
  7542. *
  7543. * This is similar to the modulo operator but it works with floating point numbers.
  7544. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  7545. * With t = 5 and length = 2.5, the result would be 0.0.
  7546. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  7547. */
  7548. Scalar.Repeat = function (value, length) {
  7549. return value - Math.floor(value / length) * length;
  7550. };
  7551. /**
  7552. * Normalize the value between 0.0 and 1.0 using min and max values
  7553. */
  7554. Scalar.Normalize = function (value, min, max) {
  7555. return (value - min) / (max - min);
  7556. };
  7557. /**
  7558. * Denormalize the value from 0.0 and 1.0 using min and max values
  7559. */
  7560. Scalar.Denormalize = function (normalized, min, max) {
  7561. return (normalized * (max - min) + min);
  7562. };
  7563. /**
  7564. * Calculates the shortest difference between two given angles given in degrees.
  7565. */
  7566. Scalar.DeltaAngle = function (current, target) {
  7567. var num = Scalar.Repeat(target - current, 360.0);
  7568. if (num > 180.0) {
  7569. num -= 360.0;
  7570. }
  7571. return num;
  7572. };
  7573. /**
  7574. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  7575. *
  7576. * The returned value will move back and forth between 0 and length
  7577. */
  7578. Scalar.PingPong = function (tx, length) {
  7579. var t = Scalar.Repeat(tx, length * 2.0);
  7580. return length - Math.abs(t - length);
  7581. };
  7582. /**
  7583. * Interpolates between min and max with smoothing at the limits.
  7584. *
  7585. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  7586. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  7587. */
  7588. Scalar.SmoothStep = function (from, to, tx) {
  7589. var t = Scalar.Clamp(tx);
  7590. t = -2.0 * t * t * t + 3.0 * t * t;
  7591. return to * t + from * (1.0 - t);
  7592. };
  7593. /**
  7594. * Moves a value current towards target.
  7595. *
  7596. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  7597. * Negative values of maxDelta pushes the value away from target.
  7598. */
  7599. Scalar.MoveTowards = function (current, target, maxDelta) {
  7600. var result = 0;
  7601. if (Math.abs(target - current) <= maxDelta) {
  7602. result = target;
  7603. }
  7604. else {
  7605. result = current + Scalar.Sign(target - current) * maxDelta;
  7606. }
  7607. return result;
  7608. };
  7609. /**
  7610. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  7611. *
  7612. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  7613. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  7614. */
  7615. Scalar.MoveTowardsAngle = function (current, target, maxDelta) {
  7616. var num = Scalar.DeltaAngle(current, target);
  7617. var result = 0;
  7618. if (-maxDelta < num && num < maxDelta) {
  7619. result = target;
  7620. }
  7621. else {
  7622. target = current + num;
  7623. result = Scalar.MoveTowards(current, target, maxDelta);
  7624. }
  7625. return result;
  7626. };
  7627. /**
  7628. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  7629. */
  7630. Scalar.Lerp = function (start, end, amount) {
  7631. return start + ((end - start) * amount);
  7632. };
  7633. /**
  7634. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  7635. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  7636. */
  7637. Scalar.LerpAngle = function (start, end, amount) {
  7638. var num = Scalar.Repeat(end - start, 360.0);
  7639. if (num > 180.0) {
  7640. num -= 360.0;
  7641. }
  7642. return start + num * Scalar.Clamp(amount);
  7643. };
  7644. /**
  7645. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  7646. */
  7647. Scalar.InverseLerp = function (a, b, value) {
  7648. var result = 0;
  7649. if (a != b) {
  7650. result = Scalar.Clamp((value - a) / (b - a));
  7651. }
  7652. else {
  7653. result = 0.0;
  7654. }
  7655. return result;
  7656. };
  7657. /**
  7658. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  7659. */
  7660. Scalar.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  7661. var squared = amount * amount;
  7662. var cubed = amount * squared;
  7663. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  7664. var part2 = (-2.0 * cubed) + (3.0 * squared);
  7665. var part3 = (cubed - (2.0 * squared)) + amount;
  7666. var part4 = cubed - squared;
  7667. return (((value1 * part1) + (value2 * part2)) + (tangent1 * part3)) + (tangent2 * part4);
  7668. };
  7669. /**
  7670. * Returns a random float number between and min and max values
  7671. */
  7672. Scalar.RandomRange = function (min, max) {
  7673. if (min === max)
  7674. return min;
  7675. return ((Math.random() * (max - min)) + min);
  7676. };
  7677. /**
  7678. * This function returns percentage of a number in a given range.
  7679. *
  7680. * RangeToPercent(40,20,60) will return 0.5 (50%)
  7681. * RangeToPercent(34,0,100) will return 0.34 (34%)
  7682. */
  7683. Scalar.RangeToPercent = function (number, min, max) {
  7684. return ((number - min) / (max - min));
  7685. };
  7686. /**
  7687. * This function returns number that corresponds to the percentage in a given range.
  7688. *
  7689. * PercentToRange(0.34,0,100) will return 34.
  7690. */
  7691. Scalar.PercentToRange = function (percent, min, max) {
  7692. return ((max - min) * percent + min);
  7693. };
  7694. /**
  7695. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  7696. * @param angle The angle to normalize in radian.
  7697. * @return The converted angle.
  7698. */
  7699. Scalar.NormalizeRadians = function (angle) {
  7700. // More precise but slower version kept for reference.
  7701. // angle = angle % Tools.TwoPi;
  7702. // angle = (angle + Tools.TwoPi) % Tools.TwoPi;
  7703. //if (angle > Math.PI) {
  7704. // angle -= Tools.TwoPi;
  7705. //}
  7706. angle -= (Scalar.TwoPi * Math.floor((angle + Math.PI) / Scalar.TwoPi));
  7707. return angle;
  7708. };
  7709. /**
  7710. * Two pi constants convenient for computation.
  7711. */
  7712. Scalar.TwoPi = Math.PI * 2;
  7713. return Scalar;
  7714. }());
  7715. BABYLON.Scalar = Scalar;
  7716. })(BABYLON || (BABYLON = {}));
  7717. //# sourceMappingURL=babylon.math.scalar.js.map
  7718. //# sourceMappingURL=babylon.mixins.js.map
  7719. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  7720. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  7721. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  7722. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  7723. //# sourceMappingURL=babylon.webgl2.js.map
  7724. var BABYLON;
  7725. (function (BABYLON) {
  7726. var __decoratorInitialStore = {};
  7727. var __mergedStore = {};
  7728. var _copySource = function (creationFunction, source, instanciate) {
  7729. var destination = creationFunction();
  7730. // Tags
  7731. if (BABYLON.Tags) {
  7732. BABYLON.Tags.AddTagsTo(destination, source.tags);
  7733. }
  7734. var classStore = getMergedStore(destination);
  7735. // Properties
  7736. for (var property in classStore) {
  7737. var propertyDescriptor = classStore[property];
  7738. var sourceProperty = source[property];
  7739. var propertyType = propertyDescriptor.type;
  7740. if (sourceProperty !== undefined && sourceProperty !== null) {
  7741. switch (propertyType) {
  7742. case 0: // Value
  7743. case 6: // Mesh reference
  7744. case 11: // Camera reference
  7745. destination[property] = sourceProperty;
  7746. break;
  7747. case 1: // Texture
  7748. destination[property] = (instanciate || sourceProperty.isRenderTarget) ? sourceProperty : sourceProperty.clone();
  7749. break;
  7750. case 2: // Color3
  7751. case 3: // FresnelParameters
  7752. case 4: // Vector2
  7753. case 5: // Vector3
  7754. case 7: // Color Curves
  7755. case 10: // Quaternion
  7756. destination[property] = instanciate ? sourceProperty : sourceProperty.clone();
  7757. break;
  7758. }
  7759. }
  7760. }
  7761. return destination;
  7762. };
  7763. function getDirectStore(target) {
  7764. var classKey = target.getClassName();
  7765. if (!__decoratorInitialStore[classKey]) {
  7766. __decoratorInitialStore[classKey] = {};
  7767. }
  7768. return __decoratorInitialStore[classKey];
  7769. }
  7770. /**
  7771. * Return the list of properties flagged as serializable
  7772. * @param target: host object
  7773. */
  7774. function getMergedStore(target) {
  7775. var classKey = target.getClassName();
  7776. if (__mergedStore[classKey]) {
  7777. return __mergedStore[classKey];
  7778. }
  7779. __mergedStore[classKey] = {};
  7780. var store = __mergedStore[classKey];
  7781. var currentTarget = target;
  7782. var currentKey = classKey;
  7783. while (currentKey) {
  7784. var initialStore = __decoratorInitialStore[currentKey];
  7785. for (var property in initialStore) {
  7786. store[property] = initialStore[property];
  7787. }
  7788. var parent_1 = void 0;
  7789. var done = false;
  7790. do {
  7791. parent_1 = Object.getPrototypeOf(currentTarget);
  7792. if (!parent_1.getClassName) {
  7793. done = true;
  7794. break;
  7795. }
  7796. if (parent_1.getClassName() !== currentKey) {
  7797. break;
  7798. }
  7799. currentTarget = parent_1;
  7800. } while (parent_1);
  7801. if (done) {
  7802. break;
  7803. }
  7804. currentKey = parent_1.getClassName();
  7805. currentTarget = parent_1;
  7806. }
  7807. return store;
  7808. }
  7809. function generateSerializableMember(type, sourceName) {
  7810. return function (target, propertyKey) {
  7811. var classStore = getDirectStore(target);
  7812. if (!classStore[propertyKey]) {
  7813. classStore[propertyKey] = { type: type, sourceName: sourceName };
  7814. }
  7815. };
  7816. }
  7817. function generateExpandMember(setCallback, targetKey) {
  7818. if (targetKey === void 0) { targetKey = null; }
  7819. return function (target, propertyKey) {
  7820. var key = targetKey || ("_" + propertyKey);
  7821. Object.defineProperty(target, propertyKey, {
  7822. get: function () {
  7823. return this[key];
  7824. },
  7825. set: function (value) {
  7826. if (this[key] === value) {
  7827. return;
  7828. }
  7829. this[key] = value;
  7830. target[setCallback].apply(this);
  7831. },
  7832. enumerable: true,
  7833. configurable: true
  7834. });
  7835. };
  7836. }
  7837. function expandToProperty(callback, targetKey) {
  7838. if (targetKey === void 0) { targetKey = null; }
  7839. return generateExpandMember(callback, targetKey);
  7840. }
  7841. BABYLON.expandToProperty = expandToProperty;
  7842. function serialize(sourceName) {
  7843. return generateSerializableMember(0, sourceName); // value member
  7844. }
  7845. BABYLON.serialize = serialize;
  7846. function serializeAsTexture(sourceName) {
  7847. return generateSerializableMember(1, sourceName); // texture member
  7848. }
  7849. BABYLON.serializeAsTexture = serializeAsTexture;
  7850. function serializeAsColor3(sourceName) {
  7851. return generateSerializableMember(2, sourceName); // color3 member
  7852. }
  7853. BABYLON.serializeAsColor3 = serializeAsColor3;
  7854. function serializeAsFresnelParameters(sourceName) {
  7855. return generateSerializableMember(3, sourceName); // fresnel parameters member
  7856. }
  7857. BABYLON.serializeAsFresnelParameters = serializeAsFresnelParameters;
  7858. function serializeAsVector2(sourceName) {
  7859. return generateSerializableMember(4, sourceName); // vector2 member
  7860. }
  7861. BABYLON.serializeAsVector2 = serializeAsVector2;
  7862. function serializeAsVector3(sourceName) {
  7863. return generateSerializableMember(5, sourceName); // vector3 member
  7864. }
  7865. BABYLON.serializeAsVector3 = serializeAsVector3;
  7866. function serializeAsMeshReference(sourceName) {
  7867. return generateSerializableMember(6, sourceName); // mesh reference member
  7868. }
  7869. BABYLON.serializeAsMeshReference = serializeAsMeshReference;
  7870. function serializeAsColorCurves(sourceName) {
  7871. return generateSerializableMember(7, sourceName); // color curves
  7872. }
  7873. BABYLON.serializeAsColorCurves = serializeAsColorCurves;
  7874. function serializeAsColor4(sourceName) {
  7875. return generateSerializableMember(8, sourceName); // color 4
  7876. }
  7877. BABYLON.serializeAsColor4 = serializeAsColor4;
  7878. function serializeAsImageProcessingConfiguration(sourceName) {
  7879. return generateSerializableMember(9, sourceName); // image processing
  7880. }
  7881. BABYLON.serializeAsImageProcessingConfiguration = serializeAsImageProcessingConfiguration;
  7882. function serializeAsQuaternion(sourceName) {
  7883. return generateSerializableMember(10, sourceName); // quaternion member
  7884. }
  7885. BABYLON.serializeAsQuaternion = serializeAsQuaternion;
  7886. /**
  7887. * Decorator used to define property that can be serialized as reference to a camera
  7888. * @param sourceName defines the name of the property to decorate
  7889. */
  7890. function serializeAsCameraReference(sourceName) {
  7891. return generateSerializableMember(11, sourceName); // camera reference member
  7892. }
  7893. BABYLON.serializeAsCameraReference = serializeAsCameraReference;
  7894. var SerializationHelper = /** @class */ (function () {
  7895. function SerializationHelper() {
  7896. }
  7897. SerializationHelper.Serialize = function (entity, serializationObject) {
  7898. if (!serializationObject) {
  7899. serializationObject = {};
  7900. }
  7901. // Tags
  7902. if (BABYLON.Tags) {
  7903. serializationObject.tags = BABYLON.Tags.GetTags(entity);
  7904. }
  7905. var serializedProperties = getMergedStore(entity);
  7906. // Properties
  7907. for (var property in serializedProperties) {
  7908. var propertyDescriptor = serializedProperties[property];
  7909. var targetPropertyName = propertyDescriptor.sourceName || property;
  7910. var propertyType = propertyDescriptor.type;
  7911. var sourceProperty = entity[property];
  7912. if (sourceProperty !== undefined && sourceProperty !== null) {
  7913. switch (propertyType) {
  7914. case 0: // Value
  7915. serializationObject[targetPropertyName] = sourceProperty;
  7916. break;
  7917. case 1: // Texture
  7918. serializationObject[targetPropertyName] = sourceProperty.serialize();
  7919. break;
  7920. case 2: // Color3
  7921. serializationObject[targetPropertyName] = sourceProperty.asArray();
  7922. break;
  7923. case 3: // FresnelParameters
  7924. serializationObject[targetPropertyName] = sourceProperty.serialize();
  7925. break;
  7926. case 4: // Vector2
  7927. serializationObject[targetPropertyName] = sourceProperty.asArray();
  7928. break;
  7929. case 5: // Vector3
  7930. serializationObject[targetPropertyName] = sourceProperty.asArray();
  7931. break;
  7932. case 6: // Mesh reference
  7933. serializationObject[targetPropertyName] = sourceProperty.id;
  7934. break;
  7935. case 7: // Color Curves
  7936. serializationObject[targetPropertyName] = sourceProperty.serialize();
  7937. break;
  7938. case 8: // Color 4
  7939. serializationObject[targetPropertyName] = sourceProperty.asArray();
  7940. break;
  7941. case 9: // Image Processing
  7942. serializationObject[targetPropertyName] = sourceProperty.serialize();
  7943. break;
  7944. case 10: // Quaternion
  7945. serializationObject[targetPropertyName] = sourceProperty.asArray();
  7946. break;
  7947. case 11: // Camera reference
  7948. serializationObject[targetPropertyName] = sourceProperty.id;
  7949. break;
  7950. }
  7951. }
  7952. }
  7953. return serializationObject;
  7954. };
  7955. SerializationHelper.Parse = function (creationFunction, source, scene, rootUrl) {
  7956. if (rootUrl === void 0) { rootUrl = null; }
  7957. var destination = creationFunction();
  7958. if (!rootUrl) {
  7959. rootUrl = "";
  7960. }
  7961. // Tags
  7962. if (BABYLON.Tags) {
  7963. BABYLON.Tags.AddTagsTo(destination, source.tags);
  7964. }
  7965. var classStore = getMergedStore(destination);
  7966. // Properties
  7967. for (var property in classStore) {
  7968. var propertyDescriptor = classStore[property];
  7969. var sourceProperty = source[propertyDescriptor.sourceName || property];
  7970. var propertyType = propertyDescriptor.type;
  7971. if (sourceProperty !== undefined && sourceProperty !== null) {
  7972. var dest = destination;
  7973. switch (propertyType) {
  7974. case 0: // Value
  7975. dest[property] = sourceProperty;
  7976. break;
  7977. case 1: // Texture
  7978. if (scene) {
  7979. dest[property] = BABYLON.Texture.Parse(sourceProperty, scene, rootUrl);
  7980. }
  7981. break;
  7982. case 2: // Color3
  7983. dest[property] = BABYLON.Color3.FromArray(sourceProperty);
  7984. break;
  7985. case 3: // FresnelParameters
  7986. dest[property] = BABYLON.FresnelParameters.Parse(sourceProperty);
  7987. break;
  7988. case 4: // Vector2
  7989. dest[property] = BABYLON.Vector2.FromArray(sourceProperty);
  7990. break;
  7991. case 5: // Vector3
  7992. dest[property] = BABYLON.Vector3.FromArray(sourceProperty);
  7993. break;
  7994. case 6: // Mesh reference
  7995. if (scene) {
  7996. dest[property] = scene.getLastMeshByID(sourceProperty);
  7997. }
  7998. break;
  7999. case 7: // Color Curves
  8000. dest[property] = BABYLON.ColorCurves.Parse(sourceProperty);
  8001. break;
  8002. case 8: // Color 4
  8003. dest[property] = BABYLON.Color4.FromArray(sourceProperty);
  8004. break;
  8005. case 9: // Image Processing
  8006. dest[property] = BABYLON.ImageProcessingConfiguration.Parse(sourceProperty);
  8007. break;
  8008. case 10: // Quaternion
  8009. dest[property] = BABYLON.Quaternion.FromArray(sourceProperty);
  8010. break;
  8011. case 11: // Camera reference
  8012. if (scene) {
  8013. dest[property] = scene.getCameraByID(sourceProperty);
  8014. }
  8015. break;
  8016. }
  8017. }
  8018. }
  8019. return destination;
  8020. };
  8021. SerializationHelper.Clone = function (creationFunction, source) {
  8022. return _copySource(creationFunction, source, false);
  8023. };
  8024. SerializationHelper.Instanciate = function (creationFunction, source) {
  8025. return _copySource(creationFunction, source, true);
  8026. };
  8027. return SerializationHelper;
  8028. }());
  8029. BABYLON.SerializationHelper = SerializationHelper;
  8030. })(BABYLON || (BABYLON = {}));
  8031. //# sourceMappingURL=babylon.decorators.js.map
  8032. var BABYLON;
  8033. (function (BABYLON) {
  8034. /**
  8035. * Wrapper class for promise with external resolve and reject.
  8036. */
  8037. var Deferred = /** @class */ (function () {
  8038. /**
  8039. * Constructor for this deferred object.
  8040. */
  8041. function Deferred() {
  8042. var _this = this;
  8043. this.promise = new Promise(function (resolve, reject) {
  8044. _this._resolve = resolve;
  8045. _this._reject = reject;
  8046. });
  8047. }
  8048. Object.defineProperty(Deferred.prototype, "resolve", {
  8049. /**
  8050. * The resolve method of the promise associated with this deferred object.
  8051. */
  8052. get: function () {
  8053. return this._resolve;
  8054. },
  8055. enumerable: true,
  8056. configurable: true
  8057. });
  8058. Object.defineProperty(Deferred.prototype, "reject", {
  8059. /**
  8060. * The reject method of the promise associated with this deferred object.
  8061. */
  8062. get: function () {
  8063. return this._reject;
  8064. },
  8065. enumerable: true,
  8066. configurable: true
  8067. });
  8068. return Deferred;
  8069. }());
  8070. BABYLON.Deferred = Deferred;
  8071. })(BABYLON || (BABYLON = {}));
  8072. //# sourceMappingURL=babylon.deferred.js.map
  8073. var BABYLON;
  8074. (function (BABYLON) {
  8075. /**
  8076. * A class serves as a medium between the observable and its observers
  8077. */
  8078. var EventState = /** @class */ (function () {
  8079. /**
  8080. * Create a new EventState
  8081. * @param mask defines the mask associated with this state
  8082. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  8083. * @param target defines the original target of the state
  8084. * @param currentTarget defines the current target of the state
  8085. */
  8086. function EventState(mask, skipNextObservers, target, currentTarget) {
  8087. if (skipNextObservers === void 0) { skipNextObservers = false; }
  8088. this.initalize(mask, skipNextObservers, target, currentTarget);
  8089. }
  8090. /**
  8091. * Initialize the current event state
  8092. * @param mask defines the mask associated with this state
  8093. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  8094. * @param target defines the original target of the state
  8095. * @param currentTarget defines the current target of the state
  8096. * @returns the current event state
  8097. */
  8098. EventState.prototype.initalize = function (mask, skipNextObservers, target, currentTarget) {
  8099. if (skipNextObservers === void 0) { skipNextObservers = false; }
  8100. this.mask = mask;
  8101. this.skipNextObservers = skipNextObservers;
  8102. this.target = target;
  8103. this.currentTarget = currentTarget;
  8104. return this;
  8105. };
  8106. return EventState;
  8107. }());
  8108. BABYLON.EventState = EventState;
  8109. /**
  8110. * Represent an Observer registered to a given Observable object.
  8111. */
  8112. var Observer = /** @class */ (function () {
  8113. /**
  8114. * Creates a new observer
  8115. * @param callback defines the callback to call when the observer is notified
  8116. * @param mask defines the mask of the observer (used to filter notifications)
  8117. * @param scope defines the current scope used to restore the JS context
  8118. */
  8119. function Observer(
  8120. /**
  8121. * Defines the callback to call when the observer is notified
  8122. */
  8123. callback,
  8124. /**
  8125. * Defines the mask of the observer (used to filter notifications)
  8126. */
  8127. mask,
  8128. /**
  8129. * Defines the current scope used to restore the JS context
  8130. */
  8131. scope) {
  8132. if (scope === void 0) { scope = null; }
  8133. this.callback = callback;
  8134. this.mask = mask;
  8135. this.scope = scope;
  8136. /** @hidden */
  8137. this._willBeUnregistered = false;
  8138. /**
  8139. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  8140. */
  8141. this.unregisterOnNextCall = false;
  8142. }
  8143. return Observer;
  8144. }());
  8145. BABYLON.Observer = Observer;
  8146. /**
  8147. * Represent a list of observers registered to multiple Observables object.
  8148. */
  8149. var MultiObserver = /** @class */ (function () {
  8150. function MultiObserver() {
  8151. }
  8152. /**
  8153. * Release associated resources
  8154. */
  8155. MultiObserver.prototype.dispose = function () {
  8156. if (this._observers && this._observables) {
  8157. for (var index = 0; index < this._observers.length; index++) {
  8158. this._observables[index].remove(this._observers[index]);
  8159. }
  8160. }
  8161. this._observers = null;
  8162. this._observables = null;
  8163. };
  8164. /**
  8165. * Raise a callback when one of the observable will notify
  8166. * @param observables defines a list of observables to watch
  8167. * @param callback defines the callback to call on notification
  8168. * @param mask defines the mask used to filter notifications
  8169. * @param scope defines the current scope used to restore the JS context
  8170. * @returns the new MultiObserver
  8171. */
  8172. MultiObserver.Watch = function (observables, callback, mask, scope) {
  8173. if (mask === void 0) { mask = -1; }
  8174. if (scope === void 0) { scope = null; }
  8175. var result = new MultiObserver();
  8176. result._observers = new Array();
  8177. result._observables = observables;
  8178. for (var _i = 0, observables_1 = observables; _i < observables_1.length; _i++) {
  8179. var observable = observables_1[_i];
  8180. var observer = observable.add(callback, mask, false, scope);
  8181. if (observer) {
  8182. result._observers.push(observer);
  8183. }
  8184. }
  8185. return result;
  8186. };
  8187. return MultiObserver;
  8188. }());
  8189. BABYLON.MultiObserver = MultiObserver;
  8190. /**
  8191. * The Observable class is a simple implementation of the Observable pattern.
  8192. *
  8193. * 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.
  8194. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  8195. * 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).
  8196. * 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.
  8197. */
  8198. var Observable = /** @class */ (function () {
  8199. /**
  8200. * Creates a new observable
  8201. * @param onObserverAdded defines a callback to call when a new observer is added
  8202. */
  8203. function Observable(onObserverAdded) {
  8204. this._observers = new Array();
  8205. this._eventState = new EventState(0);
  8206. if (onObserverAdded) {
  8207. this._onObserverAdded = onObserverAdded;
  8208. }
  8209. }
  8210. /**
  8211. * Create a new Observer with the specified callback
  8212. * @param callback the callback that will be executed for that Observer
  8213. * @param mask the mask used to filter observers
  8214. * @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.
  8215. * @param scope optional scope for the callback to be called from
  8216. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  8217. * @returns the new observer created for the callback
  8218. */
  8219. Observable.prototype.add = function (callback, mask, insertFirst, scope, unregisterOnFirstCall) {
  8220. if (mask === void 0) { mask = -1; }
  8221. if (insertFirst === void 0) { insertFirst = false; }
  8222. if (scope === void 0) { scope = null; }
  8223. if (unregisterOnFirstCall === void 0) { unregisterOnFirstCall = false; }
  8224. if (!callback) {
  8225. return null;
  8226. }
  8227. var observer = new Observer(callback, mask, scope);
  8228. observer.unregisterOnNextCall = unregisterOnFirstCall;
  8229. if (insertFirst) {
  8230. this._observers.unshift(observer);
  8231. }
  8232. else {
  8233. this._observers.push(observer);
  8234. }
  8235. if (this._onObserverAdded) {
  8236. this._onObserverAdded(observer);
  8237. }
  8238. return observer;
  8239. };
  8240. /**
  8241. * Remove an Observer from the Observable object
  8242. * @param observer the instance of the Observer to remove
  8243. * @returns false if it doesn't belong to this Observable
  8244. */
  8245. Observable.prototype.remove = function (observer) {
  8246. if (!observer) {
  8247. return false;
  8248. }
  8249. var index = this._observers.indexOf(observer);
  8250. if (index !== -1) {
  8251. this._observers.splice(index, 1);
  8252. return true;
  8253. }
  8254. return false;
  8255. };
  8256. /**
  8257. * Remove a callback from the Observable object
  8258. * @param callback the callback to remove
  8259. * @param scope optional scope. If used only the callbacks with this scope will be removed
  8260. * @returns false if it doesn't belong to this Observable
  8261. */
  8262. Observable.prototype.removeCallback = function (callback, scope) {
  8263. for (var index = 0; index < this._observers.length; index++) {
  8264. if (this._observers[index].callback === callback && (!scope || scope === this._observers[index].scope)) {
  8265. this._observers.splice(index, 1);
  8266. return true;
  8267. }
  8268. }
  8269. return false;
  8270. };
  8271. Observable.prototype._deferUnregister = function (observer) {
  8272. var _this = this;
  8273. observer.unregisterOnNextCall = false;
  8274. observer._willBeUnregistered = true;
  8275. BABYLON.Tools.SetImmediate(function () {
  8276. _this.remove(observer);
  8277. });
  8278. };
  8279. /**
  8280. * Notify all Observers by calling their respective callback with the given data
  8281. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  8282. * @param eventData defines the data to send to all observers
  8283. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  8284. * @param target defines the original target of the state
  8285. * @param currentTarget defines the current target of the state
  8286. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  8287. */
  8288. Observable.prototype.notifyObservers = function (eventData, mask, target, currentTarget) {
  8289. if (mask === void 0) { mask = -1; }
  8290. if (!this._observers.length) {
  8291. return true;
  8292. }
  8293. var state = this._eventState;
  8294. state.mask = mask;
  8295. state.target = target;
  8296. state.currentTarget = currentTarget;
  8297. state.skipNextObservers = false;
  8298. state.lastReturnValue = eventData;
  8299. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  8300. var obs = _a[_i];
  8301. if (obs._willBeUnregistered) {
  8302. continue;
  8303. }
  8304. if (obs.mask & mask) {
  8305. if (obs.scope) {
  8306. state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);
  8307. }
  8308. else {
  8309. state.lastReturnValue = obs.callback(eventData, state);
  8310. }
  8311. if (obs.unregisterOnNextCall) {
  8312. this._deferUnregister(obs);
  8313. }
  8314. }
  8315. if (state.skipNextObservers) {
  8316. return false;
  8317. }
  8318. }
  8319. return true;
  8320. };
  8321. /**
  8322. * Calling this will execute each callback, expecting it to be a promise or return a value.
  8323. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  8324. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  8325. * and it is crucial that all callbacks will be executed.
  8326. * The order of the callbacks is kept, callbacks are not executed parallel.
  8327. *
  8328. * @param eventData The data to be sent to each callback
  8329. * @param mask is used to filter observers defaults to -1
  8330. * @param target defines the callback target (see EventState)
  8331. * @param currentTarget defines he current object in the bubbling phase
  8332. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  8333. */
  8334. Observable.prototype.notifyObserversWithPromise = function (eventData, mask, target, currentTarget) {
  8335. var _this = this;
  8336. if (mask === void 0) { mask = -1; }
  8337. // create an empty promise
  8338. var p = Promise.resolve(eventData);
  8339. // no observers? return this promise.
  8340. if (!this._observers.length) {
  8341. return p;
  8342. }
  8343. var state = this._eventState;
  8344. state.mask = mask;
  8345. state.target = target;
  8346. state.currentTarget = currentTarget;
  8347. state.skipNextObservers = false;
  8348. // execute one callback after another (not using Promise.all, the order is important)
  8349. this._observers.forEach(function (obs) {
  8350. if (state.skipNextObservers) {
  8351. return;
  8352. }
  8353. if (obs._willBeUnregistered) {
  8354. return;
  8355. }
  8356. if (obs.mask & mask) {
  8357. if (obs.scope) {
  8358. p = p.then(function (lastReturnedValue) {
  8359. state.lastReturnValue = lastReturnedValue;
  8360. return obs.callback.apply(obs.scope, [eventData, state]);
  8361. });
  8362. }
  8363. else {
  8364. p = p.then(function (lastReturnedValue) {
  8365. state.lastReturnValue = lastReturnedValue;
  8366. return obs.callback(eventData, state);
  8367. });
  8368. }
  8369. if (obs.unregisterOnNextCall) {
  8370. _this._deferUnregister(obs);
  8371. }
  8372. }
  8373. });
  8374. // return the eventData
  8375. return p.then(function () { return eventData; });
  8376. };
  8377. /**
  8378. * Notify a specific observer
  8379. * @param observer defines the observer to notify
  8380. * @param eventData defines the data to be sent to each callback
  8381. * @param mask is used to filter observers defaults to -1
  8382. */
  8383. Observable.prototype.notifyObserver = function (observer, eventData, mask) {
  8384. if (mask === void 0) { mask = -1; }
  8385. var state = this._eventState;
  8386. state.mask = mask;
  8387. state.skipNextObservers = false;
  8388. observer.callback(eventData, state);
  8389. };
  8390. /**
  8391. * Gets a boolean indicating if the observable has at least one observer
  8392. * @returns true is the Observable has at least one Observer registered
  8393. */
  8394. Observable.prototype.hasObservers = function () {
  8395. return this._observers.length > 0;
  8396. };
  8397. /**
  8398. * Clear the list of observers
  8399. */
  8400. Observable.prototype.clear = function () {
  8401. this._observers = new Array();
  8402. this._onObserverAdded = null;
  8403. };
  8404. /**
  8405. * Clone the current observable
  8406. * @returns a new observable
  8407. */
  8408. Observable.prototype.clone = function () {
  8409. var result = new Observable();
  8410. result._observers = this._observers.slice(0);
  8411. return result;
  8412. };
  8413. /**
  8414. * Does this observable handles observer registered with a given mask
  8415. * @param mask defines the mask to be tested
  8416. * @return whether or not one observer registered with the given mask is handeled
  8417. **/
  8418. Observable.prototype.hasSpecificMask = function (mask) {
  8419. if (mask === void 0) { mask = -1; }
  8420. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  8421. var obs = _a[_i];
  8422. if (obs.mask & mask || obs.mask === mask) {
  8423. return true;
  8424. }
  8425. }
  8426. return false;
  8427. };
  8428. return Observable;
  8429. }());
  8430. BABYLON.Observable = Observable;
  8431. })(BABYLON || (BABYLON = {}));
  8432. //# sourceMappingURL=babylon.observable.js.map
  8433. var BABYLON;
  8434. (function (BABYLON) {
  8435. var SmartArray = /** @class */ (function () {
  8436. function SmartArray(capacity) {
  8437. this.length = 0;
  8438. this.data = new Array(capacity);
  8439. this._id = SmartArray._GlobalId++;
  8440. }
  8441. SmartArray.prototype.push = function (value) {
  8442. this.data[this.length++] = value;
  8443. if (this.length > this.data.length) {
  8444. this.data.length *= 2;
  8445. }
  8446. };
  8447. SmartArray.prototype.forEach = function (func) {
  8448. for (var index = 0; index < this.length; index++) {
  8449. func(this.data[index]);
  8450. }
  8451. };
  8452. SmartArray.prototype.sort = function (compareFn) {
  8453. this.data.sort(compareFn);
  8454. };
  8455. SmartArray.prototype.reset = function () {
  8456. this.length = 0;
  8457. };
  8458. SmartArray.prototype.dispose = function () {
  8459. this.reset();
  8460. if (this.data) {
  8461. this.data.length = 0;
  8462. this.data = [];
  8463. }
  8464. };
  8465. SmartArray.prototype.concat = function (array) {
  8466. if (array.length === 0) {
  8467. return;
  8468. }
  8469. if (this.length + array.length > this.data.length) {
  8470. this.data.length = (this.length + array.length) * 2;
  8471. }
  8472. for (var index = 0; index < array.length; index++) {
  8473. this.data[this.length++] = (array.data || array)[index];
  8474. }
  8475. };
  8476. SmartArray.prototype.indexOf = function (value) {
  8477. var position = this.data.indexOf(value);
  8478. if (position >= this.length) {
  8479. return -1;
  8480. }
  8481. return position;
  8482. };
  8483. SmartArray.prototype.contains = function (value) {
  8484. return this.data.indexOf(value) !== -1;
  8485. };
  8486. // Statics
  8487. SmartArray._GlobalId = 0;
  8488. return SmartArray;
  8489. }());
  8490. BABYLON.SmartArray = SmartArray;
  8491. var SmartArrayNoDuplicate = /** @class */ (function (_super) {
  8492. __extends(SmartArrayNoDuplicate, _super);
  8493. function SmartArrayNoDuplicate() {
  8494. var _this = _super !== null && _super.apply(this, arguments) || this;
  8495. _this._duplicateId = 0;
  8496. return _this;
  8497. }
  8498. SmartArrayNoDuplicate.prototype.push = function (value) {
  8499. _super.prototype.push.call(this, value);
  8500. if (!value.__smartArrayFlags) {
  8501. value.__smartArrayFlags = {};
  8502. }
  8503. value.__smartArrayFlags[this._id] = this._duplicateId;
  8504. };
  8505. SmartArrayNoDuplicate.prototype.pushNoDuplicate = function (value) {
  8506. if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
  8507. return false;
  8508. }
  8509. this.push(value);
  8510. return true;
  8511. };
  8512. SmartArrayNoDuplicate.prototype.reset = function () {
  8513. _super.prototype.reset.call(this);
  8514. this._duplicateId++;
  8515. };
  8516. SmartArrayNoDuplicate.prototype.concatWithNoDuplicate = function (array) {
  8517. if (array.length === 0) {
  8518. return;
  8519. }
  8520. if (this.length + array.length > this.data.length) {
  8521. this.data.length = (this.length + array.length) * 2;
  8522. }
  8523. for (var index = 0; index < array.length; index++) {
  8524. var item = (array.data || array)[index];
  8525. this.pushNoDuplicate(item);
  8526. }
  8527. };
  8528. return SmartArrayNoDuplicate;
  8529. }(SmartArray));
  8530. BABYLON.SmartArrayNoDuplicate = SmartArrayNoDuplicate;
  8531. })(BABYLON || (BABYLON = {}));
  8532. //# sourceMappingURL=babylon.smartArray.js.map
  8533. var BABYLON;
  8534. (function (BABYLON) {
  8535. // See https://stackoverflow.com/questions/12915412/how-do-i-extend-a-host-object-e-g-error-in-typescript
  8536. // and https://github.com/Microsoft/TypeScript/wiki/Breaking-Changes#extending-built-ins-like-error-array-and-map-may-no-longer-work
  8537. var LoadFileError = /** @class */ (function (_super) {
  8538. __extends(LoadFileError, _super);
  8539. function LoadFileError(message, request) {
  8540. var _this = _super.call(this, message) || this;
  8541. _this.request = request;
  8542. _this.name = "LoadFileError";
  8543. LoadFileError._setPrototypeOf(_this, LoadFileError.prototype);
  8544. return _this;
  8545. }
  8546. // Polyfill for Object.setPrototypeOf if necessary.
  8547. LoadFileError._setPrototypeOf = Object.setPrototypeOf || (function (o, proto) { o.__proto__ = proto; return o; });
  8548. return LoadFileError;
  8549. }(Error));
  8550. BABYLON.LoadFileError = LoadFileError;
  8551. var RetryStrategy = /** @class */ (function () {
  8552. function RetryStrategy() {
  8553. }
  8554. RetryStrategy.ExponentialBackoff = function (maxRetries, baseInterval) {
  8555. if (maxRetries === void 0) { maxRetries = 3; }
  8556. if (baseInterval === void 0) { baseInterval = 500; }
  8557. return function (url, request, retryIndex) {
  8558. if (request.status !== 0 || retryIndex >= maxRetries || url.indexOf("file:") !== -1) {
  8559. return -1;
  8560. }
  8561. return Math.pow(2, retryIndex) * baseInterval;
  8562. };
  8563. };
  8564. return RetryStrategy;
  8565. }());
  8566. BABYLON.RetryStrategy = RetryStrategy;
  8567. // Screenshots
  8568. var screenshotCanvas;
  8569. var cloneValue = function (source, destinationObject) {
  8570. if (!source)
  8571. return null;
  8572. if (source instanceof BABYLON.Mesh) {
  8573. return null;
  8574. }
  8575. if (source instanceof BABYLON.SubMesh) {
  8576. return source.clone(destinationObject);
  8577. }
  8578. else if (source.clone) {
  8579. return source.clone();
  8580. }
  8581. return null;
  8582. };
  8583. var Tools = /** @class */ (function () {
  8584. function Tools() {
  8585. }
  8586. /**
  8587. * Interpolates between a and b via alpha
  8588. * @param a The lower value (returned when alpha = 0)
  8589. * @param b The upper value (returned when alpha = 1)
  8590. * @param alpha The interpolation-factor
  8591. * @return The mixed value
  8592. */
  8593. Tools.Mix = function (a, b, alpha) {
  8594. return a * (1 - alpha) + b * alpha;
  8595. };
  8596. Tools.Instantiate = function (className) {
  8597. if (Tools.RegisteredExternalClasses && Tools.RegisteredExternalClasses[className]) {
  8598. return Tools.RegisteredExternalClasses[className];
  8599. }
  8600. var arr = className.split(".");
  8601. var fn = (window || this);
  8602. for (var i = 0, len = arr.length; i < len; i++) {
  8603. fn = fn[arr[i]];
  8604. }
  8605. if (typeof fn !== "function") {
  8606. return null;
  8607. }
  8608. return fn;
  8609. };
  8610. /**
  8611. * Provides a slice function that will work even on IE
  8612. * @param data defines the array to slice
  8613. * @param start defines the start of the data (optional)
  8614. * @param end defines the end of the data (optional)
  8615. * @returns the new sliced array
  8616. */
  8617. Tools.Slice = function (data, start, end) {
  8618. if (data.slice) {
  8619. return data.slice(start, end);
  8620. }
  8621. return Array.prototype.slice.call(data, start, end);
  8622. };
  8623. Tools.SetImmediate = function (action) {
  8624. if (window.setImmediate) {
  8625. window.setImmediate(action);
  8626. }
  8627. else {
  8628. setTimeout(action, 1);
  8629. }
  8630. };
  8631. Tools.IsExponentOfTwo = function (value) {
  8632. var count = 1;
  8633. do {
  8634. count *= 2;
  8635. } while (count < value);
  8636. return count === value;
  8637. };
  8638. /**
  8639. * Returns the nearest 32-bit single precision float representation of a Number
  8640. * @param value A Number. If the parameter is of a different type, it will get converted
  8641. * to a number or to NaN if it cannot be converted
  8642. * @returns number
  8643. */
  8644. Tools.FloatRound = function (value) {
  8645. if (Math.fround) {
  8646. return Math.fround(value);
  8647. }
  8648. return (Tools._tmpFloatArray[0] = value);
  8649. };
  8650. /**
  8651. * Find the next highest power of two.
  8652. * @param x Number to start search from.
  8653. * @return Next highest power of two.
  8654. */
  8655. Tools.CeilingPOT = function (x) {
  8656. x--;
  8657. x |= x >> 1;
  8658. x |= x >> 2;
  8659. x |= x >> 4;
  8660. x |= x >> 8;
  8661. x |= x >> 16;
  8662. x++;
  8663. return x;
  8664. };
  8665. /**
  8666. * Find the next lowest power of two.
  8667. * @param x Number to start search from.
  8668. * @return Next lowest power of two.
  8669. */
  8670. Tools.FloorPOT = function (x) {
  8671. x = x | (x >> 1);
  8672. x = x | (x >> 2);
  8673. x = x | (x >> 4);
  8674. x = x | (x >> 8);
  8675. x = x | (x >> 16);
  8676. return x - (x >> 1);
  8677. };
  8678. /**
  8679. * Find the nearest power of two.
  8680. * @param x Number to start search from.
  8681. * @return Next nearest power of two.
  8682. */
  8683. Tools.NearestPOT = function (x) {
  8684. var c = Tools.CeilingPOT(x);
  8685. var f = Tools.FloorPOT(x);
  8686. return (c - x) > (x - f) ? f : c;
  8687. };
  8688. Tools.GetExponentOfTwo = function (value, max, mode) {
  8689. if (mode === void 0) { mode = BABYLON.Engine.SCALEMODE_NEAREST; }
  8690. var pot;
  8691. switch (mode) {
  8692. case BABYLON.Engine.SCALEMODE_FLOOR:
  8693. pot = Tools.FloorPOT(value);
  8694. break;
  8695. case BABYLON.Engine.SCALEMODE_NEAREST:
  8696. pot = Tools.NearestPOT(value);
  8697. break;
  8698. case BABYLON.Engine.SCALEMODE_CEILING:
  8699. default:
  8700. pot = Tools.CeilingPOT(value);
  8701. break;
  8702. }
  8703. return Math.min(pot, max);
  8704. };
  8705. Tools.GetFilename = function (path) {
  8706. var index = path.lastIndexOf("/");
  8707. if (index < 0)
  8708. return path;
  8709. return path.substring(index + 1);
  8710. };
  8711. /**
  8712. * Extracts the "folder" part of a path (everything before the filename).
  8713. * @param uri The URI to extract the info from
  8714. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  8715. * @returns The "folder" part of the path
  8716. */
  8717. Tools.GetFolderPath = function (uri, returnUnchangedIfNoSlash) {
  8718. if (returnUnchangedIfNoSlash === void 0) { returnUnchangedIfNoSlash = false; }
  8719. var index = uri.lastIndexOf("/");
  8720. if (index < 0) {
  8721. if (returnUnchangedIfNoSlash) {
  8722. return uri;
  8723. }
  8724. return "";
  8725. }
  8726. return uri.substring(0, index + 1);
  8727. };
  8728. Tools.GetDOMTextContent = function (element) {
  8729. var result = "";
  8730. var child = element.firstChild;
  8731. while (child) {
  8732. if (child.nodeType === 3) {
  8733. result += child.textContent;
  8734. }
  8735. child = child.nextSibling;
  8736. }
  8737. return result;
  8738. };
  8739. Tools.ToDegrees = function (angle) {
  8740. return angle * 180 / Math.PI;
  8741. };
  8742. Tools.ToRadians = function (angle) {
  8743. return angle * Math.PI / 180;
  8744. };
  8745. Tools.EncodeArrayBufferTobase64 = function (buffer) {
  8746. var keyStr = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=";
  8747. var output = "";
  8748. var chr1, chr2, chr3, enc1, enc2, enc3, enc4;
  8749. var i = 0;
  8750. var bytes = new Uint8Array(buffer);
  8751. while (i < bytes.length) {
  8752. chr1 = bytes[i++];
  8753. chr2 = i < bytes.length ? bytes[i++] : Number.NaN; // Not sure if the index
  8754. chr3 = i < bytes.length ? bytes[i++] : Number.NaN; // checks are needed here
  8755. enc1 = chr1 >> 2;
  8756. enc2 = ((chr1 & 3) << 4) | (chr2 >> 4);
  8757. enc3 = ((chr2 & 15) << 2) | (chr3 >> 6);
  8758. enc4 = chr3 & 63;
  8759. if (isNaN(chr2)) {
  8760. enc3 = enc4 = 64;
  8761. }
  8762. else if (isNaN(chr3)) {
  8763. enc4 = 64;
  8764. }
  8765. output += keyStr.charAt(enc1) + keyStr.charAt(enc2) +
  8766. keyStr.charAt(enc3) + keyStr.charAt(enc4);
  8767. }
  8768. return "data:image/png;base64," + output;
  8769. };
  8770. Tools.ExtractMinAndMaxIndexed = function (positions, indices, indexStart, indexCount, bias) {
  8771. if (bias === void 0) { bias = null; }
  8772. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  8773. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  8774. for (var index = indexStart; index < indexStart + indexCount; index++) {
  8775. var current = new BABYLON.Vector3(positions[indices[index] * 3], positions[indices[index] * 3 + 1], positions[indices[index] * 3 + 2]);
  8776. minimum = BABYLON.Vector3.Minimize(current, minimum);
  8777. maximum = BABYLON.Vector3.Maximize(current, maximum);
  8778. }
  8779. if (bias) {
  8780. minimum.x -= minimum.x * bias.x + bias.y;
  8781. minimum.y -= minimum.y * bias.x + bias.y;
  8782. minimum.z -= minimum.z * bias.x + bias.y;
  8783. maximum.x += maximum.x * bias.x + bias.y;
  8784. maximum.y += maximum.y * bias.x + bias.y;
  8785. maximum.z += maximum.z * bias.x + bias.y;
  8786. }
  8787. return {
  8788. minimum: minimum,
  8789. maximum: maximum
  8790. };
  8791. };
  8792. Tools.ExtractMinAndMax = function (positions, start, count, bias, stride) {
  8793. if (bias === void 0) { bias = null; }
  8794. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  8795. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  8796. if (!stride) {
  8797. stride = 3;
  8798. }
  8799. for (var index = start; index < start + count; index++) {
  8800. var current = new BABYLON.Vector3(positions[index * stride], positions[index * stride + 1], positions[index * stride + 2]);
  8801. minimum = BABYLON.Vector3.Minimize(current, minimum);
  8802. maximum = BABYLON.Vector3.Maximize(current, maximum);
  8803. }
  8804. if (bias) {
  8805. minimum.x -= minimum.x * bias.x + bias.y;
  8806. minimum.y -= minimum.y * bias.x + bias.y;
  8807. minimum.z -= minimum.z * bias.x + bias.y;
  8808. maximum.x += maximum.x * bias.x + bias.y;
  8809. maximum.y += maximum.y * bias.x + bias.y;
  8810. maximum.z += maximum.z * bias.x + bias.y;
  8811. }
  8812. return {
  8813. minimum: minimum,
  8814. maximum: maximum
  8815. };
  8816. };
  8817. Tools.Vector2ArrayFeeder = function (array) {
  8818. return function (index) {
  8819. var isFloatArray = (array.BYTES_PER_ELEMENT !== undefined);
  8820. var length = isFloatArray ? array.length / 2 : array.length;
  8821. if (index >= length) {
  8822. return null;
  8823. }
  8824. if (isFloatArray) {
  8825. var fa = array;
  8826. return new BABYLON.Vector2(fa[index * 2 + 0], fa[index * 2 + 1]);
  8827. }
  8828. var a = array;
  8829. return a[index];
  8830. };
  8831. };
  8832. Tools.ExtractMinAndMaxVector2 = function (feeder, bias) {
  8833. if (bias === void 0) { bias = null; }
  8834. var minimum = new BABYLON.Vector2(Number.MAX_VALUE, Number.MAX_VALUE);
  8835. var maximum = new BABYLON.Vector2(-Number.MAX_VALUE, -Number.MAX_VALUE);
  8836. var i = 0;
  8837. var cur = feeder(i++);
  8838. while (cur) {
  8839. minimum = BABYLON.Vector2.Minimize(cur, minimum);
  8840. maximum = BABYLON.Vector2.Maximize(cur, maximum);
  8841. cur = feeder(i++);
  8842. }
  8843. if (bias) {
  8844. minimum.x -= minimum.x * bias.x + bias.y;
  8845. minimum.y -= minimum.y * bias.x + bias.y;
  8846. maximum.x += maximum.x * bias.x + bias.y;
  8847. maximum.y += maximum.y * bias.x + bias.y;
  8848. }
  8849. return {
  8850. minimum: minimum,
  8851. maximum: maximum
  8852. };
  8853. };
  8854. Tools.MakeArray = function (obj, allowsNullUndefined) {
  8855. if (allowsNullUndefined !== true && (obj === undefined || obj == null))
  8856. return null;
  8857. return Array.isArray(obj) ? obj : [obj];
  8858. };
  8859. // Misc.
  8860. Tools.GetPointerPrefix = function () {
  8861. var eventPrefix = "pointer";
  8862. // Check if pointer events are supported
  8863. if (Tools.IsWindowObjectExist() && !window.PointerEvent && !navigator.pointerEnabled) {
  8864. eventPrefix = "mouse";
  8865. }
  8866. return eventPrefix;
  8867. };
  8868. /**
  8869. * @param func - the function to be called
  8870. * @param requester - the object that will request the next frame. Falls back to window.
  8871. */
  8872. Tools.QueueNewFrame = function (func, requester) {
  8873. if (!Tools.IsWindowObjectExist()) {
  8874. return setTimeout(func, 16);
  8875. }
  8876. if (!requester) {
  8877. requester = window;
  8878. }
  8879. if (requester.requestAnimationFrame) {
  8880. return requester.requestAnimationFrame(func);
  8881. }
  8882. else if (requester.msRequestAnimationFrame) {
  8883. return requester.msRequestAnimationFrame(func);
  8884. }
  8885. else if (requester.webkitRequestAnimationFrame) {
  8886. return requester.webkitRequestAnimationFrame(func);
  8887. }
  8888. else if (requester.mozRequestAnimationFrame) {
  8889. return requester.mozRequestAnimationFrame(func);
  8890. }
  8891. else if (requester.oRequestAnimationFrame) {
  8892. return requester.oRequestAnimationFrame(func);
  8893. }
  8894. else {
  8895. return window.setTimeout(func, 16);
  8896. }
  8897. };
  8898. Tools.RequestFullscreen = function (element) {
  8899. var requestFunction = element.requestFullscreen || element.msRequestFullscreen || element.webkitRequestFullscreen || element.mozRequestFullScreen;
  8900. if (!requestFunction)
  8901. return;
  8902. requestFunction.call(element);
  8903. };
  8904. Tools.ExitFullscreen = function () {
  8905. if (document.exitFullscreen) {
  8906. document.exitFullscreen();
  8907. }
  8908. else if (document.mozCancelFullScreen) {
  8909. document.mozCancelFullScreen();
  8910. }
  8911. else if (document.webkitCancelFullScreen) {
  8912. document.webkitCancelFullScreen();
  8913. }
  8914. else if (document.msCancelFullScreen) {
  8915. document.msCancelFullScreen();
  8916. }
  8917. };
  8918. Tools.SetCorsBehavior = function (url, element) {
  8919. if (url && url.indexOf("data:") === 0) {
  8920. return;
  8921. }
  8922. if (Tools.CorsBehavior) {
  8923. if (typeof (Tools.CorsBehavior) === 'string' || Tools.CorsBehavior instanceof String) {
  8924. element.crossOrigin = Tools.CorsBehavior;
  8925. }
  8926. else {
  8927. var result = Tools.CorsBehavior(url);
  8928. if (result) {
  8929. element.crossOrigin = result;
  8930. }
  8931. }
  8932. }
  8933. };
  8934. // External files
  8935. Tools.CleanUrl = function (url) {
  8936. url = url.replace(/#/mg, "%23");
  8937. return url;
  8938. };
  8939. Tools.LoadImage = function (url, onLoad, onError, database) {
  8940. if (url instanceof ArrayBuffer) {
  8941. url = Tools.EncodeArrayBufferTobase64(url);
  8942. }
  8943. url = Tools.CleanUrl(url);
  8944. url = Tools.PreprocessUrl(url);
  8945. var img = new Image();
  8946. Tools.SetCorsBehavior(url, img);
  8947. var loadHandler = function () {
  8948. img.removeEventListener("load", loadHandler);
  8949. img.removeEventListener("error", errorHandler);
  8950. onLoad(img);
  8951. };
  8952. var errorHandler = function (err) {
  8953. img.removeEventListener("load", loadHandler);
  8954. img.removeEventListener("error", errorHandler);
  8955. Tools.Error("Error while trying to load image: " + url);
  8956. if (onError) {
  8957. onError("Error while trying to load image: " + url, err);
  8958. }
  8959. };
  8960. img.addEventListener("load", loadHandler);
  8961. img.addEventListener("error", errorHandler);
  8962. var noIndexedDB = function () {
  8963. img.src = url;
  8964. };
  8965. var loadFromIndexedDB = function () {
  8966. if (database) {
  8967. database.loadImageFromDB(url, img);
  8968. }
  8969. };
  8970. //ANY database to do!
  8971. if (url.substr(0, 5) !== "data:" && database && database.enableTexturesOffline && BABYLON.Database.IsUASupportingBlobStorage) {
  8972. database.openAsync(loadFromIndexedDB, noIndexedDB);
  8973. }
  8974. else {
  8975. if (url.indexOf("file:") !== -1) {
  8976. var textureName = decodeURIComponent(url.substring(5).toLowerCase());
  8977. if (BABYLON.FilesInput.FilesToLoad[textureName]) {
  8978. try {
  8979. var blobURL;
  8980. try {
  8981. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName], { oneTimeOnly: true });
  8982. }
  8983. catch (ex) {
  8984. // Chrome doesn't support oneTimeOnly parameter
  8985. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  8986. }
  8987. img.src = blobURL;
  8988. }
  8989. catch (e) {
  8990. img.src = "";
  8991. }
  8992. return img;
  8993. }
  8994. }
  8995. noIndexedDB();
  8996. }
  8997. return img;
  8998. };
  8999. Tools.LoadFile = function (url, onSuccess, onProgress, database, useArrayBuffer, onError) {
  9000. url = Tools.CleanUrl(url);
  9001. url = Tools.PreprocessUrl(url);
  9002. // If file and file input are set
  9003. if (url.indexOf("file:") !== -1) {
  9004. var fileName = decodeURIComponent(url.substring(5).toLowerCase());
  9005. if (BABYLON.FilesInput.FilesToLoad[fileName]) {
  9006. return Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], onSuccess, onProgress, useArrayBuffer);
  9007. }
  9008. }
  9009. var loadUrl = Tools.BaseUrl + url;
  9010. var aborted = false;
  9011. var fileRequest = {
  9012. onCompleteObservable: new BABYLON.Observable(),
  9013. abort: function () { return aborted = true; },
  9014. };
  9015. var requestFile = function () {
  9016. var request = new XMLHttpRequest();
  9017. var retryHandle = null;
  9018. fileRequest.abort = function () {
  9019. aborted = true;
  9020. if (request.readyState !== (XMLHttpRequest.DONE || 4)) {
  9021. request.abort();
  9022. }
  9023. if (retryHandle !== null) {
  9024. clearTimeout(retryHandle);
  9025. retryHandle = null;
  9026. }
  9027. };
  9028. var retryLoop = function (retryIndex) {
  9029. request.open('GET', loadUrl, true);
  9030. if (useArrayBuffer) {
  9031. request.responseType = "arraybuffer";
  9032. }
  9033. if (onProgress) {
  9034. request.addEventListener("progress", onProgress);
  9035. }
  9036. var onLoadEnd = function () {
  9037. request.removeEventListener("loadend", onLoadEnd);
  9038. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  9039. fileRequest.onCompleteObservable.clear();
  9040. };
  9041. request.addEventListener("loadend", onLoadEnd);
  9042. var onReadyStateChange = function () {
  9043. if (aborted) {
  9044. return;
  9045. }
  9046. // In case of undefined state in some browsers.
  9047. if (request.readyState === (XMLHttpRequest.DONE || 4)) {
  9048. // Some browsers have issues where onreadystatechange can be called multiple times with the same value.
  9049. request.removeEventListener("readystatechange", onReadyStateChange);
  9050. if (request.status >= 200 && request.status < 300 || (!Tools.IsWindowObjectExist() && (request.status === 0))) {
  9051. onSuccess(!useArrayBuffer ? request.responseText : request.response, request.responseURL);
  9052. return;
  9053. }
  9054. var retryStrategy = Tools.DefaultRetryStrategy;
  9055. if (retryStrategy) {
  9056. var waitTime = retryStrategy(loadUrl, request, retryIndex);
  9057. if (waitTime !== -1) {
  9058. // Prevent the request from completing for retry.
  9059. request.removeEventListener("loadend", onLoadEnd);
  9060. request = new XMLHttpRequest();
  9061. retryHandle = setTimeout(function () { return retryLoop(retryIndex + 1); }, waitTime);
  9062. return;
  9063. }
  9064. }
  9065. var e = new LoadFileError("Error status: " + request.status + " " + request.statusText + " - Unable to load " + loadUrl, request);
  9066. if (onError) {
  9067. onError(request, e);
  9068. }
  9069. else {
  9070. throw e;
  9071. }
  9072. }
  9073. };
  9074. request.addEventListener("readystatechange", onReadyStateChange);
  9075. request.send();
  9076. };
  9077. retryLoop(0);
  9078. };
  9079. // Caching all files
  9080. if (database && database.enableSceneOffline) {
  9081. var noIndexedDB_1 = function () {
  9082. if (!aborted) {
  9083. requestFile();
  9084. }
  9085. };
  9086. var loadFromIndexedDB = function () {
  9087. // TODO: database needs to support aborting and should return a IFileRequest
  9088. if (aborted) {
  9089. return;
  9090. }
  9091. if (database) {
  9092. database.loadFileFromDB(url, function (data) {
  9093. if (!aborted) {
  9094. onSuccess(data);
  9095. }
  9096. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  9097. }, onProgress ? function (event) {
  9098. if (!aborted) {
  9099. onProgress(event);
  9100. }
  9101. } : undefined, noIndexedDB_1, useArrayBuffer);
  9102. }
  9103. };
  9104. database.openAsync(loadFromIndexedDB, noIndexedDB_1);
  9105. }
  9106. else {
  9107. requestFile();
  9108. }
  9109. return fileRequest;
  9110. };
  9111. /**
  9112. * Load a script (identified by an url). When the url returns, the
  9113. * content of this file is added into a new script element, attached to the DOM (body element)
  9114. */
  9115. Tools.LoadScript = function (scriptUrl, onSuccess, onError) {
  9116. var head = document.getElementsByTagName('head')[0];
  9117. var script = document.createElement('script');
  9118. script.type = 'text/javascript';
  9119. script.src = scriptUrl;
  9120. script.onload = function () {
  9121. if (onSuccess) {
  9122. onSuccess();
  9123. }
  9124. };
  9125. script.onerror = function (e) {
  9126. if (onError) {
  9127. onError("Unable to load script '" + scriptUrl + "'", e);
  9128. }
  9129. };
  9130. head.appendChild(script);
  9131. };
  9132. Tools.ReadFileAsDataURL = function (fileToLoad, callback, progressCallback) {
  9133. var reader = new FileReader();
  9134. var request = {
  9135. onCompleteObservable: new BABYLON.Observable(),
  9136. abort: function () { return reader.abort(); },
  9137. };
  9138. reader.onloadend = function (e) {
  9139. request.onCompleteObservable.notifyObservers(request);
  9140. };
  9141. reader.onload = function (e) {
  9142. //target doesn't have result from ts 1.3
  9143. callback(e.target['result']);
  9144. };
  9145. reader.onprogress = progressCallback;
  9146. reader.readAsDataURL(fileToLoad);
  9147. return request;
  9148. };
  9149. Tools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) {
  9150. var reader = new FileReader();
  9151. var request = {
  9152. onCompleteObservable: new BABYLON.Observable(),
  9153. abort: function () { return reader.abort(); },
  9154. };
  9155. reader.onloadend = function (e) { return request.onCompleteObservable.notifyObservers(request); };
  9156. reader.onerror = function (e) {
  9157. Tools.Log("Error while reading file: " + fileToLoad.name);
  9158. callback(JSON.stringify({ autoClear: true, clearColor: [1, 0, 0], ambientColor: [0, 0, 0], gravity: [0, -9.807, 0], meshes: [], cameras: [], lights: [] }));
  9159. };
  9160. reader.onload = function (e) {
  9161. //target doesn't have result from ts 1.3
  9162. callback(e.target['result']);
  9163. };
  9164. if (progressCallBack) {
  9165. reader.onprogress = progressCallBack;
  9166. }
  9167. if (!useArrayBuffer) {
  9168. // Asynchronous read
  9169. reader.readAsText(fileToLoad);
  9170. }
  9171. else {
  9172. reader.readAsArrayBuffer(fileToLoad);
  9173. }
  9174. return request;
  9175. };
  9176. //returns a downloadable url to a file content.
  9177. Tools.FileAsURL = function (content) {
  9178. var fileBlob = new Blob([content]);
  9179. var url = window.URL || window.webkitURL;
  9180. var link = url.createObjectURL(fileBlob);
  9181. return link;
  9182. };
  9183. // Misc.
  9184. Tools.Format = function (value, decimals) {
  9185. if (decimals === void 0) { decimals = 2; }
  9186. return value.toFixed(decimals);
  9187. };
  9188. Tools.CheckExtends = function (v, min, max) {
  9189. if (v.x < min.x)
  9190. min.x = v.x;
  9191. if (v.y < min.y)
  9192. min.y = v.y;
  9193. if (v.z < min.z)
  9194. min.z = v.z;
  9195. if (v.x > max.x)
  9196. max.x = v.x;
  9197. if (v.y > max.y)
  9198. max.y = v.y;
  9199. if (v.z > max.z)
  9200. max.z = v.z;
  9201. };
  9202. Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {
  9203. for (var prop in source) {
  9204. if (prop[0] === "_" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {
  9205. continue;
  9206. }
  9207. if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {
  9208. continue;
  9209. }
  9210. var sourceValue = source[prop];
  9211. var typeOfSourceValue = typeof sourceValue;
  9212. if (typeOfSourceValue === "function") {
  9213. continue;
  9214. }
  9215. try {
  9216. if (typeOfSourceValue === "object") {
  9217. if (sourceValue instanceof Array) {
  9218. destination[prop] = [];
  9219. if (sourceValue.length > 0) {
  9220. if (typeof sourceValue[0] == "object") {
  9221. for (var index = 0; index < sourceValue.length; index++) {
  9222. var clonedValue = cloneValue(sourceValue[index], destination);
  9223. if (destination[prop].indexOf(clonedValue) === -1) { // Test if auto inject was not done
  9224. destination[prop].push(clonedValue);
  9225. }
  9226. }
  9227. }
  9228. else {
  9229. destination[prop] = sourceValue.slice(0);
  9230. }
  9231. }
  9232. }
  9233. else {
  9234. destination[prop] = cloneValue(sourceValue, destination);
  9235. }
  9236. }
  9237. else {
  9238. destination[prop] = sourceValue;
  9239. }
  9240. }
  9241. catch (e) {
  9242. // Just ignore error (it could be because of a read-only property)
  9243. }
  9244. }
  9245. };
  9246. Tools.IsEmpty = function (obj) {
  9247. for (var i in obj) {
  9248. if (obj.hasOwnProperty(i)) {
  9249. return false;
  9250. }
  9251. }
  9252. return true;
  9253. };
  9254. Tools.RegisterTopRootEvents = function (events) {
  9255. for (var index = 0; index < events.length; index++) {
  9256. var event = events[index];
  9257. window.addEventListener(event.name, event.handler, false);
  9258. try {
  9259. if (window.parent) {
  9260. window.parent.addEventListener(event.name, event.handler, false);
  9261. }
  9262. }
  9263. catch (e) {
  9264. // Silently fails...
  9265. }
  9266. }
  9267. };
  9268. Tools.UnregisterTopRootEvents = function (events) {
  9269. for (var index = 0; index < events.length; index++) {
  9270. var event = events[index];
  9271. window.removeEventListener(event.name, event.handler);
  9272. try {
  9273. if (window.parent) {
  9274. window.parent.removeEventListener(event.name, event.handler);
  9275. }
  9276. }
  9277. catch (e) {
  9278. // Silently fails...
  9279. }
  9280. }
  9281. };
  9282. Tools.DumpFramebuffer = function (width, height, engine, successCallback, mimeType, fileName) {
  9283. if (mimeType === void 0) { mimeType = "image/png"; }
  9284. // Read the contents of the framebuffer
  9285. var numberOfChannelsByLine = width * 4;
  9286. var halfHeight = height / 2;
  9287. //Reading datas from WebGL
  9288. var data = engine.readPixels(0, 0, width, height);
  9289. //To flip image on Y axis.
  9290. for (var i = 0; i < halfHeight; i++) {
  9291. for (var j = 0; j < numberOfChannelsByLine; j++) {
  9292. var currentCell = j + i * numberOfChannelsByLine;
  9293. var targetLine = height - i - 1;
  9294. var targetCell = j + targetLine * numberOfChannelsByLine;
  9295. var temp = data[currentCell];
  9296. data[currentCell] = data[targetCell];
  9297. data[targetCell] = temp;
  9298. }
  9299. }
  9300. // Create a 2D canvas to store the result
  9301. if (!screenshotCanvas) {
  9302. screenshotCanvas = document.createElement('canvas');
  9303. }
  9304. screenshotCanvas.width = width;
  9305. screenshotCanvas.height = height;
  9306. var context = screenshotCanvas.getContext('2d');
  9307. if (context) {
  9308. // Copy the pixels to a 2D canvas
  9309. var imageData = context.createImageData(width, height);
  9310. var castData = (imageData.data);
  9311. castData.set(data);
  9312. context.putImageData(imageData, 0, 0);
  9313. Tools.EncodeScreenshotCanvasData(successCallback, mimeType, fileName);
  9314. }
  9315. };
  9316. Tools.EncodeScreenshotCanvasData = function (successCallback, mimeType, fileName) {
  9317. if (mimeType === void 0) { mimeType = "image/png"; }
  9318. var base64Image = screenshotCanvas.toDataURL(mimeType);
  9319. if (successCallback) {
  9320. successCallback(base64Image);
  9321. }
  9322. else {
  9323. // We need HTMLCanvasElement.toBlob for HD screenshots
  9324. if (!screenshotCanvas.toBlob) {
  9325. // low performance polyfill based on toDataURL (https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob)
  9326. screenshotCanvas.toBlob = function (callback, type, quality) {
  9327. var _this = this;
  9328. setTimeout(function () {
  9329. var binStr = atob(_this.toDataURL(type, quality).split(',')[1]), len = binStr.length, arr = new Uint8Array(len);
  9330. for (var i = 0; i < len; i++) {
  9331. arr[i] = binStr.charCodeAt(i);
  9332. }
  9333. callback(new Blob([arr], { type: type || 'image/png' }));
  9334. });
  9335. };
  9336. }
  9337. screenshotCanvas.toBlob(function (blob) {
  9338. var url = URL.createObjectURL(blob);
  9339. //Creating a link if the browser have the download attribute on the a tag, to automatically start download generated image.
  9340. if (("download" in document.createElement("a"))) {
  9341. var a = window.document.createElement("a");
  9342. a.href = url;
  9343. if (fileName) {
  9344. a.setAttribute("download", fileName);
  9345. }
  9346. else {
  9347. var date = new Date();
  9348. var stringDate = (date.getFullYear() + "-" + (date.getMonth() + 1)).slice(-2) + "-" + date.getDate() + "_" + date.getHours() + "-" + ('0' + date.getMinutes()).slice(-2);
  9349. a.setAttribute("download", "screenshot_" + stringDate + ".png");
  9350. }
  9351. window.document.body.appendChild(a);
  9352. a.addEventListener("click", function () {
  9353. if (a.parentElement) {
  9354. a.parentElement.removeChild(a);
  9355. }
  9356. });
  9357. a.click();
  9358. }
  9359. else {
  9360. var newWindow = window.open("");
  9361. if (!newWindow)
  9362. return;
  9363. var img = newWindow.document.createElement("img");
  9364. img.onload = function () {
  9365. // no longer need to read the blob so it's revoked
  9366. URL.revokeObjectURL(url);
  9367. };
  9368. img.src = url;
  9369. newWindow.document.body.appendChild(img);
  9370. }
  9371. });
  9372. }
  9373. };
  9374. Tools.CreateScreenshot = function (engine, camera, size, successCallback, mimeType) {
  9375. if (mimeType === void 0) { mimeType = "image/png"; }
  9376. var width;
  9377. var height;
  9378. // If a precision value is specified
  9379. if (size.precision) {
  9380. width = Math.round(engine.getRenderWidth() * size.precision);
  9381. height = Math.round(width / engine.getAspectRatio(camera));
  9382. }
  9383. else if (size.width && size.height) {
  9384. width = size.width;
  9385. height = size.height;
  9386. }
  9387. //If passing only width, computing height to keep display canvas ratio.
  9388. else if (size.width && !size.height) {
  9389. width = size.width;
  9390. height = Math.round(width / engine.getAspectRatio(camera));
  9391. }
  9392. //If passing only height, computing width to keep display canvas ratio.
  9393. else if (size.height && !size.width) {
  9394. height = size.height;
  9395. width = Math.round(height * engine.getAspectRatio(camera));
  9396. }
  9397. //Assuming here that "size" parameter is a number
  9398. else if (!isNaN(size)) {
  9399. height = size;
  9400. width = size;
  9401. }
  9402. else {
  9403. Tools.Error("Invalid 'size' parameter !");
  9404. return;
  9405. }
  9406. if (!screenshotCanvas) {
  9407. screenshotCanvas = document.createElement('canvas');
  9408. }
  9409. screenshotCanvas.width = width;
  9410. screenshotCanvas.height = height;
  9411. var renderContext = screenshotCanvas.getContext("2d");
  9412. var ratio = engine.getRenderWidth() / engine.getRenderHeight();
  9413. var newWidth = width;
  9414. var newHeight = newWidth / ratio;
  9415. if (newHeight > height) {
  9416. newHeight = height;
  9417. newWidth = newHeight * ratio;
  9418. }
  9419. var offsetX = Math.max(0, width - newWidth) / 2;
  9420. var offsetY = Math.max(0, height - newHeight) / 2;
  9421. var renderingCanvas = engine.getRenderingCanvas();
  9422. if (renderContext && renderingCanvas) {
  9423. renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);
  9424. }
  9425. Tools.EncodeScreenshotCanvasData(successCallback, mimeType);
  9426. };
  9427. /**
  9428. * Generates an image screenshot from the specified camera.
  9429. *
  9430. * @param engine The engine to use for rendering
  9431. * @param camera The camera to use for rendering
  9432. * @param size This parameter can be set to a single number or to an object with the
  9433. * following (optional) properties: precision, width, height. If a single number is passed,
  9434. * it will be used for both width and height. If an object is passed, the screenshot size
  9435. * will be derived from the parameters. The precision property is a multiplier allowing
  9436. * rendering at a higher or lower resolution.
  9437. * @param successCallback The callback receives a single parameter which contains the
  9438. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  9439. * src parameter of an <img> to display it.
  9440. * @param mimeType The MIME type of the screenshot image (default: image/png).
  9441. * Check your browser for supported MIME types.
  9442. * @param samples Texture samples (default: 1)
  9443. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  9444. * @param fileName A name for for the downloaded file.
  9445. * @constructor
  9446. */
  9447. Tools.CreateScreenshotUsingRenderTarget = function (engine, camera, size, successCallback, mimeType, samples, antialiasing, fileName) {
  9448. if (mimeType === void 0) { mimeType = "image/png"; }
  9449. if (samples === void 0) { samples = 1; }
  9450. if (antialiasing === void 0) { antialiasing = false; }
  9451. var width;
  9452. var height;
  9453. //If a precision value is specified
  9454. if (size.precision) {
  9455. width = Math.round(engine.getRenderWidth() * size.precision);
  9456. height = Math.round(width / engine.getAspectRatio(camera));
  9457. size = { width: width, height: height };
  9458. }
  9459. else if (size.width && size.height) {
  9460. width = size.width;
  9461. height = size.height;
  9462. }
  9463. //If passing only width, computing height to keep display canvas ratio.
  9464. else if (size.width && !size.height) {
  9465. width = size.width;
  9466. height = Math.round(width / engine.getAspectRatio(camera));
  9467. size = { width: width, height: height };
  9468. }
  9469. //If passing only height, computing width to keep display canvas ratio.
  9470. else if (size.height && !size.width) {
  9471. height = size.height;
  9472. width = Math.round(height * engine.getAspectRatio(camera));
  9473. size = { width: width, height: height };
  9474. }
  9475. //Assuming here that "size" parameter is a number
  9476. else if (!isNaN(size)) {
  9477. height = size;
  9478. width = size;
  9479. }
  9480. else {
  9481. Tools.Error("Invalid 'size' parameter !");
  9482. return;
  9483. }
  9484. var scene = camera.getScene();
  9485. var previousCamera = null;
  9486. if (scene.activeCamera !== camera) {
  9487. previousCamera = scene.activeCamera;
  9488. scene.activeCamera = camera;
  9489. }
  9490. //At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)
  9491. var texture = new BABYLON.RenderTargetTexture("screenShot", size, scene, false, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  9492. texture.renderList = null;
  9493. texture.samples = samples;
  9494. if (antialiasing) {
  9495. texture.addPostProcess(new BABYLON.FxaaPostProcess('antialiasing', 1.0, scene.activeCamera));
  9496. }
  9497. texture.onAfterRenderObservable.add(function () {
  9498. Tools.DumpFramebuffer(width, height, engine, successCallback, mimeType, fileName);
  9499. });
  9500. scene.incrementRenderId();
  9501. scene.resetCachedMaterial();
  9502. texture.render(true);
  9503. texture.dispose();
  9504. if (previousCamera) {
  9505. scene.activeCamera = previousCamera;
  9506. }
  9507. camera.getProjectionMatrix(true); // Force cache refresh;
  9508. };
  9509. // XHR response validator for local file scenario
  9510. Tools.ValidateXHRData = function (xhr, dataType) {
  9511. // 1 for text (.babylon, manifest and shaders), 2 for TGA, 4 for DDS, 7 for all
  9512. if (dataType === void 0) { dataType = 7; }
  9513. try {
  9514. if (dataType & 1) {
  9515. if (xhr.responseText && xhr.responseText.length > 0) {
  9516. return true;
  9517. }
  9518. else if (dataType === 1) {
  9519. return false;
  9520. }
  9521. }
  9522. if (dataType & 2) {
  9523. // Check header width and height since there is no "TGA" magic number
  9524. var tgaHeader = BABYLON.TGATools.GetTGAHeader(xhr.response);
  9525. if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {
  9526. return true;
  9527. }
  9528. else if (dataType === 2) {
  9529. return false;
  9530. }
  9531. }
  9532. if (dataType & 4) {
  9533. // Check for the "DDS" magic number
  9534. var ddsHeader = new Uint8Array(xhr.response, 0, 3);
  9535. if (ddsHeader[0] === 68 && ddsHeader[1] === 68 && ddsHeader[2] === 83) {
  9536. return true;
  9537. }
  9538. else {
  9539. return false;
  9540. }
  9541. }
  9542. }
  9543. catch (e) {
  9544. // Global protection
  9545. }
  9546. return false;
  9547. };
  9548. /**
  9549. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  9550. * Be aware Math.random() could cause collisions, but:
  9551. * "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"
  9552. */
  9553. Tools.RandomId = function () {
  9554. return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
  9555. var r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8);
  9556. return v.toString(16);
  9557. });
  9558. };
  9559. /**
  9560. * Test if the given uri is a base64 string.
  9561. * @param uri The uri to test
  9562. * @return True if the uri is a base64 string or false otherwise.
  9563. */
  9564. Tools.IsBase64 = function (uri) {
  9565. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  9566. };
  9567. /**
  9568. * Decode the given base64 uri.
  9569. * @param uri The uri to decode
  9570. * @return The decoded base64 data.
  9571. */
  9572. Tools.DecodeBase64 = function (uri) {
  9573. var decodedString = atob(uri.split(",")[1]);
  9574. var bufferLength = decodedString.length;
  9575. var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
  9576. for (var i = 0; i < bufferLength; i++) {
  9577. bufferView[i] = decodedString.charCodeAt(i);
  9578. }
  9579. return bufferView.buffer;
  9580. };
  9581. Object.defineProperty(Tools, "NoneLogLevel", {
  9582. get: function () {
  9583. return Tools._NoneLogLevel;
  9584. },
  9585. enumerable: true,
  9586. configurable: true
  9587. });
  9588. Object.defineProperty(Tools, "MessageLogLevel", {
  9589. get: function () {
  9590. return Tools._MessageLogLevel;
  9591. },
  9592. enumerable: true,
  9593. configurable: true
  9594. });
  9595. Object.defineProperty(Tools, "WarningLogLevel", {
  9596. get: function () {
  9597. return Tools._WarningLogLevel;
  9598. },
  9599. enumerable: true,
  9600. configurable: true
  9601. });
  9602. Object.defineProperty(Tools, "ErrorLogLevel", {
  9603. get: function () {
  9604. return Tools._ErrorLogLevel;
  9605. },
  9606. enumerable: true,
  9607. configurable: true
  9608. });
  9609. Object.defineProperty(Tools, "AllLogLevel", {
  9610. get: function () {
  9611. return Tools._MessageLogLevel | Tools._WarningLogLevel | Tools._ErrorLogLevel;
  9612. },
  9613. enumerable: true,
  9614. configurable: true
  9615. });
  9616. Tools._AddLogEntry = function (entry) {
  9617. Tools._LogCache = entry + Tools._LogCache;
  9618. if (Tools.OnNewCacheEntry) {
  9619. Tools.OnNewCacheEntry(entry);
  9620. }
  9621. };
  9622. Tools._FormatMessage = function (message) {
  9623. var padStr = function (i) { return (i < 10) ? "0" + i : "" + i; };
  9624. var date = new Date();
  9625. return "[" + padStr(date.getHours()) + ":" + padStr(date.getMinutes()) + ":" + padStr(date.getSeconds()) + "]: " + message;
  9626. };
  9627. Tools._LogDisabled = function (message) {
  9628. // nothing to do
  9629. };
  9630. Tools._LogEnabled = function (message) {
  9631. var formattedMessage = Tools._FormatMessage(message);
  9632. console.log("BJS - " + formattedMessage);
  9633. var entry = "<div style='color:white'>" + formattedMessage + "</div><br>";
  9634. Tools._AddLogEntry(entry);
  9635. };
  9636. Tools._WarnDisabled = function (message) {
  9637. // nothing to do
  9638. };
  9639. Tools._WarnEnabled = function (message) {
  9640. var formattedMessage = Tools._FormatMessage(message);
  9641. console.warn("BJS - " + formattedMessage);
  9642. var entry = "<div style='color:orange'>" + formattedMessage + "</div><br>";
  9643. Tools._AddLogEntry(entry);
  9644. };
  9645. Tools._ErrorDisabled = function (message) {
  9646. // nothing to do
  9647. };
  9648. Tools._ErrorEnabled = function (message) {
  9649. Tools.errorsCount++;
  9650. var formattedMessage = Tools._FormatMessage(message);
  9651. console.error("BJS - " + formattedMessage);
  9652. var entry = "<div style='color:red'>" + formattedMessage + "</div><br>";
  9653. Tools._AddLogEntry(entry);
  9654. };
  9655. Object.defineProperty(Tools, "LogCache", {
  9656. get: function () {
  9657. return Tools._LogCache;
  9658. },
  9659. enumerable: true,
  9660. configurable: true
  9661. });
  9662. Tools.ClearLogCache = function () {
  9663. Tools._LogCache = "";
  9664. Tools.errorsCount = 0;
  9665. };
  9666. Object.defineProperty(Tools, "LogLevels", {
  9667. set: function (level) {
  9668. if ((level & Tools.MessageLogLevel) === Tools.MessageLogLevel) {
  9669. Tools.Log = Tools._LogEnabled;
  9670. }
  9671. else {
  9672. Tools.Log = Tools._LogDisabled;
  9673. }
  9674. if ((level & Tools.WarningLogLevel) === Tools.WarningLogLevel) {
  9675. Tools.Warn = Tools._WarnEnabled;
  9676. }
  9677. else {
  9678. Tools.Warn = Tools._WarnDisabled;
  9679. }
  9680. if ((level & Tools.ErrorLogLevel) === Tools.ErrorLogLevel) {
  9681. Tools.Error = Tools._ErrorEnabled;
  9682. }
  9683. else {
  9684. Tools.Error = Tools._ErrorDisabled;
  9685. }
  9686. },
  9687. enumerable: true,
  9688. configurable: true
  9689. });
  9690. Tools.IsWindowObjectExist = function () {
  9691. return (typeof window) !== "undefined";
  9692. };
  9693. Object.defineProperty(Tools, "PerformanceNoneLogLevel", {
  9694. get: function () {
  9695. return Tools._PerformanceNoneLogLevel;
  9696. },
  9697. enumerable: true,
  9698. configurable: true
  9699. });
  9700. Object.defineProperty(Tools, "PerformanceUserMarkLogLevel", {
  9701. get: function () {
  9702. return Tools._PerformanceUserMarkLogLevel;
  9703. },
  9704. enumerable: true,
  9705. configurable: true
  9706. });
  9707. Object.defineProperty(Tools, "PerformanceConsoleLogLevel", {
  9708. get: function () {
  9709. return Tools._PerformanceConsoleLogLevel;
  9710. },
  9711. enumerable: true,
  9712. configurable: true
  9713. });
  9714. Object.defineProperty(Tools, "PerformanceLogLevel", {
  9715. set: function (level) {
  9716. if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) {
  9717. Tools.StartPerformanceCounter = Tools._StartUserMark;
  9718. Tools.EndPerformanceCounter = Tools._EndUserMark;
  9719. return;
  9720. }
  9721. if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) {
  9722. Tools.StartPerformanceCounter = Tools._StartPerformanceConsole;
  9723. Tools.EndPerformanceCounter = Tools._EndPerformanceConsole;
  9724. return;
  9725. }
  9726. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  9727. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  9728. },
  9729. enumerable: true,
  9730. configurable: true
  9731. });
  9732. Tools._StartPerformanceCounterDisabled = function (counterName, condition) {
  9733. };
  9734. Tools._EndPerformanceCounterDisabled = function (counterName, condition) {
  9735. };
  9736. Tools._StartUserMark = function (counterName, condition) {
  9737. if (condition === void 0) { condition = true; }
  9738. if (!Tools._performance) {
  9739. if (!Tools.IsWindowObjectExist()) {
  9740. return;
  9741. }
  9742. Tools._performance = window.performance;
  9743. }
  9744. if (!condition || !Tools._performance.mark) {
  9745. return;
  9746. }
  9747. Tools._performance.mark(counterName + "-Begin");
  9748. };
  9749. Tools._EndUserMark = function (counterName, condition) {
  9750. if (condition === void 0) { condition = true; }
  9751. if (!condition || !Tools._performance.mark) {
  9752. return;
  9753. }
  9754. Tools._performance.mark(counterName + "-End");
  9755. Tools._performance.measure(counterName, counterName + "-Begin", counterName + "-End");
  9756. };
  9757. Tools._StartPerformanceConsole = function (counterName, condition) {
  9758. if (condition === void 0) { condition = true; }
  9759. if (!condition) {
  9760. return;
  9761. }
  9762. Tools._StartUserMark(counterName, condition);
  9763. if (console.time) {
  9764. console.time(counterName);
  9765. }
  9766. };
  9767. Tools._EndPerformanceConsole = function (counterName, condition) {
  9768. if (condition === void 0) { condition = true; }
  9769. if (!condition) {
  9770. return;
  9771. }
  9772. Tools._EndUserMark(counterName, condition);
  9773. if (console.time) {
  9774. console.timeEnd(counterName);
  9775. }
  9776. };
  9777. Object.defineProperty(Tools, "Now", {
  9778. get: function () {
  9779. if (Tools.IsWindowObjectExist() && window.performance && window.performance.now) {
  9780. return window.performance.now();
  9781. }
  9782. return Date.now();
  9783. },
  9784. enumerable: true,
  9785. configurable: true
  9786. });
  9787. /**
  9788. * This method will return the name of the class used to create the instance of the given object.
  9789. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  9790. * @param object the object to get the class name from
  9791. * @return the name of the class, will be "object" for a custom data type not using the @className decorator
  9792. */
  9793. Tools.GetClassName = function (object, isType) {
  9794. if (isType === void 0) { isType = false; }
  9795. var name = null;
  9796. if (!isType && object.getClassName) {
  9797. name = object.getClassName();
  9798. }
  9799. else {
  9800. if (object instanceof Object) {
  9801. var classObj = isType ? object : Object.getPrototypeOf(object);
  9802. name = classObj.constructor["__bjsclassName__"];
  9803. }
  9804. if (!name) {
  9805. name = typeof object;
  9806. }
  9807. }
  9808. return name;
  9809. };
  9810. Tools.First = function (array, predicate) {
  9811. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  9812. var el = array_1[_i];
  9813. if (predicate(el)) {
  9814. return el;
  9815. }
  9816. }
  9817. return null;
  9818. };
  9819. /**
  9820. * This method will return the name of the full name of the class, including its owning module (if any).
  9821. * 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).
  9822. * @param object the object to get the class name from
  9823. * @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.
  9824. */
  9825. Tools.getFullClassName = function (object, isType) {
  9826. if (isType === void 0) { isType = false; }
  9827. var className = null;
  9828. var moduleName = null;
  9829. if (!isType && object.getClassName) {
  9830. className = object.getClassName();
  9831. }
  9832. else {
  9833. if (object instanceof Object) {
  9834. var classObj = isType ? object : Object.getPrototypeOf(object);
  9835. className = classObj.constructor["__bjsclassName__"];
  9836. moduleName = classObj.constructor["__bjsmoduleName__"];
  9837. }
  9838. if (!className) {
  9839. className = typeof object;
  9840. }
  9841. }
  9842. if (!className) {
  9843. return null;
  9844. }
  9845. return ((moduleName != null) ? (moduleName + ".") : "") + className;
  9846. };
  9847. /**
  9848. * This method can be used with hashCodeFromStream when your input is an array of values that are either: number, string, boolean or custom type implementing the getHashCode():number method.
  9849. * @param array
  9850. */
  9851. Tools.arrayOrStringFeeder = function (array) {
  9852. return function (index) {
  9853. if (index >= array.length) {
  9854. return null;
  9855. }
  9856. var val = array.charCodeAt ? array.charCodeAt(index) : array[index];
  9857. if (val && val.getHashCode) {
  9858. val = val.getHashCode();
  9859. }
  9860. if (typeof val === "string") {
  9861. return Tools.hashCodeFromStream(Tools.arrayOrStringFeeder(val));
  9862. }
  9863. return val;
  9864. };
  9865. };
  9866. /**
  9867. * Compute the hashCode of a stream of number
  9868. * To compute the HashCode on a string or an Array of data types implementing the getHashCode() method, use the arrayOrStringFeeder method.
  9869. * @param feeder a callback that will be called until it returns null, each valid returned values will be used to compute the hash code.
  9870. * @return the hash code computed
  9871. */
  9872. Tools.hashCodeFromStream = function (feeder) {
  9873. // Based from here: http://stackoverflow.com/a/7616484/802124
  9874. var hash = 0;
  9875. var index = 0;
  9876. var chr = feeder(index++);
  9877. while (chr != null) {
  9878. hash = ((hash << 5) - hash) + chr;
  9879. hash |= 0; // Convert to 32bit integer
  9880. chr = feeder(index++);
  9881. }
  9882. return hash;
  9883. };
  9884. /**
  9885. * Returns a promise that resolves after the given amount of time.
  9886. * @param delay Number of milliseconds to delay
  9887. * @returns Promise that resolves after the given amount of time
  9888. */
  9889. Tools.DelayAsync = function (delay) {
  9890. return new Promise(function (resolve) {
  9891. setTimeout(function () {
  9892. resolve();
  9893. }, delay);
  9894. });
  9895. };
  9896. Tools.BaseUrl = "";
  9897. Tools.DefaultRetryStrategy = RetryStrategy.ExponentialBackoff();
  9898. /**
  9899. * Default behaviour for cors in the application.
  9900. * It can be a string if the expected behavior is identical in the entire app.
  9901. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  9902. */
  9903. Tools.CorsBehavior = "anonymous";
  9904. Tools.UseFallbackTexture = true;
  9905. /**
  9906. * Use this object to register external classes like custom textures or material
  9907. * to allow the laoders to instantiate them
  9908. */
  9909. Tools.RegisteredExternalClasses = {};
  9910. // Used in case of a texture loading problem
  9911. Tools.fallbackTexture = "data:image/jpg;base64,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";
  9912. Tools._tmpFloatArray = new Float32Array(1);
  9913. Tools.PreprocessUrl = function (url) {
  9914. return url;
  9915. };
  9916. // Logs
  9917. Tools._NoneLogLevel = 0;
  9918. Tools._MessageLogLevel = 1;
  9919. Tools._WarningLogLevel = 2;
  9920. Tools._ErrorLogLevel = 4;
  9921. Tools._LogCache = "";
  9922. Tools.errorsCount = 0;
  9923. Tools.Log = Tools._LogEnabled;
  9924. Tools.Warn = Tools._WarnEnabled;
  9925. Tools.Error = Tools._ErrorEnabled;
  9926. // Performances
  9927. Tools._PerformanceNoneLogLevel = 0;
  9928. Tools._PerformanceUserMarkLogLevel = 1;
  9929. Tools._PerformanceConsoleLogLevel = 2;
  9930. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  9931. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  9932. return Tools;
  9933. }());
  9934. BABYLON.Tools = Tools;
  9935. /**
  9936. * This class is used to track a performance counter which is number based.
  9937. * The user has access to many properties which give statistics of different nature
  9938. *
  9939. * The implementer can track two kinds of Performance Counter: time and count
  9940. * 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.
  9941. * 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.
  9942. */
  9943. var PerfCounter = /** @class */ (function () {
  9944. function PerfCounter() {
  9945. this._startMonitoringTime = 0;
  9946. this._min = 0;
  9947. this._max = 0;
  9948. this._average = 0;
  9949. this._lastSecAverage = 0;
  9950. this._current = 0;
  9951. this._totalValueCount = 0;
  9952. this._totalAccumulated = 0;
  9953. this._lastSecAccumulated = 0;
  9954. this._lastSecTime = 0;
  9955. this._lastSecValueCount = 0;
  9956. }
  9957. Object.defineProperty(PerfCounter.prototype, "min", {
  9958. /**
  9959. * Returns the smallest value ever
  9960. */
  9961. get: function () {
  9962. return this._min;
  9963. },
  9964. enumerable: true,
  9965. configurable: true
  9966. });
  9967. Object.defineProperty(PerfCounter.prototype, "max", {
  9968. /**
  9969. * Returns the biggest value ever
  9970. */
  9971. get: function () {
  9972. return this._max;
  9973. },
  9974. enumerable: true,
  9975. configurable: true
  9976. });
  9977. Object.defineProperty(PerfCounter.prototype, "average", {
  9978. /**
  9979. * Returns the average value since the performance counter is running
  9980. */
  9981. get: function () {
  9982. return this._average;
  9983. },
  9984. enumerable: true,
  9985. configurable: true
  9986. });
  9987. Object.defineProperty(PerfCounter.prototype, "lastSecAverage", {
  9988. /**
  9989. * Returns the average value of the last second the counter was monitored
  9990. */
  9991. get: function () {
  9992. return this._lastSecAverage;
  9993. },
  9994. enumerable: true,
  9995. configurable: true
  9996. });
  9997. Object.defineProperty(PerfCounter.prototype, "current", {
  9998. /**
  9999. * Returns the current value
  10000. */
  10001. get: function () {
  10002. return this._current;
  10003. },
  10004. enumerable: true,
  10005. configurable: true
  10006. });
  10007. Object.defineProperty(PerfCounter.prototype, "total", {
  10008. get: function () {
  10009. return this._totalAccumulated;
  10010. },
  10011. enumerable: true,
  10012. configurable: true
  10013. });
  10014. Object.defineProperty(PerfCounter.prototype, "count", {
  10015. get: function () {
  10016. return this._totalValueCount;
  10017. },
  10018. enumerable: true,
  10019. configurable: true
  10020. });
  10021. /**
  10022. * Call this method to start monitoring a new frame.
  10023. * 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.
  10024. */
  10025. PerfCounter.prototype.fetchNewFrame = function () {
  10026. this._totalValueCount++;
  10027. this._current = 0;
  10028. this._lastSecValueCount++;
  10029. };
  10030. /**
  10031. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  10032. * @param newCount the count value to add to the monitored count
  10033. * @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.
  10034. */
  10035. PerfCounter.prototype.addCount = function (newCount, fetchResult) {
  10036. if (!PerfCounter.Enabled) {
  10037. return;
  10038. }
  10039. this._current += newCount;
  10040. if (fetchResult) {
  10041. this._fetchResult();
  10042. }
  10043. };
  10044. /**
  10045. * Start monitoring this performance counter
  10046. */
  10047. PerfCounter.prototype.beginMonitoring = function () {
  10048. if (!PerfCounter.Enabled) {
  10049. return;
  10050. }
  10051. this._startMonitoringTime = Tools.Now;
  10052. };
  10053. /**
  10054. * Compute the time lapsed since the previous beginMonitoring() call.
  10055. * @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
  10056. */
  10057. PerfCounter.prototype.endMonitoring = function (newFrame) {
  10058. if (newFrame === void 0) { newFrame = true; }
  10059. if (!PerfCounter.Enabled) {
  10060. return;
  10061. }
  10062. if (newFrame) {
  10063. this.fetchNewFrame();
  10064. }
  10065. var currentTime = Tools.Now;
  10066. this._current = currentTime - this._startMonitoringTime;
  10067. if (newFrame) {
  10068. this._fetchResult();
  10069. }
  10070. };
  10071. PerfCounter.prototype._fetchResult = function () {
  10072. this._totalAccumulated += this._current;
  10073. this._lastSecAccumulated += this._current;
  10074. // Min/Max update
  10075. this._min = Math.min(this._min, this._current);
  10076. this._max = Math.max(this._max, this._current);
  10077. this._average = this._totalAccumulated / this._totalValueCount;
  10078. // Reset last sec?
  10079. var now = Tools.Now;
  10080. if ((now - this._lastSecTime) > 1000) {
  10081. this._lastSecAverage = this._lastSecAccumulated / this._lastSecValueCount;
  10082. this._lastSecTime = now;
  10083. this._lastSecAccumulated = 0;
  10084. this._lastSecValueCount = 0;
  10085. }
  10086. };
  10087. PerfCounter.Enabled = true;
  10088. return PerfCounter;
  10089. }());
  10090. BABYLON.PerfCounter = PerfCounter;
  10091. /**
  10092. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  10093. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  10094. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  10095. * @param name The name of the class, case should be preserved
  10096. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  10097. */
  10098. function className(name, module) {
  10099. return function (target) {
  10100. target["__bjsclassName__"] = name;
  10101. target["__bjsmoduleName__"] = (module != null) ? module : null;
  10102. };
  10103. }
  10104. BABYLON.className = className;
  10105. /**
  10106. * An implementation of a loop for asynchronous functions.
  10107. */
  10108. var AsyncLoop = /** @class */ (function () {
  10109. /**
  10110. * Constroctor.
  10111. * @param iterations the number of iterations.
  10112. * @param _fn the function to run each iteration
  10113. * @param _successCallback the callback that will be called upon succesful execution
  10114. * @param offset starting offset.
  10115. */
  10116. function AsyncLoop(iterations, _fn, _successCallback, offset) {
  10117. if (offset === void 0) { offset = 0; }
  10118. this.iterations = iterations;
  10119. this._fn = _fn;
  10120. this._successCallback = _successCallback;
  10121. this.index = offset - 1;
  10122. this._done = false;
  10123. }
  10124. /**
  10125. * Execute the next iteration. Must be called after the last iteration was finished.
  10126. */
  10127. AsyncLoop.prototype.executeNext = function () {
  10128. if (!this._done) {
  10129. if (this.index + 1 < this.iterations) {
  10130. ++this.index;
  10131. this._fn(this);
  10132. }
  10133. else {
  10134. this.breakLoop();
  10135. }
  10136. }
  10137. };
  10138. /**
  10139. * Break the loop and run the success callback.
  10140. */
  10141. AsyncLoop.prototype.breakLoop = function () {
  10142. this._done = true;
  10143. this._successCallback();
  10144. };
  10145. /**
  10146. * Helper function
  10147. */
  10148. AsyncLoop.Run = function (iterations, _fn, _successCallback, offset) {
  10149. if (offset === void 0) { offset = 0; }
  10150. var loop = new AsyncLoop(iterations, _fn, _successCallback, offset);
  10151. loop.executeNext();
  10152. return loop;
  10153. };
  10154. /**
  10155. * A for-loop that will run a given number of iterations synchronous and the rest async.
  10156. * @param iterations total number of iterations
  10157. * @param syncedIterations number of synchronous iterations in each async iteration.
  10158. * @param fn the function to call each iteration.
  10159. * @param callback a success call back that will be called when iterating stops.
  10160. * @param breakFunction a break condition (optional)
  10161. * @param timeout timeout settings for the setTimeout function. default - 0.
  10162. * @constructor
  10163. */
  10164. AsyncLoop.SyncAsyncForLoop = function (iterations, syncedIterations, fn, callback, breakFunction, timeout) {
  10165. if (timeout === void 0) { timeout = 0; }
  10166. AsyncLoop.Run(Math.ceil(iterations / syncedIterations), function (loop) {
  10167. if (breakFunction && breakFunction())
  10168. loop.breakLoop();
  10169. else {
  10170. setTimeout(function () {
  10171. for (var i = 0; i < syncedIterations; ++i) {
  10172. var iteration = (loop.index * syncedIterations) + i;
  10173. if (iteration >= iterations)
  10174. break;
  10175. fn(iteration);
  10176. if (breakFunction && breakFunction()) {
  10177. loop.breakLoop();
  10178. break;
  10179. }
  10180. }
  10181. loop.executeNext();
  10182. }, timeout);
  10183. }
  10184. }, callback);
  10185. };
  10186. return AsyncLoop;
  10187. }());
  10188. BABYLON.AsyncLoop = AsyncLoop;
  10189. })(BABYLON || (BABYLON = {}));
  10190. //# sourceMappingURL=babylon.tools.js.map
  10191. var BABYLON;
  10192. (function (BABYLON) {
  10193. var PromiseStates;
  10194. (function (PromiseStates) {
  10195. PromiseStates[PromiseStates["Pending"] = 0] = "Pending";
  10196. PromiseStates[PromiseStates["Fulfilled"] = 1] = "Fulfilled";
  10197. PromiseStates[PromiseStates["Rejected"] = 2] = "Rejected";
  10198. })(PromiseStates || (PromiseStates = {}));
  10199. var FulFillmentAgregator = /** @class */ (function () {
  10200. function FulFillmentAgregator() {
  10201. this.count = 0;
  10202. this.target = 0;
  10203. this.results = [];
  10204. }
  10205. return FulFillmentAgregator;
  10206. }());
  10207. var InternalPromise = /** @class */ (function () {
  10208. function InternalPromise(resolver) {
  10209. var _this = this;
  10210. this._state = PromiseStates.Pending;
  10211. this._children = new Array();
  10212. this._rejectWasConsumed = false;
  10213. if (!resolver) {
  10214. return;
  10215. }
  10216. try {
  10217. resolver(function (value) {
  10218. _this._resolve(value);
  10219. }, function (reason) {
  10220. _this._reject(reason);
  10221. });
  10222. }
  10223. catch (e) {
  10224. this._reject(e);
  10225. }
  10226. }
  10227. Object.defineProperty(InternalPromise.prototype, "_result", {
  10228. get: function () {
  10229. return this._resultValue;
  10230. },
  10231. set: function (value) {
  10232. this._resultValue = value;
  10233. if (this._parent && this._parent._result === undefined) {
  10234. this._parent._result = value;
  10235. }
  10236. },
  10237. enumerable: true,
  10238. configurable: true
  10239. });
  10240. InternalPromise.prototype.catch = function (onRejected) {
  10241. return this.then(undefined, onRejected);
  10242. };
  10243. InternalPromise.prototype.then = function (onFulfilled, onRejected) {
  10244. var _this = this;
  10245. var newPromise = new InternalPromise();
  10246. newPromise._onFulfilled = onFulfilled;
  10247. newPromise._onRejected = onRejected;
  10248. // Composition
  10249. this._children.push(newPromise);
  10250. newPromise._parent = this;
  10251. if (this._state !== PromiseStates.Pending) {
  10252. BABYLON.Tools.SetImmediate(function () {
  10253. if (_this._state === PromiseStates.Fulfilled || _this._rejectWasConsumed) {
  10254. var returnedValue = newPromise._resolve(_this._result);
  10255. if (returnedValue !== undefined && returnedValue !== null) {
  10256. if (returnedValue._state !== undefined) {
  10257. var returnedPromise = returnedValue;
  10258. newPromise._children.push(returnedPromise);
  10259. returnedPromise._parent = newPromise;
  10260. newPromise = returnedPromise;
  10261. }
  10262. else {
  10263. newPromise._result = returnedValue;
  10264. }
  10265. }
  10266. }
  10267. else {
  10268. newPromise._reject(_this._reason);
  10269. }
  10270. });
  10271. }
  10272. return newPromise;
  10273. };
  10274. InternalPromise.prototype._moveChildren = function (children) {
  10275. var _this = this;
  10276. (_a = this._children).push.apply(_a, children.splice(0, children.length));
  10277. this._children.forEach(function (child) {
  10278. child._parent = _this;
  10279. });
  10280. if (this._state === PromiseStates.Fulfilled) {
  10281. for (var _i = 0, _b = this._children; _i < _b.length; _i++) {
  10282. var child = _b[_i];
  10283. child._resolve(this._result);
  10284. }
  10285. }
  10286. else if (this._state === PromiseStates.Rejected) {
  10287. for (var _c = 0, _d = this._children; _c < _d.length; _c++) {
  10288. var child = _d[_c];
  10289. child._reject(this._reason);
  10290. }
  10291. }
  10292. var _a;
  10293. };
  10294. InternalPromise.prototype._resolve = function (value) {
  10295. try {
  10296. this._state = PromiseStates.Fulfilled;
  10297. var returnedValue = null;
  10298. if (this._onFulfilled) {
  10299. returnedValue = this._onFulfilled(value);
  10300. }
  10301. if (returnedValue !== undefined && returnedValue !== null) {
  10302. if (returnedValue._state !== undefined) {
  10303. // Transmit children
  10304. var returnedPromise = returnedValue;
  10305. returnedPromise._parent = this;
  10306. returnedPromise._moveChildren(this._children);
  10307. value = returnedPromise._result;
  10308. }
  10309. else {
  10310. value = returnedValue;
  10311. }
  10312. }
  10313. this._result = value;
  10314. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  10315. var child = _a[_i];
  10316. child._resolve(value);
  10317. }
  10318. this._children.length = 0;
  10319. delete this._onFulfilled;
  10320. delete this._onRejected;
  10321. }
  10322. catch (e) {
  10323. this._reject(e, true);
  10324. }
  10325. };
  10326. InternalPromise.prototype._reject = function (reason, onLocalThrow) {
  10327. if (onLocalThrow === void 0) { onLocalThrow = false; }
  10328. this._state = PromiseStates.Rejected;
  10329. this._reason = reason;
  10330. if (this._onRejected && !onLocalThrow) {
  10331. try {
  10332. this._onRejected(reason);
  10333. this._rejectWasConsumed = true;
  10334. }
  10335. catch (e) {
  10336. reason = e;
  10337. }
  10338. }
  10339. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  10340. var child = _a[_i];
  10341. if (this._rejectWasConsumed) {
  10342. child._resolve(null);
  10343. }
  10344. else {
  10345. child._reject(reason);
  10346. }
  10347. }
  10348. this._children.length = 0;
  10349. delete this._onFulfilled;
  10350. delete this._onRejected;
  10351. };
  10352. InternalPromise.resolve = function (value) {
  10353. var newPromise = new InternalPromise();
  10354. newPromise._resolve(value);
  10355. return newPromise;
  10356. };
  10357. InternalPromise._RegisterForFulfillment = function (promise, agregator, index) {
  10358. promise.then(function (value) {
  10359. agregator.results[index] = value;
  10360. agregator.count++;
  10361. if (agregator.count === agregator.target) {
  10362. agregator.rootPromise._resolve(agregator.results);
  10363. }
  10364. return null;
  10365. }, function (reason) {
  10366. if (agregator.rootPromise._state !== PromiseStates.Rejected) {
  10367. agregator.rootPromise._reject(reason);
  10368. }
  10369. });
  10370. };
  10371. InternalPromise.all = function (promises) {
  10372. var newPromise = new InternalPromise();
  10373. var agregator = new FulFillmentAgregator();
  10374. agregator.target = promises.length;
  10375. agregator.rootPromise = newPromise;
  10376. if (promises.length) {
  10377. for (var index = 0; index < promises.length; index++) {
  10378. InternalPromise._RegisterForFulfillment(promises[index], agregator, index);
  10379. }
  10380. }
  10381. else {
  10382. newPromise._resolve([]);
  10383. }
  10384. return newPromise;
  10385. };
  10386. InternalPromise.race = function (promises) {
  10387. var newPromise = new InternalPromise();
  10388. if (promises.length) {
  10389. for (var _i = 0, promises_1 = promises; _i < promises_1.length; _i++) {
  10390. var promise = promises_1[_i];
  10391. promise.then(function (value) {
  10392. if (newPromise) {
  10393. newPromise._resolve(value);
  10394. newPromise = null;
  10395. }
  10396. return null;
  10397. }, function (reason) {
  10398. if (newPromise) {
  10399. newPromise._reject(reason);
  10400. newPromise = null;
  10401. }
  10402. });
  10403. }
  10404. }
  10405. return newPromise;
  10406. };
  10407. return InternalPromise;
  10408. }());
  10409. /**
  10410. * Helper class that provides a small promise polyfill
  10411. */
  10412. var PromisePolyfill = /** @class */ (function () {
  10413. function PromisePolyfill() {
  10414. }
  10415. /**
  10416. * Static function used to check if the polyfill is required
  10417. * If this is the case then the function will inject the polyfill to window.Promise
  10418. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  10419. */
  10420. PromisePolyfill.Apply = function (force) {
  10421. if (force === void 0) { force = false; }
  10422. if (force || typeof Promise === 'undefined') {
  10423. var root = window;
  10424. root.Promise = InternalPromise;
  10425. }
  10426. };
  10427. return PromisePolyfill;
  10428. }());
  10429. BABYLON.PromisePolyfill = PromisePolyfill;
  10430. })(BABYLON || (BABYLON = {}));
  10431. //# sourceMappingURL=babylon.promise.js.map
  10432. /// <reference path="../../../dist/preview release/babylon.d.ts" />
  10433. var BABYLON;
  10434. (function (BABYLON) {
  10435. /**
  10436. * Helper class to push actions to a pool of workers.
  10437. */
  10438. var WorkerPool = /** @class */ (function () {
  10439. /**
  10440. * Constructor
  10441. * @param workers Array of workers to use for actions
  10442. */
  10443. function WorkerPool(workers) {
  10444. this._pendingActions = new Array();
  10445. this._workerInfos = workers.map(function (worker) { return ({
  10446. worker: worker,
  10447. active: false
  10448. }); });
  10449. }
  10450. /**
  10451. * Terminates all workers and clears any pending actions.
  10452. */
  10453. WorkerPool.prototype.dispose = function () {
  10454. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  10455. var workerInfo = _a[_i];
  10456. workerInfo.worker.terminate();
  10457. }
  10458. delete this._workerInfos;
  10459. delete this._pendingActions;
  10460. };
  10461. /**
  10462. * Pushes an action to the worker pool. If all the workers are active, the action will be
  10463. * pended until a worker has completed its action.
  10464. * @param action The action to perform. Call onComplete when the action is complete.
  10465. */
  10466. WorkerPool.prototype.push = function (action) {
  10467. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  10468. var workerInfo = _a[_i];
  10469. if (!workerInfo.active) {
  10470. this._execute(workerInfo, action);
  10471. return;
  10472. }
  10473. }
  10474. this._pendingActions.push(action);
  10475. };
  10476. WorkerPool.prototype._execute = function (workerInfo, action) {
  10477. var _this = this;
  10478. workerInfo.active = true;
  10479. action(workerInfo.worker, function () {
  10480. workerInfo.active = false;
  10481. var nextAction = _this._pendingActions.shift();
  10482. if (nextAction) {
  10483. _this._execute(workerInfo, nextAction);
  10484. }
  10485. });
  10486. };
  10487. return WorkerPool;
  10488. }());
  10489. BABYLON.WorkerPool = WorkerPool;
  10490. })(BABYLON || (BABYLON = {}));
  10491. //# sourceMappingURL=babylon.workerPool.js.map
  10492. var BABYLON;
  10493. (function (BABYLON) {
  10494. /**
  10495. * @hidden
  10496. **/
  10497. var _AlphaState = /** @class */ (function () {
  10498. /**
  10499. * Initializes the state.
  10500. */
  10501. function _AlphaState() {
  10502. this._isAlphaBlendDirty = false;
  10503. this._isBlendFunctionParametersDirty = false;
  10504. this._isBlendEquationParametersDirty = false;
  10505. this._isBlendConstantsDirty = false;
  10506. this._alphaBlend = false;
  10507. this._blendFunctionParameters = new Array(4);
  10508. this._blendEquationParameters = new Array(2);
  10509. this._blendConstants = new Array(4);
  10510. this.reset();
  10511. }
  10512. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  10513. get: function () {
  10514. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  10515. },
  10516. enumerable: true,
  10517. configurable: true
  10518. });
  10519. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  10520. get: function () {
  10521. return this._alphaBlend;
  10522. },
  10523. set: function (value) {
  10524. if (this._alphaBlend === value) {
  10525. return;
  10526. }
  10527. this._alphaBlend = value;
  10528. this._isAlphaBlendDirty = true;
  10529. },
  10530. enumerable: true,
  10531. configurable: true
  10532. });
  10533. _AlphaState.prototype.setAlphaBlendConstants = function (r, g, b, a) {
  10534. if (this._blendConstants[0] === r &&
  10535. this._blendConstants[1] === g &&
  10536. this._blendConstants[2] === b &&
  10537. this._blendConstants[3] === a) {
  10538. return;
  10539. }
  10540. this._blendConstants[0] = r;
  10541. this._blendConstants[1] = g;
  10542. this._blendConstants[2] = b;
  10543. this._blendConstants[3] = a;
  10544. this._isBlendConstantsDirty = true;
  10545. };
  10546. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  10547. if (this._blendFunctionParameters[0] === value0 &&
  10548. this._blendFunctionParameters[1] === value1 &&
  10549. this._blendFunctionParameters[2] === value2 &&
  10550. this._blendFunctionParameters[3] === value3) {
  10551. return;
  10552. }
  10553. this._blendFunctionParameters[0] = value0;
  10554. this._blendFunctionParameters[1] = value1;
  10555. this._blendFunctionParameters[2] = value2;
  10556. this._blendFunctionParameters[3] = value3;
  10557. this._isBlendFunctionParametersDirty = true;
  10558. };
  10559. _AlphaState.prototype.setAlphaEquationParameters = function (rgb, alpha) {
  10560. if (this._blendEquationParameters[0] === rgb &&
  10561. this._blendEquationParameters[1] === alpha) {
  10562. return;
  10563. }
  10564. this._blendEquationParameters[0] = rgb;
  10565. this._blendEquationParameters[1] = alpha;
  10566. this._isBlendEquationParametersDirty = true;
  10567. };
  10568. _AlphaState.prototype.reset = function () {
  10569. this._alphaBlend = false;
  10570. this._blendFunctionParameters[0] = null;
  10571. this._blendFunctionParameters[1] = null;
  10572. this._blendFunctionParameters[2] = null;
  10573. this._blendFunctionParameters[3] = null;
  10574. this._blendEquationParameters[0] = null;
  10575. this._blendEquationParameters[1] = null;
  10576. this._blendConstants[0] = null;
  10577. this._blendConstants[1] = null;
  10578. this._blendConstants[2] = null;
  10579. this._blendConstants[3] = null;
  10580. this._isAlphaBlendDirty = true;
  10581. this._isBlendFunctionParametersDirty = false;
  10582. this._isBlendEquationParametersDirty = false;
  10583. this._isBlendConstantsDirty = false;
  10584. };
  10585. _AlphaState.prototype.apply = function (gl) {
  10586. if (!this.isDirty) {
  10587. return;
  10588. }
  10589. // Alpha blend
  10590. if (this._isAlphaBlendDirty) {
  10591. if (this._alphaBlend) {
  10592. gl.enable(gl.BLEND);
  10593. }
  10594. else {
  10595. gl.disable(gl.BLEND);
  10596. }
  10597. this._isAlphaBlendDirty = false;
  10598. }
  10599. // Alpha function
  10600. if (this._isBlendFunctionParametersDirty) {
  10601. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  10602. this._isBlendFunctionParametersDirty = false;
  10603. }
  10604. // Alpha equation
  10605. if (this._isBlendEquationParametersDirty) {
  10606. gl.blendEquationSeparate(this._isBlendEquationParametersDirty[0], this._isBlendEquationParametersDirty[1]);
  10607. this._isBlendEquationParametersDirty = false;
  10608. }
  10609. // Constants
  10610. if (this._isBlendConstantsDirty) {
  10611. gl.blendColor(this._blendConstants[0], this._blendConstants[1], this._blendConstants[2], this._blendConstants[3]);
  10612. this._isBlendConstantsDirty = false;
  10613. }
  10614. };
  10615. return _AlphaState;
  10616. }());
  10617. BABYLON._AlphaState = _AlphaState;
  10618. })(BABYLON || (BABYLON = {}));
  10619. //# sourceMappingURL=babylon.alphaCullingState.js.map
  10620. var BABYLON;
  10621. (function (BABYLON) {
  10622. /**
  10623. * @hidden
  10624. **/
  10625. var _DepthCullingState = /** @class */ (function () {
  10626. /**
  10627. * Initializes the state.
  10628. */
  10629. function _DepthCullingState() {
  10630. this._isDepthTestDirty = false;
  10631. this._isDepthMaskDirty = false;
  10632. this._isDepthFuncDirty = false;
  10633. this._isCullFaceDirty = false;
  10634. this._isCullDirty = false;
  10635. this._isZOffsetDirty = false;
  10636. this._isFrontFaceDirty = false;
  10637. this.reset();
  10638. }
  10639. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  10640. get: function () {
  10641. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty || this._isFrontFaceDirty;
  10642. },
  10643. enumerable: true,
  10644. configurable: true
  10645. });
  10646. Object.defineProperty(_DepthCullingState.prototype, "zOffset", {
  10647. get: function () {
  10648. return this._zOffset;
  10649. },
  10650. set: function (value) {
  10651. if (this._zOffset === value) {
  10652. return;
  10653. }
  10654. this._zOffset = value;
  10655. this._isZOffsetDirty = true;
  10656. },
  10657. enumerable: true,
  10658. configurable: true
  10659. });
  10660. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  10661. get: function () {
  10662. return this._cullFace;
  10663. },
  10664. set: function (value) {
  10665. if (this._cullFace === value) {
  10666. return;
  10667. }
  10668. this._cullFace = value;
  10669. this._isCullFaceDirty = true;
  10670. },
  10671. enumerable: true,
  10672. configurable: true
  10673. });
  10674. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  10675. get: function () {
  10676. return this._cull;
  10677. },
  10678. set: function (value) {
  10679. if (this._cull === value) {
  10680. return;
  10681. }
  10682. this._cull = value;
  10683. this._isCullDirty = true;
  10684. },
  10685. enumerable: true,
  10686. configurable: true
  10687. });
  10688. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  10689. get: function () {
  10690. return this._depthFunc;
  10691. },
  10692. set: function (value) {
  10693. if (this._depthFunc === value) {
  10694. return;
  10695. }
  10696. this._depthFunc = value;
  10697. this._isDepthFuncDirty = true;
  10698. },
  10699. enumerable: true,
  10700. configurable: true
  10701. });
  10702. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  10703. get: function () {
  10704. return this._depthMask;
  10705. },
  10706. set: function (value) {
  10707. if (this._depthMask === value) {
  10708. return;
  10709. }
  10710. this._depthMask = value;
  10711. this._isDepthMaskDirty = true;
  10712. },
  10713. enumerable: true,
  10714. configurable: true
  10715. });
  10716. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  10717. get: function () {
  10718. return this._depthTest;
  10719. },
  10720. set: function (value) {
  10721. if (this._depthTest === value) {
  10722. return;
  10723. }
  10724. this._depthTest = value;
  10725. this._isDepthTestDirty = true;
  10726. },
  10727. enumerable: true,
  10728. configurable: true
  10729. });
  10730. Object.defineProperty(_DepthCullingState.prototype, "frontFace", {
  10731. get: function () {
  10732. return this._frontFace;
  10733. },
  10734. set: function (value) {
  10735. if (this._frontFace === value) {
  10736. return;
  10737. }
  10738. this._frontFace = value;
  10739. this._isFrontFaceDirty = true;
  10740. },
  10741. enumerable: true,
  10742. configurable: true
  10743. });
  10744. _DepthCullingState.prototype.reset = function () {
  10745. this._depthMask = true;
  10746. this._depthTest = true;
  10747. this._depthFunc = null;
  10748. this._cullFace = null;
  10749. this._cull = null;
  10750. this._zOffset = 0;
  10751. this._frontFace = null;
  10752. this._isDepthTestDirty = true;
  10753. this._isDepthMaskDirty = true;
  10754. this._isDepthFuncDirty = false;
  10755. this._isCullFaceDirty = false;
  10756. this._isCullDirty = false;
  10757. this._isZOffsetDirty = false;
  10758. this._isFrontFaceDirty = false;
  10759. };
  10760. _DepthCullingState.prototype.apply = function (gl) {
  10761. if (!this.isDirty) {
  10762. return;
  10763. }
  10764. // Cull
  10765. if (this._isCullDirty) {
  10766. if (this.cull) {
  10767. gl.enable(gl.CULL_FACE);
  10768. }
  10769. else {
  10770. gl.disable(gl.CULL_FACE);
  10771. }
  10772. this._isCullDirty = false;
  10773. }
  10774. // Cull face
  10775. if (this._isCullFaceDirty) {
  10776. gl.cullFace(this.cullFace);
  10777. this._isCullFaceDirty = false;
  10778. }
  10779. // Depth mask
  10780. if (this._isDepthMaskDirty) {
  10781. gl.depthMask(this.depthMask);
  10782. this._isDepthMaskDirty = false;
  10783. }
  10784. // Depth test
  10785. if (this._isDepthTestDirty) {
  10786. if (this.depthTest) {
  10787. gl.enable(gl.DEPTH_TEST);
  10788. }
  10789. else {
  10790. gl.disable(gl.DEPTH_TEST);
  10791. }
  10792. this._isDepthTestDirty = false;
  10793. }
  10794. // Depth func
  10795. if (this._isDepthFuncDirty) {
  10796. gl.depthFunc(this.depthFunc);
  10797. this._isDepthFuncDirty = false;
  10798. }
  10799. // zOffset
  10800. if (this._isZOffsetDirty) {
  10801. if (this.zOffset) {
  10802. gl.enable(gl.POLYGON_OFFSET_FILL);
  10803. gl.polygonOffset(this.zOffset, 0);
  10804. }
  10805. else {
  10806. gl.disable(gl.POLYGON_OFFSET_FILL);
  10807. }
  10808. this._isZOffsetDirty = false;
  10809. }
  10810. // Front face
  10811. if (this._isFrontFaceDirty) {
  10812. gl.frontFace(this.frontFace);
  10813. this._isFrontFaceDirty = false;
  10814. }
  10815. };
  10816. return _DepthCullingState;
  10817. }());
  10818. BABYLON._DepthCullingState = _DepthCullingState;
  10819. })(BABYLON || (BABYLON = {}));
  10820. //# sourceMappingURL=babylon.depthCullingState.js.map
  10821. var BABYLON;
  10822. (function (BABYLON) {
  10823. /**
  10824. * @hidden
  10825. **/
  10826. var _StencilState = /** @class */ (function () {
  10827. function _StencilState() {
  10828. this._isStencilTestDirty = false;
  10829. this._isStencilMaskDirty = false;
  10830. this._isStencilFuncDirty = false;
  10831. this._isStencilOpDirty = false;
  10832. this.reset();
  10833. }
  10834. Object.defineProperty(_StencilState.prototype, "isDirty", {
  10835. get: function () {
  10836. return this._isStencilTestDirty || this._isStencilMaskDirty || this._isStencilFuncDirty || this._isStencilOpDirty;
  10837. },
  10838. enumerable: true,
  10839. configurable: true
  10840. });
  10841. Object.defineProperty(_StencilState.prototype, "stencilFunc", {
  10842. get: function () {
  10843. return this._stencilFunc;
  10844. },
  10845. set: function (value) {
  10846. if (this._stencilFunc === value) {
  10847. return;
  10848. }
  10849. this._stencilFunc = value;
  10850. this._isStencilFuncDirty = true;
  10851. },
  10852. enumerable: true,
  10853. configurable: true
  10854. });
  10855. Object.defineProperty(_StencilState.prototype, "stencilFuncRef", {
  10856. get: function () {
  10857. return this._stencilFuncRef;
  10858. },
  10859. set: function (value) {
  10860. if (this._stencilFuncRef === value) {
  10861. return;
  10862. }
  10863. this._stencilFuncRef = value;
  10864. this._isStencilFuncDirty = true;
  10865. },
  10866. enumerable: true,
  10867. configurable: true
  10868. });
  10869. Object.defineProperty(_StencilState.prototype, "stencilFuncMask", {
  10870. get: function () {
  10871. return this._stencilFuncMask;
  10872. },
  10873. set: function (value) {
  10874. if (this._stencilFuncMask === value) {
  10875. return;
  10876. }
  10877. this._stencilFuncMask = value;
  10878. this._isStencilFuncDirty = true;
  10879. },
  10880. enumerable: true,
  10881. configurable: true
  10882. });
  10883. Object.defineProperty(_StencilState.prototype, "stencilOpStencilFail", {
  10884. get: function () {
  10885. return this._stencilOpStencilFail;
  10886. },
  10887. set: function (value) {
  10888. if (this._stencilOpStencilFail === value) {
  10889. return;
  10890. }
  10891. this._stencilOpStencilFail = value;
  10892. this._isStencilOpDirty = true;
  10893. },
  10894. enumerable: true,
  10895. configurable: true
  10896. });
  10897. Object.defineProperty(_StencilState.prototype, "stencilOpDepthFail", {
  10898. get: function () {
  10899. return this._stencilOpDepthFail;
  10900. },
  10901. set: function (value) {
  10902. if (this._stencilOpDepthFail === value) {
  10903. return;
  10904. }
  10905. this._stencilOpDepthFail = value;
  10906. this._isStencilOpDirty = true;
  10907. },
  10908. enumerable: true,
  10909. configurable: true
  10910. });
  10911. Object.defineProperty(_StencilState.prototype, "stencilOpStencilDepthPass", {
  10912. get: function () {
  10913. return this._stencilOpStencilDepthPass;
  10914. },
  10915. set: function (value) {
  10916. if (this._stencilOpStencilDepthPass === value) {
  10917. return;
  10918. }
  10919. this._stencilOpStencilDepthPass = value;
  10920. this._isStencilOpDirty = true;
  10921. },
  10922. enumerable: true,
  10923. configurable: true
  10924. });
  10925. Object.defineProperty(_StencilState.prototype, "stencilMask", {
  10926. get: function () {
  10927. return this._stencilMask;
  10928. },
  10929. set: function (value) {
  10930. if (this._stencilMask === value) {
  10931. return;
  10932. }
  10933. this._stencilMask = value;
  10934. this._isStencilMaskDirty = true;
  10935. },
  10936. enumerable: true,
  10937. configurable: true
  10938. });
  10939. Object.defineProperty(_StencilState.prototype, "stencilTest", {
  10940. get: function () {
  10941. return this._stencilTest;
  10942. },
  10943. set: function (value) {
  10944. if (this._stencilTest === value) {
  10945. return;
  10946. }
  10947. this._stencilTest = value;
  10948. this._isStencilTestDirty = true;
  10949. },
  10950. enumerable: true,
  10951. configurable: true
  10952. });
  10953. _StencilState.prototype.reset = function () {
  10954. this._stencilTest = false;
  10955. this._stencilMask = 0xFF;
  10956. this._stencilFunc = BABYLON.Engine.ALWAYS;
  10957. this._stencilFuncRef = 1;
  10958. this._stencilFuncMask = 0xFF;
  10959. this._stencilOpStencilFail = BABYLON.Engine.KEEP;
  10960. this._stencilOpDepthFail = BABYLON.Engine.KEEP;
  10961. this._stencilOpStencilDepthPass = BABYLON.Engine.REPLACE;
  10962. this._isStencilTestDirty = true;
  10963. this._isStencilMaskDirty = true;
  10964. this._isStencilFuncDirty = true;
  10965. this._isStencilOpDirty = true;
  10966. };
  10967. _StencilState.prototype.apply = function (gl) {
  10968. if (!this.isDirty) {
  10969. return;
  10970. }
  10971. // Stencil test
  10972. if (this._isStencilTestDirty) {
  10973. if (this.stencilTest) {
  10974. gl.enable(gl.STENCIL_TEST);
  10975. }
  10976. else {
  10977. gl.disable(gl.STENCIL_TEST);
  10978. }
  10979. this._isStencilTestDirty = false;
  10980. }
  10981. // Stencil mask
  10982. if (this._isStencilMaskDirty) {
  10983. gl.stencilMask(this.stencilMask);
  10984. this._isStencilMaskDirty = false;
  10985. }
  10986. // Stencil func
  10987. if (this._isStencilFuncDirty) {
  10988. gl.stencilFunc(this.stencilFunc, this.stencilFuncRef, this.stencilFuncMask);
  10989. this._isStencilFuncDirty = false;
  10990. }
  10991. // Stencil op
  10992. if (this._isStencilOpDirty) {
  10993. gl.stencilOp(this.stencilOpStencilFail, this.stencilOpDepthFail, this.stencilOpStencilDepthPass);
  10994. this._isStencilOpDirty = false;
  10995. }
  10996. };
  10997. return _StencilState;
  10998. }());
  10999. BABYLON._StencilState = _StencilState;
  11000. })(BABYLON || (BABYLON = {}));
  11001. //# sourceMappingURL=babylon.stencilState.js.map
  11002. var __assign = (this && this.__assign) || Object.assign || function(t) {
  11003. for (var s, i = 1, n = arguments.length; i < n; i++) {
  11004. s = arguments[i];
  11005. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  11006. t[p] = s[p];
  11007. }
  11008. return t;
  11009. };
  11010. var BABYLON;
  11011. (function (BABYLON) {
  11012. var compileShader = function (gl, source, type, defines, shaderVersion) {
  11013. return compileRawShader(gl, shaderVersion + (defines ? defines + "\n" : "") + source, type);
  11014. };
  11015. var compileRawShader = function (gl, source, type) {
  11016. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  11017. gl.shaderSource(shader, source);
  11018. gl.compileShader(shader);
  11019. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  11020. var log = gl.getShaderInfoLog(shader);
  11021. if (log) {
  11022. throw new Error(log);
  11023. }
  11024. }
  11025. if (!shader) {
  11026. throw new Error("Something went wrong while compile the shader.");
  11027. }
  11028. return shader;
  11029. };
  11030. var getSamplingParameters = function (samplingMode, generateMipMaps, gl) {
  11031. var magFilter = gl.NEAREST;
  11032. var minFilter = gl.NEAREST;
  11033. switch (samplingMode) {
  11034. case BABYLON.Texture.BILINEAR_SAMPLINGMODE:
  11035. magFilter = gl.LINEAR;
  11036. if (generateMipMaps) {
  11037. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  11038. }
  11039. else {
  11040. minFilter = gl.LINEAR;
  11041. }
  11042. break;
  11043. case BABYLON.Texture.TRILINEAR_SAMPLINGMODE:
  11044. magFilter = gl.LINEAR;
  11045. if (generateMipMaps) {
  11046. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  11047. }
  11048. else {
  11049. minFilter = gl.LINEAR;
  11050. }
  11051. break;
  11052. case BABYLON.Texture.NEAREST_SAMPLINGMODE:
  11053. magFilter = gl.NEAREST;
  11054. if (generateMipMaps) {
  11055. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  11056. }
  11057. else {
  11058. minFilter = gl.NEAREST;
  11059. }
  11060. break;
  11061. case BABYLON.Texture.NEAREST_NEAREST_MIPNEAREST:
  11062. magFilter = gl.NEAREST;
  11063. if (generateMipMaps) {
  11064. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  11065. }
  11066. else {
  11067. minFilter = gl.NEAREST;
  11068. }
  11069. break;
  11070. case BABYLON.Texture.NEAREST_LINEAR_MIPNEAREST:
  11071. magFilter = gl.NEAREST;
  11072. if (generateMipMaps) {
  11073. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  11074. }
  11075. else {
  11076. minFilter = gl.LINEAR;
  11077. }
  11078. break;
  11079. case BABYLON.Texture.NEAREST_LINEAR_MIPLINEAR:
  11080. magFilter = gl.NEAREST;
  11081. if (generateMipMaps) {
  11082. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  11083. }
  11084. else {
  11085. minFilter = gl.LINEAR;
  11086. }
  11087. break;
  11088. case BABYLON.Texture.NEAREST_LINEAR:
  11089. magFilter = gl.NEAREST;
  11090. minFilter = gl.LINEAR;
  11091. break;
  11092. case BABYLON.Texture.NEAREST_NEAREST:
  11093. magFilter = gl.NEAREST;
  11094. minFilter = gl.NEAREST;
  11095. break;
  11096. case BABYLON.Texture.LINEAR_NEAREST_MIPNEAREST:
  11097. magFilter = gl.LINEAR;
  11098. if (generateMipMaps) {
  11099. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  11100. }
  11101. else {
  11102. minFilter = gl.NEAREST;
  11103. }
  11104. break;
  11105. case BABYLON.Texture.LINEAR_NEAREST_MIPLINEAR:
  11106. magFilter = gl.LINEAR;
  11107. if (generateMipMaps) {
  11108. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  11109. }
  11110. else {
  11111. minFilter = gl.NEAREST;
  11112. }
  11113. break;
  11114. case BABYLON.Texture.LINEAR_LINEAR:
  11115. magFilter = gl.LINEAR;
  11116. minFilter = gl.LINEAR;
  11117. break;
  11118. case BABYLON.Texture.LINEAR_NEAREST:
  11119. magFilter = gl.LINEAR;
  11120. minFilter = gl.NEAREST;
  11121. break;
  11122. }
  11123. return {
  11124. min: minFilter,
  11125. mag: magFilter
  11126. };
  11127. };
  11128. var partialLoadImg = function (url, index, loadedImages, scene, onfinish, onErrorCallBack) {
  11129. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  11130. var img;
  11131. var onload = function () {
  11132. loadedImages[index] = img;
  11133. loadedImages._internalCount++;
  11134. if (scene) {
  11135. scene._removePendingData(img);
  11136. }
  11137. if (loadedImages._internalCount === 6) {
  11138. onfinish(loadedImages);
  11139. }
  11140. };
  11141. var onerror = function (message, exception) {
  11142. if (scene) {
  11143. scene._removePendingData(img);
  11144. }
  11145. if (onErrorCallBack) {
  11146. onErrorCallBack(message, exception);
  11147. }
  11148. };
  11149. img = BABYLON.Tools.LoadImage(url, onload, onerror, scene ? scene.database : null);
  11150. if (scene) {
  11151. scene._addPendingData(img);
  11152. }
  11153. };
  11154. var cascadeLoadImgs = function (rootUrl, scene, onfinish, files, onError) {
  11155. if (onError === void 0) { onError = null; }
  11156. var loadedImages = [];
  11157. loadedImages._internalCount = 0;
  11158. for (var index = 0; index < 6; index++) {
  11159. partialLoadImg(files[index], index, loadedImages, scene, onfinish, onError);
  11160. }
  11161. };
  11162. var BufferPointer = /** @class */ (function () {
  11163. function BufferPointer() {
  11164. }
  11165. return BufferPointer;
  11166. }());
  11167. /**
  11168. * Interface for attribute information associated with buffer instanciation
  11169. */
  11170. var InstancingAttributeInfo = /** @class */ (function () {
  11171. function InstancingAttributeInfo() {
  11172. }
  11173. return InstancingAttributeInfo;
  11174. }());
  11175. BABYLON.InstancingAttributeInfo = InstancingAttributeInfo;
  11176. /**
  11177. * Define options used to create a render target texture
  11178. */
  11179. var RenderTargetCreationOptions = /** @class */ (function () {
  11180. function RenderTargetCreationOptions() {
  11181. }
  11182. return RenderTargetCreationOptions;
  11183. }());
  11184. BABYLON.RenderTargetCreationOptions = RenderTargetCreationOptions;
  11185. /**
  11186. * Define options used to create a depth texture
  11187. */
  11188. var DepthTextureCreationOptions = /** @class */ (function () {
  11189. function DepthTextureCreationOptions() {
  11190. }
  11191. return DepthTextureCreationOptions;
  11192. }());
  11193. BABYLON.DepthTextureCreationOptions = DepthTextureCreationOptions;
  11194. /**
  11195. * Class used to describe the capabilities of the engine relatively to the current browser
  11196. */
  11197. var EngineCapabilities = /** @class */ (function () {
  11198. function EngineCapabilities() {
  11199. }
  11200. return EngineCapabilities;
  11201. }());
  11202. BABYLON.EngineCapabilities = EngineCapabilities;
  11203. /**
  11204. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  11205. */
  11206. var Engine = /** @class */ (function () {
  11207. /**
  11208. * Creates a new engine
  11209. * @param canvasOrContext defines the canvas or WebGL context to use for rendering
  11210. * @param antialias defines enable antialiasing (default: false)
  11211. * @param options defines further options to be sent to the getContext() function
  11212. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  11213. */
  11214. function Engine(canvasOrContext, antialias, options, adaptToDeviceRatio) {
  11215. if (adaptToDeviceRatio === void 0) { adaptToDeviceRatio = false; }
  11216. var _this = this;
  11217. // Public members
  11218. /**
  11219. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  11220. */
  11221. this.forcePOTTextures = false;
  11222. /**
  11223. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  11224. */
  11225. this.isFullscreen = false;
  11226. /**
  11227. * Gets a boolean indicating if the pointer is currently locked
  11228. */
  11229. this.isPointerLock = false;
  11230. /**
  11231. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  11232. */
  11233. this.cullBackFaces = true;
  11234. /**
  11235. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  11236. */
  11237. this.renderEvenInBackground = true;
  11238. /**
  11239. * Gets or sets a boolean indicating that cache can be kept between frames
  11240. */
  11241. this.preventCacheWipeBetweenFrames = false;
  11242. /**
  11243. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  11244. **/
  11245. this.enableOfflineSupport = false;
  11246. /**
  11247. * 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)
  11248. **/
  11249. this.disableManifestCheck = false;
  11250. /**
  11251. * Gets the list of created scenes
  11252. */
  11253. this.scenes = new Array();
  11254. /**
  11255. * Gets the list of created postprocesses
  11256. */
  11257. this.postProcesses = new Array();
  11258. // Observables
  11259. /**
  11260. * Observable event triggered each time the rendering canvas is resized
  11261. */
  11262. this.onResizeObservable = new BABYLON.Observable();
  11263. /**
  11264. * Observable event triggered each time the canvas loses focus
  11265. */
  11266. this.onCanvasBlurObservable = new BABYLON.Observable();
  11267. /**
  11268. * Observable event triggered each time the canvas gains focus
  11269. */
  11270. this.onCanvasFocusObservable = new BABYLON.Observable();
  11271. /**
  11272. * Observable event triggered each time the canvas receives pointerout event
  11273. */
  11274. this.onCanvasPointerOutObservable = new BABYLON.Observable();
  11275. /**
  11276. * Observable event triggered before each texture is initialized
  11277. */
  11278. this.onBeforeTextureInitObservable = new BABYLON.Observable();
  11279. //WebVR
  11280. this._vrDisplay = undefined;
  11281. this._vrSupported = false;
  11282. this._vrExclusivePointerMode = false;
  11283. // Uniform buffers list
  11284. /**
  11285. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  11286. */
  11287. this.disableUniformBuffers = false;
  11288. /** @hidden */
  11289. this._uniformBuffers = new Array();
  11290. // Observables
  11291. /**
  11292. * Observable raised when the engine begins a new frame
  11293. */
  11294. this.onBeginFrameObservable = new BABYLON.Observable();
  11295. /**
  11296. * Observable raised when the engine ends the current frame
  11297. */
  11298. this.onEndFrameObservable = new BABYLON.Observable();
  11299. /**
  11300. * Observable raised when the engine is about to compile a shader
  11301. */
  11302. this.onBeforeShaderCompilationObservable = new BABYLON.Observable();
  11303. /**
  11304. * Observable raised when the engine has jsut compiled a shader
  11305. */
  11306. this.onAfterShaderCompilationObservable = new BABYLON.Observable();
  11307. this._windowIsBackground = false;
  11308. this._webGLVersion = 1.0;
  11309. /** @hidden */
  11310. this._badOS = false;
  11311. /** @hidden */
  11312. this._badDesktopOS = false;
  11313. /**
  11314. * Gets or sets a value indicating if we want to disable texture binding optmization.
  11315. * This could be required on some buggy drivers which wants to have textures bound in a progressive order.
  11316. * By default Babylon.js will try to let textures bound where they are and only update the samplers to point where the texture is
  11317. */
  11318. this.disableTextureBindingOptimization = false;
  11319. /**
  11320. * Observable signaled when VR display mode changes
  11321. */
  11322. this.onVRDisplayChangedObservable = new BABYLON.Observable();
  11323. /**
  11324. * Observable signaled when VR request present is complete
  11325. */
  11326. this.onVRRequestPresentComplete = new BABYLON.Observable();
  11327. /**
  11328. * Observable signaled when VR request present starts
  11329. */
  11330. this.onVRRequestPresentStart = new BABYLON.Observable();
  11331. this._colorWrite = true;
  11332. /** @hidden */
  11333. this._drawCalls = new BABYLON.PerfCounter();
  11334. /** @hidden */
  11335. this._textureCollisions = new BABYLON.PerfCounter();
  11336. this._renderingQueueLaunched = false;
  11337. this._activeRenderLoops = new Array();
  11338. // Deterministic lockstepMaxSteps
  11339. this._deterministicLockstep = false;
  11340. this._lockstepMaxSteps = 4;
  11341. // Lost context
  11342. /**
  11343. * Observable signaled when a context lost event is raised
  11344. */
  11345. this.onContextLostObservable = new BABYLON.Observable();
  11346. /**
  11347. * Observable signaled when a context restored event is raised
  11348. */
  11349. this.onContextRestoredObservable = new BABYLON.Observable();
  11350. this._contextWasLost = false;
  11351. this._doNotHandleContextLost = false;
  11352. // FPS
  11353. this._performanceMonitor = new BABYLON.PerformanceMonitor();
  11354. this._fps = 60;
  11355. this._deltaTime = 0;
  11356. /**
  11357. * Turn this value on if you want to pause FPS computation when in background
  11358. */
  11359. this.disablePerformanceMonitorInBackground = false;
  11360. // States
  11361. /** @hidden */
  11362. this._depthCullingState = new BABYLON._DepthCullingState();
  11363. /** @hidden */
  11364. this._stencilState = new BABYLON._StencilState();
  11365. /** @hidden */
  11366. this._alphaState = new BABYLON._AlphaState();
  11367. /** @hidden */
  11368. this._alphaMode = Engine.ALPHA_DISABLE;
  11369. // Cache
  11370. this._internalTexturesCache = new Array();
  11371. /** @hidden */
  11372. this._activeChannel = 0;
  11373. this._currentTextureChannel = -1;
  11374. /** @hidden */
  11375. this._boundTexturesCache = {};
  11376. this._compiledEffects = {};
  11377. this._vertexAttribArraysEnabled = [];
  11378. this._uintIndicesCurrentlySet = false;
  11379. this._currentBoundBuffer = new Array();
  11380. this._currentBufferPointers = new Array();
  11381. this._currentInstanceLocations = new Array();
  11382. this._currentInstanceBuffers = new Array();
  11383. this._firstBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  11384. this._lastBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  11385. this._vaoRecordInProgress = false;
  11386. this._mustWipeVertexAttributes = false;
  11387. this._nextFreeTextureSlots = new Array();
  11388. this._maxSimultaneousTextures = 0;
  11389. this._activeRequests = new Array();
  11390. // Hardware supported Compressed Textures
  11391. this._texturesSupported = new Array();
  11392. this._onVRFullScreenTriggered = function () {
  11393. if (_this._vrDisplay && _this._vrDisplay.isPresenting) {
  11394. //get the old size before we change
  11395. _this._oldSize = new BABYLON.Size(_this.getRenderWidth(), _this.getRenderHeight());
  11396. _this._oldHardwareScaleFactor = _this.getHardwareScalingLevel();
  11397. //get the width and height, change the render size
  11398. var leftEye = _this._vrDisplay.getEyeParameters('left');
  11399. _this.setHardwareScalingLevel(1);
  11400. _this.setSize(leftEye.renderWidth * 2, leftEye.renderHeight);
  11401. }
  11402. else {
  11403. _this.setHardwareScalingLevel(_this._oldHardwareScaleFactor);
  11404. _this.setSize(_this._oldSize.width, _this._oldSize.height);
  11405. }
  11406. };
  11407. this._boundUniforms = {};
  11408. // Register promises
  11409. BABYLON.PromisePolyfill.Apply();
  11410. var canvas = null;
  11411. Engine.Instances.push(this);
  11412. if (!canvasOrContext) {
  11413. return;
  11414. }
  11415. options = options || {};
  11416. if (canvasOrContext.getContext) {
  11417. canvas = canvasOrContext;
  11418. this._renderingCanvas = canvas;
  11419. if (antialias != null) {
  11420. options.antialias = antialias;
  11421. }
  11422. if (options.deterministicLockstep === undefined) {
  11423. options.deterministicLockstep = false;
  11424. }
  11425. if (options.lockstepMaxSteps === undefined) {
  11426. options.lockstepMaxSteps = 4;
  11427. }
  11428. if (options.preserveDrawingBuffer === undefined) {
  11429. options.preserveDrawingBuffer = false;
  11430. }
  11431. if (options.audioEngine === undefined) {
  11432. options.audioEngine = true;
  11433. }
  11434. if (options.stencil === undefined) {
  11435. options.stencil = true;
  11436. }
  11437. this._deterministicLockstep = options.deterministicLockstep;
  11438. this._lockstepMaxSteps = options.lockstepMaxSteps;
  11439. this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;
  11440. // Exceptions
  11441. if (navigator && navigator.userAgent) {
  11442. var ua = navigator.userAgent;
  11443. for (var _i = 0, _a = Engine.ExceptionList; _i < _a.length; _i++) {
  11444. var exception = _a[_i];
  11445. var key = exception.key;
  11446. var targets = exception.targets;
  11447. if (ua.indexOf(key) > -1) {
  11448. if (exception.capture && exception.captureConstraint) {
  11449. var capture = exception.capture;
  11450. var constraint = exception.captureConstraint;
  11451. var regex = new RegExp(capture);
  11452. var matches = regex.exec(ua);
  11453. if (matches && matches.length > 0) {
  11454. var capturedValue = parseInt(matches[matches.length - 1]);
  11455. if (capturedValue >= constraint) {
  11456. continue;
  11457. }
  11458. }
  11459. }
  11460. for (var _b = 0, targets_1 = targets; _b < targets_1.length; _b++) {
  11461. var target = targets_1[_b];
  11462. switch (target) {
  11463. case "uniformBuffer":
  11464. this.disableUniformBuffers = true;
  11465. break;
  11466. case "textureBindingOptimization":
  11467. this.disableTextureBindingOptimization = true;
  11468. break;
  11469. }
  11470. }
  11471. }
  11472. }
  11473. }
  11474. // GL
  11475. if (!options.disableWebGL2Support) {
  11476. try {
  11477. this._gl = (canvas.getContext("webgl2", options) || canvas.getContext("experimental-webgl2", options));
  11478. if (this._gl) {
  11479. this._webGLVersion = 2.0;
  11480. }
  11481. }
  11482. catch (e) {
  11483. // Do nothing
  11484. }
  11485. }
  11486. if (!this._gl) {
  11487. if (!canvas) {
  11488. throw new Error("The provided canvas is null or undefined.");
  11489. }
  11490. try {
  11491. this._gl = (canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options));
  11492. }
  11493. catch (e) {
  11494. throw new Error("WebGL not supported");
  11495. }
  11496. }
  11497. if (!this._gl) {
  11498. throw new Error("WebGL not supported");
  11499. }
  11500. this._onCanvasFocus = function () {
  11501. _this.onCanvasFocusObservable.notifyObservers(_this);
  11502. };
  11503. this._onCanvasBlur = function () {
  11504. _this.onCanvasBlurObservable.notifyObservers(_this);
  11505. };
  11506. canvas.addEventListener("focus", this._onCanvasFocus);
  11507. canvas.addEventListener("blur", this._onCanvasBlur);
  11508. this._onBlur = function () {
  11509. if (_this.disablePerformanceMonitorInBackground) {
  11510. _this._performanceMonitor.disable();
  11511. }
  11512. _this._windowIsBackground = true;
  11513. };
  11514. this._onFocus = function () {
  11515. if (_this.disablePerformanceMonitorInBackground) {
  11516. _this._performanceMonitor.enable();
  11517. }
  11518. _this._windowIsBackground = false;
  11519. };
  11520. this._onCanvasPointerOut = function (ev) {
  11521. _this.onCanvasPointerOutObservable.notifyObservers(ev);
  11522. };
  11523. window.addEventListener("blur", this._onBlur);
  11524. window.addEventListener("focus", this._onFocus);
  11525. canvas.addEventListener("pointerout", this._onCanvasPointerOut);
  11526. // Context lost
  11527. if (!this._doNotHandleContextLost) {
  11528. this._onContextLost = function (evt) {
  11529. evt.preventDefault();
  11530. _this._contextWasLost = true;
  11531. BABYLON.Tools.Warn("WebGL context lost.");
  11532. _this.onContextLostObservable.notifyObservers(_this);
  11533. };
  11534. this._onContextRestored = function (evt) {
  11535. // Adding a timeout to avoid race condition at browser level
  11536. setTimeout(function () {
  11537. // Rebuild gl context
  11538. _this._initGLContext();
  11539. // Rebuild effects
  11540. _this._rebuildEffects();
  11541. // Rebuild textures
  11542. _this._rebuildInternalTextures();
  11543. // Rebuild buffers
  11544. _this._rebuildBuffers();
  11545. // Cache
  11546. _this.wipeCaches(true);
  11547. BABYLON.Tools.Warn("WebGL context successfully restored.");
  11548. _this.onContextRestoredObservable.notifyObservers(_this);
  11549. _this._contextWasLost = false;
  11550. }, 0);
  11551. };
  11552. canvas.addEventListener("webglcontextlost", this._onContextLost, false);
  11553. canvas.addEventListener("webglcontextrestored", this._onContextRestored, false);
  11554. }
  11555. }
  11556. else {
  11557. this._gl = canvasOrContext;
  11558. this._renderingCanvas = this._gl.canvas;
  11559. if (this._gl.renderbufferStorageMultisample) {
  11560. this._webGLVersion = 2.0;
  11561. }
  11562. options.stencil = this._gl.getContextAttributes().stencil;
  11563. }
  11564. // Viewport
  11565. var limitDeviceRatio = options.limitDeviceRatio || window.devicePixelRatio || 1.0;
  11566. this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, window.devicePixelRatio || 1.0) : 1.0;
  11567. this.resize();
  11568. this._isStencilEnable = options.stencil ? true : false;
  11569. this._initGLContext();
  11570. if (canvas) {
  11571. // Fullscreen
  11572. this._onFullscreenChange = function () {
  11573. if (document.fullscreen !== undefined) {
  11574. _this.isFullscreen = document.fullscreen;
  11575. }
  11576. else if (document.mozFullScreen !== undefined) {
  11577. _this.isFullscreen = document.mozFullScreen;
  11578. }
  11579. else if (document.webkitIsFullScreen !== undefined) {
  11580. _this.isFullscreen = document.webkitIsFullScreen;
  11581. }
  11582. else if (document.msIsFullScreen !== undefined) {
  11583. _this.isFullscreen = document.msIsFullScreen;
  11584. }
  11585. // Pointer lock
  11586. if (_this.isFullscreen && _this._pointerLockRequested && canvas) {
  11587. canvas.requestPointerLock = canvas.requestPointerLock ||
  11588. canvas.msRequestPointerLock ||
  11589. canvas.mozRequestPointerLock ||
  11590. canvas.webkitRequestPointerLock;
  11591. if (canvas.requestPointerLock) {
  11592. canvas.requestPointerLock();
  11593. }
  11594. }
  11595. };
  11596. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  11597. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  11598. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  11599. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  11600. // Pointer lock
  11601. this._onPointerLockChange = function () {
  11602. _this.isPointerLock = (document.mozPointerLockElement === canvas ||
  11603. document.webkitPointerLockElement === canvas ||
  11604. document.msPointerLockElement === canvas ||
  11605. document.pointerLockElement === canvas);
  11606. };
  11607. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  11608. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  11609. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  11610. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  11611. this._onVRDisplayPointerRestricted = function () {
  11612. if (canvas) {
  11613. canvas.requestPointerLock();
  11614. }
  11615. };
  11616. this._onVRDisplayPointerUnrestricted = function () {
  11617. document.exitPointerLock();
  11618. };
  11619. window.addEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted, false);
  11620. window.addEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted, false);
  11621. }
  11622. if (options.audioEngine && BABYLON.AudioEngine && !Engine.audioEngine) {
  11623. Engine.audioEngine = new BABYLON.AudioEngine();
  11624. }
  11625. // Prepare buffer pointers
  11626. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  11627. this._currentBufferPointers[i] = new BufferPointer();
  11628. }
  11629. this._linkTrackers(this._firstBoundInternalTextureTracker, this._lastBoundInternalTextureTracker);
  11630. // Load WebVR Devices
  11631. if (options.autoEnableWebVR) {
  11632. this.initWebVR();
  11633. }
  11634. // Detect if we are running on a faulty buggy OS.
  11635. this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);
  11636. // Detect if we are running on a faulty buggy desktop OS.
  11637. this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
  11638. console.log("Babylon.js engine (v" + Engine.Version + ") launched");
  11639. this.enableOfflineSupport = (BABYLON.Database !== undefined);
  11640. }
  11641. Object.defineProperty(Engine, "LastCreatedEngine", {
  11642. /**
  11643. * Gets the latest created engine
  11644. */
  11645. get: function () {
  11646. if (Engine.Instances.length === 0) {
  11647. return null;
  11648. }
  11649. return Engine.Instances[Engine.Instances.length - 1];
  11650. },
  11651. enumerable: true,
  11652. configurable: true
  11653. });
  11654. Object.defineProperty(Engine, "LastCreatedScene", {
  11655. /**
  11656. * Gets the latest created scene
  11657. */
  11658. get: function () {
  11659. var lastCreatedEngine = Engine.LastCreatedEngine;
  11660. if (!lastCreatedEngine) {
  11661. return null;
  11662. }
  11663. if (lastCreatedEngine.scenes.length === 0) {
  11664. return null;
  11665. }
  11666. return lastCreatedEngine.scenes[lastCreatedEngine.scenes.length - 1];
  11667. },
  11668. enumerable: true,
  11669. configurable: true
  11670. });
  11671. /**
  11672. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  11673. * @param flag defines which part of the materials must be marked as dirty
  11674. * @param predicate defines a predicate used to filter which materials should be affected
  11675. */
  11676. Engine.MarkAllMaterialsAsDirty = function (flag, predicate) {
  11677. for (var engineIndex = 0; engineIndex < Engine.Instances.length; engineIndex++) {
  11678. var engine = Engine.Instances[engineIndex];
  11679. for (var sceneIndex = 0; sceneIndex < engine.scenes.length; sceneIndex++) {
  11680. engine.scenes[sceneIndex].markAllMaterialsAsDirty(flag, predicate);
  11681. }
  11682. }
  11683. };
  11684. Object.defineProperty(Engine, "NEVER", {
  11685. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  11686. get: function () {
  11687. return Engine._NEVER;
  11688. },
  11689. enumerable: true,
  11690. configurable: true
  11691. });
  11692. Object.defineProperty(Engine, "ALWAYS", {
  11693. /** 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 */
  11694. get: function () {
  11695. return Engine._ALWAYS;
  11696. },
  11697. enumerable: true,
  11698. configurable: true
  11699. });
  11700. Object.defineProperty(Engine, "LESS", {
  11701. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  11702. get: function () {
  11703. return Engine._LESS;
  11704. },
  11705. enumerable: true,
  11706. configurable: true
  11707. });
  11708. Object.defineProperty(Engine, "EQUAL", {
  11709. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  11710. get: function () {
  11711. return Engine._EQUAL;
  11712. },
  11713. enumerable: true,
  11714. configurable: true
  11715. });
  11716. Object.defineProperty(Engine, "LEQUAL", {
  11717. /** 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 */
  11718. get: function () {
  11719. return Engine._LEQUAL;
  11720. },
  11721. enumerable: true,
  11722. configurable: true
  11723. });
  11724. Object.defineProperty(Engine, "GREATER", {
  11725. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  11726. get: function () {
  11727. return Engine._GREATER;
  11728. },
  11729. enumerable: true,
  11730. configurable: true
  11731. });
  11732. Object.defineProperty(Engine, "GEQUAL", {
  11733. /** 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 */
  11734. get: function () {
  11735. return Engine._GEQUAL;
  11736. },
  11737. enumerable: true,
  11738. configurable: true
  11739. });
  11740. Object.defineProperty(Engine, "NOTEQUAL", {
  11741. /** 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 */
  11742. get: function () {
  11743. return Engine._NOTEQUAL;
  11744. },
  11745. enumerable: true,
  11746. configurable: true
  11747. });
  11748. Object.defineProperty(Engine, "KEEP", {
  11749. /** Passed to stencilOperation to specify that stencil value must be kept */
  11750. get: function () {
  11751. return Engine._KEEP;
  11752. },
  11753. enumerable: true,
  11754. configurable: true
  11755. });
  11756. Object.defineProperty(Engine, "REPLACE", {
  11757. /** Passed to stencilOperation to specify that stencil value must be replaced */
  11758. get: function () {
  11759. return Engine._REPLACE;
  11760. },
  11761. enumerable: true,
  11762. configurable: true
  11763. });
  11764. Object.defineProperty(Engine, "INCR", {
  11765. /** Passed to stencilOperation to specify that stencil value must be incremented */
  11766. get: function () {
  11767. return Engine._INCR;
  11768. },
  11769. enumerable: true,
  11770. configurable: true
  11771. });
  11772. Object.defineProperty(Engine, "DECR", {
  11773. /** Passed to stencilOperation to specify that stencil value must be decremented */
  11774. get: function () {
  11775. return Engine._DECR;
  11776. },
  11777. enumerable: true,
  11778. configurable: true
  11779. });
  11780. Object.defineProperty(Engine, "INVERT", {
  11781. /** Passed to stencilOperation to specify that stencil value must be inverted */
  11782. get: function () {
  11783. return Engine._INVERT;
  11784. },
  11785. enumerable: true,
  11786. configurable: true
  11787. });
  11788. Object.defineProperty(Engine, "INCR_WRAP", {
  11789. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  11790. get: function () {
  11791. return Engine._INCR_WRAP;
  11792. },
  11793. enumerable: true,
  11794. configurable: true
  11795. });
  11796. Object.defineProperty(Engine, "DECR_WRAP", {
  11797. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  11798. get: function () {
  11799. return Engine._DECR_WRAP;
  11800. },
  11801. enumerable: true,
  11802. configurable: true
  11803. });
  11804. Object.defineProperty(Engine, "ALPHA_DISABLE", {
  11805. // Alpha
  11806. /** Defines that alpha blending is disabled */
  11807. get: function () {
  11808. return Engine._ALPHA_DISABLE;
  11809. },
  11810. enumerable: true,
  11811. configurable: true
  11812. });
  11813. Object.defineProperty(Engine, "ALPHA_ONEONE", {
  11814. /** Defines that alpha blending to SRC + DEST */
  11815. get: function () {
  11816. return Engine._ALPHA_ONEONE;
  11817. },
  11818. enumerable: true,
  11819. configurable: true
  11820. });
  11821. Object.defineProperty(Engine, "ALPHA_ADD", {
  11822. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  11823. get: function () {
  11824. return Engine._ALPHA_ADD;
  11825. },
  11826. enumerable: true,
  11827. configurable: true
  11828. });
  11829. Object.defineProperty(Engine, "ALPHA_COMBINE", {
  11830. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  11831. get: function () {
  11832. return Engine._ALPHA_COMBINE;
  11833. },
  11834. enumerable: true,
  11835. configurable: true
  11836. });
  11837. Object.defineProperty(Engine, "ALPHA_SUBTRACT", {
  11838. /** Defines that alpha blending to DEST - SRC * DEST */
  11839. get: function () {
  11840. return Engine._ALPHA_SUBTRACT;
  11841. },
  11842. enumerable: true,
  11843. configurable: true
  11844. });
  11845. Object.defineProperty(Engine, "ALPHA_MULTIPLY", {
  11846. /** Defines that alpha blending to SRC * DEST */
  11847. get: function () {
  11848. return Engine._ALPHA_MULTIPLY;
  11849. },
  11850. enumerable: true,
  11851. configurable: true
  11852. });
  11853. Object.defineProperty(Engine, "ALPHA_MAXIMIZED", {
  11854. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  11855. get: function () {
  11856. return Engine._ALPHA_MAXIMIZED;
  11857. },
  11858. enumerable: true,
  11859. configurable: true
  11860. });
  11861. Object.defineProperty(Engine, "ALPHA_PREMULTIPLIED", {
  11862. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  11863. get: function () {
  11864. return Engine._ALPHA_PREMULTIPLIED;
  11865. },
  11866. enumerable: true,
  11867. configurable: true
  11868. });
  11869. Object.defineProperty(Engine, "ALPHA_PREMULTIPLIED_PORTERDUFF", {
  11870. /**
  11871. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  11872. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  11873. */
  11874. get: function () {
  11875. return Engine._ALPHA_PREMULTIPLIED_PORTERDUFF;
  11876. },
  11877. enumerable: true,
  11878. configurable: true
  11879. });
  11880. Object.defineProperty(Engine, "ALPHA_INTERPOLATE", {
  11881. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  11882. get: function () {
  11883. return Engine._ALPHA_INTERPOLATE;
  11884. },
  11885. enumerable: true,
  11886. configurable: true
  11887. });
  11888. Object.defineProperty(Engine, "ALPHA_SCREENMODE", {
  11889. /**
  11890. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  11891. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  11892. */
  11893. get: function () {
  11894. return Engine._ALPHA_SCREENMODE;
  11895. },
  11896. enumerable: true,
  11897. configurable: true
  11898. });
  11899. Object.defineProperty(Engine, "DELAYLOADSTATE_NONE", {
  11900. // Delays
  11901. /** Defines that the ressource is not delayed*/
  11902. get: function () {
  11903. return Engine._DELAYLOADSTATE_NONE;
  11904. },
  11905. enumerable: true,
  11906. configurable: true
  11907. });
  11908. Object.defineProperty(Engine, "DELAYLOADSTATE_LOADED", {
  11909. /** Defines that the ressource was successfully delay loaded */
  11910. get: function () {
  11911. return Engine._DELAYLOADSTATE_LOADED;
  11912. },
  11913. enumerable: true,
  11914. configurable: true
  11915. });
  11916. Object.defineProperty(Engine, "DELAYLOADSTATE_LOADING", {
  11917. /** Defines that the ressource is currently delay loading */
  11918. get: function () {
  11919. return Engine._DELAYLOADSTATE_LOADING;
  11920. },
  11921. enumerable: true,
  11922. configurable: true
  11923. });
  11924. Object.defineProperty(Engine, "DELAYLOADSTATE_NOTLOADED", {
  11925. /** Defines that the ressource is delayed and has not started loading */
  11926. get: function () {
  11927. return Engine._DELAYLOADSTATE_NOTLOADED;
  11928. },
  11929. enumerable: true,
  11930. configurable: true
  11931. });
  11932. Object.defineProperty(Engine, "TEXTUREFORMAT_ALPHA", {
  11933. /** ALPHA */
  11934. get: function () {
  11935. return Engine._TEXTUREFORMAT_ALPHA;
  11936. },
  11937. enumerable: true,
  11938. configurable: true
  11939. });
  11940. Object.defineProperty(Engine, "TEXTUREFORMAT_LUMINANCE", {
  11941. /** LUMINANCE */
  11942. get: function () {
  11943. return Engine._TEXTUREFORMAT_LUMINANCE;
  11944. },
  11945. enumerable: true,
  11946. configurable: true
  11947. });
  11948. Object.defineProperty(Engine, "TEXTUREFORMAT_R32F", {
  11949. /**
  11950. * R32F
  11951. */
  11952. get: function () {
  11953. return Engine._TEXTUREFORMAT_R32F;
  11954. },
  11955. enumerable: true,
  11956. configurable: true
  11957. });
  11958. Object.defineProperty(Engine, "TEXTUREFORMAT_RG32F", {
  11959. /**
  11960. * RG32F
  11961. */
  11962. get: function () {
  11963. return Engine._TEXTUREFORMAT_RG32F;
  11964. },
  11965. enumerable: true,
  11966. configurable: true
  11967. });
  11968. Object.defineProperty(Engine, "TEXTUREFORMAT_RGB32F", {
  11969. /**
  11970. * RGB32F
  11971. */
  11972. get: function () {
  11973. return Engine._TEXTUREFORMAT_RGB32F;
  11974. },
  11975. enumerable: true,
  11976. configurable: true
  11977. });
  11978. Object.defineProperty(Engine, "TEXTUREFORMAT_RGBA32F", {
  11979. /**
  11980. * RGBA32F
  11981. */
  11982. get: function () {
  11983. return Engine._TEXTUREFORMAT_RGBA32F;
  11984. },
  11985. enumerable: true,
  11986. configurable: true
  11987. });
  11988. Object.defineProperty(Engine, "TEXTUREFORMAT_LUMINANCE_ALPHA", {
  11989. /** LUMINANCE_ALPHA */
  11990. get: function () {
  11991. return Engine._TEXTUREFORMAT_LUMINANCE_ALPHA;
  11992. },
  11993. enumerable: true,
  11994. configurable: true
  11995. });
  11996. Object.defineProperty(Engine, "TEXTUREFORMAT_RGB", {
  11997. /** RGB */
  11998. get: function () {
  11999. return Engine._TEXTUREFORMAT_RGB;
  12000. },
  12001. enumerable: true,
  12002. configurable: true
  12003. });
  12004. Object.defineProperty(Engine, "TEXTUREFORMAT_RGBA", {
  12005. /** RGBA */
  12006. get: function () {
  12007. return Engine._TEXTUREFORMAT_RGBA;
  12008. },
  12009. enumerable: true,
  12010. configurable: true
  12011. });
  12012. Object.defineProperty(Engine, "TEXTURETYPE_UNSIGNED_INT", {
  12013. /** UNSIGNED_INT */
  12014. get: function () {
  12015. return Engine._TEXTURETYPE_UNSIGNED_INT;
  12016. },
  12017. enumerable: true,
  12018. configurable: true
  12019. });
  12020. Object.defineProperty(Engine, "TEXTURETYPE_FLOAT", {
  12021. /** FLOAT */
  12022. get: function () {
  12023. return Engine._TEXTURETYPE_FLOAT;
  12024. },
  12025. enumerable: true,
  12026. configurable: true
  12027. });
  12028. Object.defineProperty(Engine, "TEXTURETYPE_HALF_FLOAT", {
  12029. /** HALF_FLOAT */
  12030. get: function () {
  12031. return Engine._TEXTURETYPE_HALF_FLOAT;
  12032. },
  12033. enumerable: true,
  12034. configurable: true
  12035. });
  12036. Object.defineProperty(Engine, "SCALEMODE_FLOOR", {
  12037. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  12038. get: function () {
  12039. return Engine._SCALEMODE_FLOOR;
  12040. },
  12041. enumerable: true,
  12042. configurable: true
  12043. });
  12044. Object.defineProperty(Engine, "SCALEMODE_NEAREST", {
  12045. /** Defines that texture rescaling will look for the nearest power of 2 size */
  12046. get: function () {
  12047. return Engine._SCALEMODE_NEAREST;
  12048. },
  12049. enumerable: true,
  12050. configurable: true
  12051. });
  12052. Object.defineProperty(Engine, "SCALEMODE_CEILING", {
  12053. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  12054. get: function () {
  12055. return Engine._SCALEMODE_CEILING;
  12056. },
  12057. enumerable: true,
  12058. configurable: true
  12059. });
  12060. Object.defineProperty(Engine, "Version", {
  12061. /**
  12062. * Returns the current version of the framework
  12063. */
  12064. get: function () {
  12065. return "3.2.0-beta.5";
  12066. },
  12067. enumerable: true,
  12068. configurable: true
  12069. });
  12070. Object.defineProperty(Engine.prototype, "isInVRExclusivePointerMode", {
  12071. /**
  12072. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  12073. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  12074. */
  12075. get: function () {
  12076. return this._vrExclusivePointerMode;
  12077. },
  12078. enumerable: true,
  12079. configurable: true
  12080. });
  12081. Object.defineProperty(Engine.prototype, "supportsUniformBuffers", {
  12082. /**
  12083. * Gets a boolean indicating that the engine supports uniform buffers
  12084. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  12085. */
  12086. get: function () {
  12087. return this.webGLVersion > 1 && !this.disableUniformBuffers;
  12088. },
  12089. enumerable: true,
  12090. configurable: true
  12091. });
  12092. Object.defineProperty(Engine.prototype, "needPOTTextures", {
  12093. /**
  12094. * Gets a boolean indicating that only power of 2 textures are supported
  12095. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  12096. */
  12097. get: function () {
  12098. return this._webGLVersion < 2 || this.forcePOTTextures;
  12099. },
  12100. enumerable: true,
  12101. configurable: true
  12102. });
  12103. Object.defineProperty(Engine.prototype, "performanceMonitor", {
  12104. /**
  12105. * Gets the performance monitor attached to this engine
  12106. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  12107. */
  12108. get: function () {
  12109. return this._performanceMonitor;
  12110. },
  12111. enumerable: true,
  12112. configurable: true
  12113. });
  12114. Object.defineProperty(Engine.prototype, "texturesSupported", {
  12115. /**
  12116. * Gets the list of texture formats supported
  12117. */
  12118. get: function () {
  12119. return this._texturesSupported;
  12120. },
  12121. enumerable: true,
  12122. configurable: true
  12123. });
  12124. Object.defineProperty(Engine.prototype, "textureFormatInUse", {
  12125. /**
  12126. * Gets the list of texture formats in use
  12127. */
  12128. get: function () {
  12129. return this._textureFormatInUse;
  12130. },
  12131. enumerable: true,
  12132. configurable: true
  12133. });
  12134. Object.defineProperty(Engine.prototype, "currentViewport", {
  12135. /**
  12136. * Gets the current viewport
  12137. */
  12138. get: function () {
  12139. return this._cachedViewport;
  12140. },
  12141. enumerable: true,
  12142. configurable: true
  12143. });
  12144. Object.defineProperty(Engine.prototype, "emptyTexture", {
  12145. /**
  12146. * Gets the default empty texture
  12147. */
  12148. get: function () {
  12149. if (!this._emptyTexture) {
  12150. this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  12151. }
  12152. return this._emptyTexture;
  12153. },
  12154. enumerable: true,
  12155. configurable: true
  12156. });
  12157. Object.defineProperty(Engine.prototype, "emptyTexture3D", {
  12158. /**
  12159. * Gets the default empty 3D texture
  12160. */
  12161. get: function () {
  12162. if (!this._emptyTexture3D) {
  12163. this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  12164. }
  12165. return this._emptyTexture3D;
  12166. },
  12167. enumerable: true,
  12168. configurable: true
  12169. });
  12170. Object.defineProperty(Engine.prototype, "emptyCubeTexture", {
  12171. /**
  12172. * Gets the default empty cube texture
  12173. */
  12174. get: function () {
  12175. if (!this._emptyCubeTexture) {
  12176. var faceData = new Uint8Array(4);
  12177. var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];
  12178. this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, Engine.TEXTUREFORMAT_RGBA, Engine.TEXTURETYPE_UNSIGNED_INT, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  12179. }
  12180. return this._emptyCubeTexture;
  12181. },
  12182. enumerable: true,
  12183. configurable: true
  12184. });
  12185. Engine.prototype._rebuildInternalTextures = function () {
  12186. var currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies
  12187. for (var _i = 0, currentState_1 = currentState; _i < currentState_1.length; _i++) {
  12188. var internalTexture = currentState_1[_i];
  12189. internalTexture._rebuild();
  12190. }
  12191. };
  12192. Engine.prototype._rebuildEffects = function () {
  12193. for (var key in this._compiledEffects) {
  12194. var effect = this._compiledEffects[key];
  12195. effect._prepareEffect();
  12196. }
  12197. BABYLON.Effect.ResetCache();
  12198. };
  12199. Engine.prototype._rebuildBuffers = function () {
  12200. // Index / Vertex
  12201. for (var _i = 0, _a = this.scenes; _i < _a.length; _i++) {
  12202. var scene = _a[_i];
  12203. scene.resetCachedMaterial();
  12204. scene._rebuildGeometries();
  12205. scene._rebuildTextures();
  12206. }
  12207. // Uniforms
  12208. for (var _b = 0, _c = this._uniformBuffers; _b < _c.length; _b++) {
  12209. var uniformBuffer = _c[_b];
  12210. uniformBuffer._rebuild();
  12211. }
  12212. };
  12213. Engine.prototype._initGLContext = function () {
  12214. // Caps
  12215. this._caps = new EngineCapabilities();
  12216. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  12217. this._caps.maxCombinedTexturesImageUnits = this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
  12218. this._caps.maxVertexTextureImageUnits = this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
  12219. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  12220. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  12221. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  12222. this._caps.maxVertexAttribs = this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS);
  12223. this._caps.maxVaryingVectors = this._gl.getParameter(this._gl.MAX_VARYING_VECTORS);
  12224. this._caps.maxFragmentUniformVectors = this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS);
  12225. this._caps.maxVertexUniformVectors = this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS);
  12226. // Infos
  12227. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  12228. var rendererInfo = this._gl.getExtension("WEBGL_debug_renderer_info");
  12229. if (rendererInfo != null) {
  12230. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  12231. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  12232. }
  12233. if (!this._glVendor) {
  12234. this._glVendor = "Unknown vendor";
  12235. }
  12236. if (!this._glRenderer) {
  12237. this._glRenderer = "Unknown renderer";
  12238. }
  12239. // Constants
  12240. this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).
  12241. if (this._gl.RGBA16F !== 0x881A) {
  12242. this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.
  12243. }
  12244. if (this._gl.RGBA32F !== 0x8814) {
  12245. this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.
  12246. }
  12247. if (this._gl.DEPTH24_STENCIL8 !== 35056) {
  12248. this._gl.DEPTH24_STENCIL8 = 35056;
  12249. }
  12250. // Extensions
  12251. this._caps.standardDerivatives = this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null);
  12252. this._caps.astc = this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc');
  12253. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
  12254. this._caps.pvrtc = this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
  12255. this._caps.etc1 = this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');
  12256. this._caps.etc2 = this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||
  12257. this._gl.getExtension('WEBGL_compressed_texture_es3_0'); // also a requirement of OpenGL ES 3
  12258. 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');
  12259. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  12260. this._caps.uintIndices = this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null;
  12261. this._caps.fragmentDepthSupported = this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null;
  12262. this._caps.highPrecisionShaderSupported = true;
  12263. this._caps.timerQuery = this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension("EXT_disjoint_timer_query");
  12264. if (this._caps.timerQuery) {
  12265. if (this._webGLVersion === 1) {
  12266. this._gl.getQuery = this._caps.timerQuery.getQueryEXT.bind(this._caps.timerQuery);
  12267. }
  12268. this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;
  12269. }
  12270. // Checks if some of the format renders first to allow the use of webgl inspector.
  12271. this._caps.colorBufferFloat = this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float');
  12272. this._caps.textureFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false;
  12273. this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;
  12274. this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;
  12275. this._caps.textureHalfFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false;
  12276. this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;
  12277. if (this._webGLVersion > 1) {
  12278. this._gl.HALF_FLOAT_OES = 0x140B;
  12279. }
  12280. this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();
  12281. this._caps.textureLOD = (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false;
  12282. // Draw buffers
  12283. if (this._webGLVersion > 1) {
  12284. this._caps.drawBuffersExtension = true;
  12285. }
  12286. else {
  12287. var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');
  12288. if (drawBuffersExtension !== null) {
  12289. this._caps.drawBuffersExtension = true;
  12290. this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);
  12291. this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;
  12292. for (var i = 0; i < 16; i++) {
  12293. this._gl["COLOR_ATTACHMENT" + i + "_WEBGL"] = drawBuffersExtension["COLOR_ATTACHMENT" + i + "_WEBGL"];
  12294. }
  12295. }
  12296. else {
  12297. this._caps.drawBuffersExtension = false;
  12298. }
  12299. }
  12300. // Depth Texture
  12301. if (this._webGLVersion > 1) {
  12302. this._caps.depthTextureExtension = true;
  12303. }
  12304. else {
  12305. var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');
  12306. if (depthTextureExtension != null) {
  12307. this._caps.depthTextureExtension = true;
  12308. this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;
  12309. }
  12310. }
  12311. // Vertex array object
  12312. if (this._webGLVersion > 1) {
  12313. this._caps.vertexArrayObject = true;
  12314. }
  12315. else {
  12316. var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');
  12317. if (vertexArrayObjectExtension != null) {
  12318. this._caps.vertexArrayObject = true;
  12319. this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);
  12320. this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);
  12321. this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);
  12322. }
  12323. else {
  12324. this._caps.vertexArrayObject = false;
  12325. }
  12326. }
  12327. // Instances count
  12328. if (this._webGLVersion > 1) {
  12329. this._caps.instancedArrays = true;
  12330. }
  12331. else {
  12332. var instanceExtension = this._gl.getExtension('ANGLE_instanced_arrays');
  12333. if (instanceExtension != null) {
  12334. this._caps.instancedArrays = true;
  12335. this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);
  12336. this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);
  12337. this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);
  12338. }
  12339. else {
  12340. this._caps.instancedArrays = false;
  12341. }
  12342. }
  12343. // Intelligently add supported compressed formats in order to check for.
  12344. // Check for ASTC support first as it is most powerful and to be very cross platform.
  12345. // Next PVRTC & DXT, which are probably superior to ETC1/2.
  12346. // Likely no hardware which supports both PVR & DXT, so order matters little.
  12347. // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.
  12348. if (this._caps.astc)
  12349. this.texturesSupported.push('-astc.ktx');
  12350. if (this._caps.s3tc)
  12351. this.texturesSupported.push('-dxt.ktx');
  12352. if (this._caps.pvrtc)
  12353. this.texturesSupported.push('-pvrtc.ktx');
  12354. if (this._caps.etc2)
  12355. this.texturesSupported.push('-etc2.ktx');
  12356. if (this._caps.etc1)
  12357. this.texturesSupported.push('-etc1.ktx');
  12358. if (this._gl.getShaderPrecisionFormat) {
  12359. var highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
  12360. if (highp) {
  12361. this._caps.highPrecisionShaderSupported = highp.precision !== 0;
  12362. }
  12363. }
  12364. // Depth buffer
  12365. this.setDepthBuffer(true);
  12366. this.setDepthFunctionToLessOrEqual();
  12367. this.setDepthWrite(true);
  12368. // Texture maps
  12369. this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;
  12370. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  12371. this._nextFreeTextureSlots.push(slot);
  12372. }
  12373. };
  12374. Object.defineProperty(Engine.prototype, "webGLVersion", {
  12375. /**
  12376. * Gets version of the current webGL context
  12377. */
  12378. get: function () {
  12379. return this._webGLVersion;
  12380. },
  12381. enumerable: true,
  12382. configurable: true
  12383. });
  12384. Object.defineProperty(Engine.prototype, "isStencilEnable", {
  12385. /**
  12386. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  12387. */
  12388. get: function () {
  12389. return this._isStencilEnable;
  12390. },
  12391. enumerable: true,
  12392. configurable: true
  12393. });
  12394. Engine.prototype._prepareWorkingCanvas = function () {
  12395. if (this._workingCanvas) {
  12396. return;
  12397. }
  12398. this._workingCanvas = document.createElement("canvas");
  12399. var context = this._workingCanvas.getContext("2d");
  12400. if (context) {
  12401. this._workingContext = context;
  12402. }
  12403. };
  12404. /**
  12405. * Reset the texture cache to empty state
  12406. */
  12407. Engine.prototype.resetTextureCache = function () {
  12408. for (var key in this._boundTexturesCache) {
  12409. if (!this._boundTexturesCache.hasOwnProperty(key)) {
  12410. continue;
  12411. }
  12412. var boundTexture = this._boundTexturesCache[key];
  12413. if (boundTexture) {
  12414. this._removeDesignatedSlot(boundTexture);
  12415. }
  12416. this._boundTexturesCache[key] = null;
  12417. }
  12418. if (!this.disableTextureBindingOptimization) {
  12419. this._nextFreeTextureSlots = [];
  12420. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  12421. this._nextFreeTextureSlots.push(slot);
  12422. }
  12423. }
  12424. this._currentTextureChannel = -1;
  12425. };
  12426. /**
  12427. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  12428. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  12429. * @returns true if engine is in deterministic lock step mode
  12430. */
  12431. Engine.prototype.isDeterministicLockStep = function () {
  12432. return this._deterministicLockstep;
  12433. };
  12434. /**
  12435. * Gets the max steps when engine is running in deterministic lock step
  12436. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  12437. * @returns the max steps
  12438. */
  12439. Engine.prototype.getLockstepMaxSteps = function () {
  12440. return this._lockstepMaxSteps;
  12441. };
  12442. /**
  12443. * Gets an object containing information about the current webGL context
  12444. * @returns an object containing the vender, the renderer and the version of the current webGL context
  12445. */
  12446. Engine.prototype.getGlInfo = function () {
  12447. return {
  12448. vendor: this._glVendor,
  12449. renderer: this._glRenderer,
  12450. version: this._glVersion
  12451. };
  12452. };
  12453. /**
  12454. * Gets current aspect ratio
  12455. * @param camera defines the camera to use to get the aspect ratio
  12456. * @param useScreen defines if screen size must be used (or the current render target if any)
  12457. * @returns a number defining the aspect ratio
  12458. */
  12459. Engine.prototype.getAspectRatio = function (camera, useScreen) {
  12460. if (useScreen === void 0) { useScreen = false; }
  12461. var viewport = camera.viewport;
  12462. return (this.getRenderWidth(useScreen) * viewport.width) / (this.getRenderHeight(useScreen) * viewport.height);
  12463. };
  12464. /**
  12465. * Gets the current render width
  12466. * @param useScreen defines if screen size must be used (or the current render target if any)
  12467. * @returns a number defining the current render width
  12468. */
  12469. Engine.prototype.getRenderWidth = function (useScreen) {
  12470. if (useScreen === void 0) { useScreen = false; }
  12471. if (!useScreen && this._currentRenderTarget) {
  12472. return this._currentRenderTarget.width;
  12473. }
  12474. return this._gl.drawingBufferWidth;
  12475. };
  12476. /**
  12477. * Gets the current render height
  12478. * @param useScreen defines if screen size must be used (or the current render target if any)
  12479. * @returns a number defining the current render height
  12480. */
  12481. Engine.prototype.getRenderHeight = function (useScreen) {
  12482. if (useScreen === void 0) { useScreen = false; }
  12483. if (!useScreen && this._currentRenderTarget) {
  12484. return this._currentRenderTarget.height;
  12485. }
  12486. return this._gl.drawingBufferHeight;
  12487. };
  12488. /**
  12489. * Gets the HTML canvas attached with the current webGL context
  12490. * @returns a HTML canvas
  12491. */
  12492. Engine.prototype.getRenderingCanvas = function () {
  12493. return this._renderingCanvas;
  12494. };
  12495. /**
  12496. * Gets the client rect of the HTML canvas attached with the current webGL context
  12497. * @returns a client rectanglee
  12498. */
  12499. Engine.prototype.getRenderingCanvasClientRect = function () {
  12500. if (!this._renderingCanvas) {
  12501. return null;
  12502. }
  12503. return this._renderingCanvas.getBoundingClientRect();
  12504. };
  12505. /**
  12506. * Defines the hardware scaling level.
  12507. * By default the hardware scaling level is computed from the window device ratio.
  12508. * 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.
  12509. * @param level defines the level to use
  12510. */
  12511. Engine.prototype.setHardwareScalingLevel = function (level) {
  12512. this._hardwareScalingLevel = level;
  12513. this.resize();
  12514. };
  12515. /**
  12516. * Gets the current hardware scaling level.
  12517. * By default the hardware scaling level is computed from the window device ratio.
  12518. * 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.
  12519. * @returns a number indicating the current hardware scaling level
  12520. */
  12521. Engine.prototype.getHardwareScalingLevel = function () {
  12522. return this._hardwareScalingLevel;
  12523. };
  12524. /**
  12525. * Gets the list of loaded textures
  12526. * @returns an array containing all loaded textures
  12527. */
  12528. Engine.prototype.getLoadedTexturesCache = function () {
  12529. return this._internalTexturesCache;
  12530. };
  12531. /**
  12532. * Gets the object containing all engine capabilities
  12533. * @returns the EngineCapabilities object
  12534. */
  12535. Engine.prototype.getCaps = function () {
  12536. return this._caps;
  12537. };
  12538. Object.defineProperty(Engine.prototype, "drawCalls", {
  12539. /** @hidden */
  12540. get: function () {
  12541. BABYLON.Tools.Warn("drawCalls is deprecated. Please use SceneInstrumentation class");
  12542. return 0;
  12543. },
  12544. enumerable: true,
  12545. configurable: true
  12546. });
  12547. Object.defineProperty(Engine.prototype, "drawCallsPerfCounter", {
  12548. /** @hidden */
  12549. get: function () {
  12550. BABYLON.Tools.Warn("drawCallsPerfCounter is deprecated. Please use SceneInstrumentation class");
  12551. return null;
  12552. },
  12553. enumerable: true,
  12554. configurable: true
  12555. });
  12556. /**
  12557. * Gets the current depth function
  12558. * @returns a number defining the depth function
  12559. */
  12560. Engine.prototype.getDepthFunction = function () {
  12561. return this._depthCullingState.depthFunc;
  12562. };
  12563. /**
  12564. * Sets the current depth function
  12565. * @param depthFunc defines the function to use
  12566. */
  12567. Engine.prototype.setDepthFunction = function (depthFunc) {
  12568. this._depthCullingState.depthFunc = depthFunc;
  12569. };
  12570. /**
  12571. * Sets the current depth function to GREATER
  12572. */
  12573. Engine.prototype.setDepthFunctionToGreater = function () {
  12574. this._depthCullingState.depthFunc = this._gl.GREATER;
  12575. };
  12576. /**
  12577. * Sets the current depth function to GEQUAL
  12578. */
  12579. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  12580. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  12581. };
  12582. /**
  12583. * Sets the current depth function to LESS
  12584. */
  12585. Engine.prototype.setDepthFunctionToLess = function () {
  12586. this._depthCullingState.depthFunc = this._gl.LESS;
  12587. };
  12588. /**
  12589. * Sets the current depth function to LEQUAL
  12590. */
  12591. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  12592. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  12593. };
  12594. /**
  12595. * Gets a boolean indicating if stencil buffer is enabled
  12596. * @returns the current stencil buffer state
  12597. */
  12598. Engine.prototype.getStencilBuffer = function () {
  12599. return this._stencilState.stencilTest;
  12600. };
  12601. /**
  12602. * Enable or disable the stencil buffer
  12603. * @param enable defines if the stencil buffer must be enabled or disabled
  12604. */
  12605. Engine.prototype.setStencilBuffer = function (enable) {
  12606. this._stencilState.stencilTest = enable;
  12607. };
  12608. /**
  12609. * Gets the current stencil mask
  12610. * @returns a number defining the new stencil mask to use
  12611. */
  12612. Engine.prototype.getStencilMask = function () {
  12613. return this._stencilState.stencilMask;
  12614. };
  12615. /**
  12616. * Sets the current stencil mask
  12617. * @param mask defines the new stencil mask to use
  12618. */
  12619. Engine.prototype.setStencilMask = function (mask) {
  12620. this._stencilState.stencilMask = mask;
  12621. };
  12622. /**
  12623. * Gets the current stencil function
  12624. * @returns a number defining the stencil function to use
  12625. */
  12626. Engine.prototype.getStencilFunction = function () {
  12627. return this._stencilState.stencilFunc;
  12628. };
  12629. /**
  12630. * Gets the current stencil reference value
  12631. * @returns a number defining the stencil reference value to use
  12632. */
  12633. Engine.prototype.getStencilFunctionReference = function () {
  12634. return this._stencilState.stencilFuncRef;
  12635. };
  12636. /**
  12637. * Gets the current stencil mask
  12638. * @returns a number defining the stencil mask to use
  12639. */
  12640. Engine.prototype.getStencilFunctionMask = function () {
  12641. return this._stencilState.stencilFuncMask;
  12642. };
  12643. /**
  12644. * Sets the current stencil function
  12645. * @param stencilFunc defines the new stencil function to use
  12646. */
  12647. Engine.prototype.setStencilFunction = function (stencilFunc) {
  12648. this._stencilState.stencilFunc = stencilFunc;
  12649. };
  12650. /**
  12651. * Sets the current stencil reference
  12652. * @param reference defines the new stencil reference to use
  12653. */
  12654. Engine.prototype.setStencilFunctionReference = function (reference) {
  12655. this._stencilState.stencilFuncRef = reference;
  12656. };
  12657. /**
  12658. * Sets the current stencil mask
  12659. * @param mask defines the new stencil mask to use
  12660. */
  12661. Engine.prototype.setStencilFunctionMask = function (mask) {
  12662. this._stencilState.stencilFuncMask = mask;
  12663. };
  12664. /**
  12665. * Gets the current stencil operation when stencil fails
  12666. * @returns a number defining stencil operation to use when stencil fails
  12667. */
  12668. Engine.prototype.getStencilOperationFail = function () {
  12669. return this._stencilState.stencilOpStencilFail;
  12670. };
  12671. /**
  12672. * Gets the current stencil operation when depth fails
  12673. * @returns a number defining stencil operation to use when depth fails
  12674. */
  12675. Engine.prototype.getStencilOperationDepthFail = function () {
  12676. return this._stencilState.stencilOpDepthFail;
  12677. };
  12678. /**
  12679. * Gets the current stencil operation when stencil passes
  12680. * @returns a number defining stencil operation to use when stencil passes
  12681. */
  12682. Engine.prototype.getStencilOperationPass = function () {
  12683. return this._stencilState.stencilOpStencilDepthPass;
  12684. };
  12685. /**
  12686. * Sets the stencil operation to use when stencil fails
  12687. * @param operation defines the stencil operation to use when stencil fails
  12688. */
  12689. Engine.prototype.setStencilOperationFail = function (operation) {
  12690. this._stencilState.stencilOpStencilFail = operation;
  12691. };
  12692. /**
  12693. * Sets the stencil operation to use when depth fails
  12694. * @param operation defines the stencil operation to use when depth fails
  12695. */
  12696. Engine.prototype.setStencilOperationDepthFail = function (operation) {
  12697. this._stencilState.stencilOpDepthFail = operation;
  12698. };
  12699. /**
  12700. * Sets the stencil operation to use when stencil passes
  12701. * @param operation defines the stencil operation to use when stencil passes
  12702. */
  12703. Engine.prototype.setStencilOperationPass = function (operation) {
  12704. this._stencilState.stencilOpStencilDepthPass = operation;
  12705. };
  12706. /**
  12707. * Sets a boolean indicating if the dithering state is enabled or disabled
  12708. * @param value defines the dithering state
  12709. */
  12710. Engine.prototype.setDitheringState = function (value) {
  12711. if (value) {
  12712. this._gl.enable(this._gl.DITHER);
  12713. }
  12714. else {
  12715. this._gl.disable(this._gl.DITHER);
  12716. }
  12717. };
  12718. /**
  12719. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  12720. * @param value defines the rasterizer state
  12721. */
  12722. Engine.prototype.setRasterizerState = function (value) {
  12723. if (value) {
  12724. this._gl.disable(this._gl.RASTERIZER_DISCARD);
  12725. }
  12726. else {
  12727. this._gl.enable(this._gl.RASTERIZER_DISCARD);
  12728. }
  12729. };
  12730. /**
  12731. * stop executing a render loop function and remove it from the execution array
  12732. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  12733. */
  12734. Engine.prototype.stopRenderLoop = function (renderFunction) {
  12735. if (!renderFunction) {
  12736. this._activeRenderLoops = [];
  12737. return;
  12738. }
  12739. var index = this._activeRenderLoops.indexOf(renderFunction);
  12740. if (index >= 0) {
  12741. this._activeRenderLoops.splice(index, 1);
  12742. }
  12743. };
  12744. /** @hidden */
  12745. Engine.prototype._renderLoop = function () {
  12746. if (!this._contextWasLost) {
  12747. var shouldRender = true;
  12748. if (!this.renderEvenInBackground && this._windowIsBackground) {
  12749. shouldRender = false;
  12750. }
  12751. if (shouldRender) {
  12752. // Start new frame
  12753. this.beginFrame();
  12754. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  12755. var renderFunction = this._activeRenderLoops[index];
  12756. renderFunction();
  12757. }
  12758. // Present
  12759. this.endFrame();
  12760. }
  12761. }
  12762. if (this._activeRenderLoops.length > 0) {
  12763. // Register new frame
  12764. var requester = null;
  12765. if (this._vrDisplay && this._vrDisplay.isPresenting)
  12766. requester = this._vrDisplay;
  12767. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction, requester);
  12768. }
  12769. else {
  12770. this._renderingQueueLaunched = false;
  12771. }
  12772. };
  12773. /**
  12774. * Register and execute a render loop. The engine can have more than one render function
  12775. * @param renderFunction defines the function to continuously execute
  12776. */
  12777. Engine.prototype.runRenderLoop = function (renderFunction) {
  12778. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  12779. return;
  12780. }
  12781. this._activeRenderLoops.push(renderFunction);
  12782. if (!this._renderingQueueLaunched) {
  12783. this._renderingQueueLaunched = true;
  12784. this._bindedRenderFunction = this._renderLoop.bind(this);
  12785. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  12786. }
  12787. };
  12788. /**
  12789. * Toggle full screen mode
  12790. * @param requestPointerLock defines if a pointer lock should be requested from the user
  12791. * @param options defines an option object to be sent to the requestFullscreen function
  12792. */
  12793. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  12794. if (this.isFullscreen) {
  12795. BABYLON.Tools.ExitFullscreen();
  12796. }
  12797. else {
  12798. this._pointerLockRequested = requestPointerLock;
  12799. if (this._renderingCanvas) {
  12800. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  12801. }
  12802. }
  12803. };
  12804. /**
  12805. * Clear the current render buffer or the current render target (if any is set up)
  12806. * @param color defines the color to use
  12807. * @param backBuffer defines if the back buffer must be cleared
  12808. * @param depth defines if the depth buffer must be cleared
  12809. * @param stencil defines if the stencil buffer must be cleared
  12810. */
  12811. Engine.prototype.clear = function (color, backBuffer, depth, stencil) {
  12812. if (stencil === void 0) { stencil = false; }
  12813. this.applyStates();
  12814. var mode = 0;
  12815. if (backBuffer && color) {
  12816. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  12817. mode |= this._gl.COLOR_BUFFER_BIT;
  12818. }
  12819. if (depth) {
  12820. this._gl.clearDepth(1.0);
  12821. mode |= this._gl.DEPTH_BUFFER_BIT;
  12822. }
  12823. if (stencil) {
  12824. this._gl.clearStencil(0);
  12825. mode |= this._gl.STENCIL_BUFFER_BIT;
  12826. }
  12827. this._gl.clear(mode);
  12828. };
  12829. /**
  12830. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  12831. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  12832. * @param y defines the y-coordinate of the corner of the clear rectangle
  12833. * @param width defines the width of the clear rectangle
  12834. * @param height defines the height of the clear rectangle
  12835. * @param clearColor defines the clear color
  12836. */
  12837. Engine.prototype.scissorClear = function (x, y, width, height, clearColor) {
  12838. var gl = this._gl;
  12839. // Save state
  12840. var curScissor = gl.getParameter(gl.SCISSOR_TEST);
  12841. var curScissorBox = gl.getParameter(gl.SCISSOR_BOX);
  12842. // Change state
  12843. gl.enable(gl.SCISSOR_TEST);
  12844. gl.scissor(x, y, width, height);
  12845. // Clear
  12846. this.clear(clearColor, true, true, true);
  12847. // Restore state
  12848. gl.scissor(curScissorBox[0], curScissorBox[1], curScissorBox[2], curScissorBox[3]);
  12849. if (curScissor === true) {
  12850. gl.enable(gl.SCISSOR_TEST);
  12851. }
  12852. else {
  12853. gl.disable(gl.SCISSOR_TEST);
  12854. }
  12855. };
  12856. /**
  12857. * Set the WebGL's viewport
  12858. * @param viewport defines the viewport element to be used
  12859. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  12860. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  12861. */
  12862. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  12863. var width = requiredWidth || this.getRenderWidth();
  12864. var height = requiredHeight || this.getRenderHeight();
  12865. var x = viewport.x || 0;
  12866. var y = viewport.y || 0;
  12867. this._cachedViewport = viewport;
  12868. this._gl.viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  12869. };
  12870. /**
  12871. * Directly set the WebGL Viewport
  12872. * @param x defines the x coordinate of the viewport (in screen space)
  12873. * @param y defines the y coordinate of the viewport (in screen space)
  12874. * @param width defines the width of the viewport (in screen space)
  12875. * @param height defines the height of the viewport (in screen space)
  12876. * @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
  12877. */
  12878. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  12879. var currentViewport = this._cachedViewport;
  12880. this._cachedViewport = null;
  12881. this._gl.viewport(x, y, width, height);
  12882. return currentViewport;
  12883. };
  12884. /**
  12885. * Begin a new frame
  12886. */
  12887. Engine.prototype.beginFrame = function () {
  12888. this.onBeginFrameObservable.notifyObservers(this);
  12889. this._measureFps();
  12890. };
  12891. /**
  12892. * Enf the current frame
  12893. */
  12894. Engine.prototype.endFrame = function () {
  12895. // Force a flush in case we are using a bad OS.
  12896. if (this._badOS) {
  12897. this.flushFramebuffer();
  12898. }
  12899. // Submit frame to the vr device, if enabled
  12900. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  12901. // TODO: We should only submit the frame if we read frameData successfully.
  12902. this._vrDisplay.submitFrame();
  12903. }
  12904. this.onEndFrameObservable.notifyObservers(this);
  12905. };
  12906. /**
  12907. * Resize the view according to the canvas' size
  12908. */
  12909. Engine.prototype.resize = function () {
  12910. // We're not resizing the size of the canvas while in VR mode & presenting
  12911. if (!(this._vrDisplay && this._vrDisplay.isPresenting)) {
  12912. var width = this._renderingCanvas ? this._renderingCanvas.clientWidth : window.innerWidth;
  12913. var height = this._renderingCanvas ? this._renderingCanvas.clientHeight : window.innerHeight;
  12914. this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
  12915. }
  12916. };
  12917. /**
  12918. * Force a specific size of the canvas
  12919. * @param width defines the new canvas' width
  12920. * @param height defines the new canvas' height
  12921. */
  12922. Engine.prototype.setSize = function (width, height) {
  12923. if (!this._renderingCanvas) {
  12924. return;
  12925. }
  12926. if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {
  12927. return;
  12928. }
  12929. this._renderingCanvas.width = width;
  12930. this._renderingCanvas.height = height;
  12931. for (var index = 0; index < this.scenes.length; index++) {
  12932. var scene = this.scenes[index];
  12933. for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {
  12934. var cam = scene.cameras[camIndex];
  12935. cam._currentRenderId = 0;
  12936. }
  12937. }
  12938. if (this.onResizeObservable.hasObservers) {
  12939. this.onResizeObservable.notifyObservers(this);
  12940. }
  12941. };
  12942. // WebVR functions
  12943. /**
  12944. * Gets a boolean indicating if a webVR device was detected
  12945. * @returns true if a webVR device was detected
  12946. */
  12947. Engine.prototype.isVRDevicePresent = function () {
  12948. return !!this._vrDisplay;
  12949. };
  12950. /**
  12951. * Gets the current webVR device
  12952. * @returns the current webVR device (or null)
  12953. */
  12954. Engine.prototype.getVRDevice = function () {
  12955. return this._vrDisplay;
  12956. };
  12957. /**
  12958. * Initializes a webVR display and starts listening to display change events
  12959. * The onVRDisplayChangedObservable will be notified upon these changes
  12960. * @returns The onVRDisplayChangedObservable
  12961. */
  12962. Engine.prototype.initWebVR = function () {
  12963. this.initWebVRAsync();
  12964. return this.onVRDisplayChangedObservable;
  12965. };
  12966. /**
  12967. * Initializes a webVR display and starts listening to display change events
  12968. * The onVRDisplayChangedObservable will be notified upon these changes
  12969. * @returns A promise containing a VRDisplay and if vr is supported
  12970. */
  12971. Engine.prototype.initWebVRAsync = function () {
  12972. var _this = this;
  12973. var notifyObservers = function () {
  12974. var eventArgs = {
  12975. vrDisplay: _this._vrDisplay,
  12976. vrSupported: _this._vrSupported
  12977. };
  12978. _this.onVRDisplayChangedObservable.notifyObservers(eventArgs);
  12979. _this._webVRInitPromise = new Promise(function (res) { res(eventArgs); });
  12980. };
  12981. if (!this._onVrDisplayConnect) {
  12982. this._onVrDisplayConnect = function (event) {
  12983. _this._vrDisplay = event.display;
  12984. notifyObservers();
  12985. };
  12986. this._onVrDisplayDisconnect = function () {
  12987. _this._vrDisplay.cancelAnimationFrame(_this._frameHandler);
  12988. _this._vrDisplay = undefined;
  12989. _this._frameHandler = BABYLON.Tools.QueueNewFrame(_this._bindedRenderFunction);
  12990. notifyObservers();
  12991. };
  12992. this._onVrDisplayPresentChange = function () {
  12993. _this._vrExclusivePointerMode = _this._vrDisplay && _this._vrDisplay.isPresenting;
  12994. };
  12995. window.addEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  12996. window.addEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  12997. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  12998. }
  12999. this._webVRInitPromise = this._webVRInitPromise || this._getVRDisplaysAsync();
  13000. this._webVRInitPromise.then(notifyObservers);
  13001. return this._webVRInitPromise;
  13002. };
  13003. /**
  13004. * Call this function to switch to webVR mode
  13005. * Will do nothing if webVR is not supported or if there is no webVR device
  13006. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13007. */
  13008. Engine.prototype.enableVR = function () {
  13009. var _this = this;
  13010. if (this._vrDisplay && !this._vrDisplay.isPresenting) {
  13011. var onResolved = function () {
  13012. _this.onVRRequestPresentComplete.notifyObservers(true);
  13013. _this._onVRFullScreenTriggered();
  13014. };
  13015. var onRejected = function () {
  13016. _this.onVRRequestPresentComplete.notifyObservers(false);
  13017. };
  13018. this.onVRRequestPresentStart.notifyObservers(this);
  13019. this._vrDisplay.requestPresent([{ source: this.getRenderingCanvas() }]).then(onResolved).catch(onRejected);
  13020. }
  13021. };
  13022. /**
  13023. * Call this function to leave webVR mode
  13024. * Will do nothing if webVR is not supported or if there is no webVR device
  13025. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13026. */
  13027. Engine.prototype.disableVR = function () {
  13028. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13029. this._vrDisplay.exitPresent().then(this._onVRFullScreenTriggered).catch(this._onVRFullScreenTriggered);
  13030. }
  13031. };
  13032. Engine.prototype._getVRDisplaysAsync = function () {
  13033. var _this = this;
  13034. return new Promise(function (res, rej) {
  13035. if (navigator.getVRDisplays) {
  13036. navigator.getVRDisplays().then(function (devices) {
  13037. _this._vrSupported = true;
  13038. // note that devices may actually be an empty array. This is fine;
  13039. // we expect this._vrDisplay to be undefined in this case.
  13040. _this._vrDisplay = devices[0];
  13041. res({
  13042. vrDisplay: _this._vrDisplay,
  13043. vrSupported: _this._vrSupported
  13044. });
  13045. });
  13046. }
  13047. else {
  13048. _this._vrDisplay = undefined;
  13049. _this._vrSupported = false;
  13050. res({
  13051. vrDisplay: _this._vrDisplay,
  13052. vrSupported: _this._vrSupported
  13053. });
  13054. }
  13055. });
  13056. };
  13057. /**
  13058. * Binds the frame buffer to the specified texture.
  13059. * @param texture The texture to render to or null for the default canvas
  13060. * @param faceIndex The face of the texture to render to in case of cube texture
  13061. * @param requiredWidth The width of the target to render to
  13062. * @param requiredHeight The height of the target to render to
  13063. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  13064. * @param depthStencilTexture The depth stencil texture to use to render
  13065. */
  13066. Engine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport, depthStencilTexture) {
  13067. if (this._currentRenderTarget) {
  13068. this.unBindFramebuffer(this._currentRenderTarget);
  13069. }
  13070. this._currentRenderTarget = texture;
  13071. this.bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);
  13072. var gl = this._gl;
  13073. if (texture.isCube) {
  13074. if (faceIndex === undefined) {
  13075. faceIndex = 0;
  13076. }
  13077. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, 0);
  13078. if (depthStencilTexture) {
  13079. if (depthStencilTexture._generateStencilBuffer) {
  13080. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, 0);
  13081. }
  13082. else {
  13083. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, 0);
  13084. }
  13085. }
  13086. }
  13087. if (this._cachedViewport && !forceFullscreenViewport) {
  13088. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  13089. }
  13090. else {
  13091. gl.viewport(0, 0, requiredWidth || texture.width, requiredHeight || texture.height);
  13092. }
  13093. this.wipeCaches();
  13094. };
  13095. Engine.prototype.bindUnboundFramebuffer = function (framebuffer) {
  13096. if (this._currentFramebuffer !== framebuffer) {
  13097. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);
  13098. this._currentFramebuffer = framebuffer;
  13099. }
  13100. };
  13101. /**
  13102. * Unbind the current render target texture from the webGL context
  13103. * @param texture defines the render target texture to unbind
  13104. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  13105. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  13106. */
  13107. Engine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  13108. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  13109. this._currentRenderTarget = null;
  13110. // If MSAA, we need to bitblt back to main texture
  13111. var gl = this._gl;
  13112. if (texture._MSAAFramebuffer) {
  13113. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);
  13114. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);
  13115. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  13116. }
  13117. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  13118. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  13119. gl.generateMipmap(gl.TEXTURE_2D);
  13120. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  13121. }
  13122. if (onBeforeUnbind) {
  13123. if (texture._MSAAFramebuffer) {
  13124. // Bind the correct framebuffer
  13125. this.bindUnboundFramebuffer(texture._framebuffer);
  13126. }
  13127. onBeforeUnbind();
  13128. }
  13129. this.bindUnboundFramebuffer(null);
  13130. };
  13131. /**
  13132. * Unbind a list of render target textures from the webGL context
  13133. * This is used only when drawBuffer extension or webGL2 are active
  13134. * @param textures defines the render target textures to unbind
  13135. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  13136. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  13137. */
  13138. Engine.prototype.unBindMultiColorAttachmentFramebuffer = function (textures, disableGenerateMipMaps, onBeforeUnbind) {
  13139. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  13140. this._currentRenderTarget = null;
  13141. // If MSAA, we need to bitblt back to main texture
  13142. var gl = this._gl;
  13143. if (textures[0]._MSAAFramebuffer) {
  13144. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, textures[0]._MSAAFramebuffer);
  13145. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, textures[0]._framebuffer);
  13146. var attachments = textures[0]._attachments;
  13147. if (!attachments) {
  13148. attachments = new Array(textures.length);
  13149. textures[0]._attachments = attachments;
  13150. }
  13151. for (var i = 0; i < textures.length; i++) {
  13152. var texture = textures[i];
  13153. for (var j = 0; j < attachments.length; j++) {
  13154. attachments[j] = gl.NONE;
  13155. }
  13156. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  13157. gl.readBuffer(attachments[i]);
  13158. gl.drawBuffers(attachments);
  13159. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  13160. }
  13161. for (var i = 0; i < attachments.length; i++) {
  13162. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  13163. }
  13164. gl.drawBuffers(attachments);
  13165. }
  13166. for (var i = 0; i < textures.length; i++) {
  13167. var texture = textures[i];
  13168. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  13169. this._bindTextureDirectly(gl.TEXTURE_2D, texture);
  13170. gl.generateMipmap(gl.TEXTURE_2D);
  13171. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  13172. }
  13173. }
  13174. if (onBeforeUnbind) {
  13175. if (textures[0]._MSAAFramebuffer) {
  13176. // Bind the correct framebuffer
  13177. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  13178. }
  13179. onBeforeUnbind();
  13180. }
  13181. this.bindUnboundFramebuffer(null);
  13182. };
  13183. /**
  13184. * Force the mipmap generation for the given render target texture
  13185. * @param texture defines the render target texture to use
  13186. */
  13187. Engine.prototype.generateMipMapsForCubemap = function (texture) {
  13188. if (texture.generateMipMaps) {
  13189. var gl = this._gl;
  13190. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  13191. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  13192. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  13193. }
  13194. };
  13195. /**
  13196. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  13197. */
  13198. Engine.prototype.flushFramebuffer = function () {
  13199. this._gl.flush();
  13200. };
  13201. /**
  13202. * Unbind the current render target and bind the default framebuffer
  13203. */
  13204. Engine.prototype.restoreDefaultFramebuffer = function () {
  13205. if (this._currentRenderTarget) {
  13206. this.unBindFramebuffer(this._currentRenderTarget);
  13207. }
  13208. else {
  13209. this.bindUnboundFramebuffer(null);
  13210. }
  13211. if (this._cachedViewport) {
  13212. this.setViewport(this._cachedViewport);
  13213. }
  13214. this.wipeCaches();
  13215. };
  13216. // UBOs
  13217. /**
  13218. * Create an uniform buffer
  13219. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  13220. * @param elements defines the content of the uniform buffer
  13221. * @returns the webGL uniform buffer
  13222. */
  13223. Engine.prototype.createUniformBuffer = function (elements) {
  13224. var ubo = this._gl.createBuffer();
  13225. if (!ubo) {
  13226. throw new Error("Unable to create uniform buffer");
  13227. }
  13228. this.bindUniformBuffer(ubo);
  13229. if (elements instanceof Float32Array) {
  13230. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.STATIC_DRAW);
  13231. }
  13232. else {
  13233. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.STATIC_DRAW);
  13234. }
  13235. this.bindUniformBuffer(null);
  13236. ubo.references = 1;
  13237. return ubo;
  13238. };
  13239. /**
  13240. * Create a dynamic uniform buffer
  13241. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  13242. * @param elements defines the content of the uniform buffer
  13243. * @returns the webGL uniform buffer
  13244. */
  13245. Engine.prototype.createDynamicUniformBuffer = function (elements) {
  13246. var ubo = this._gl.createBuffer();
  13247. if (!ubo) {
  13248. throw new Error("Unable to create dynamic uniform buffer");
  13249. }
  13250. this.bindUniformBuffer(ubo);
  13251. if (elements instanceof Float32Array) {
  13252. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.DYNAMIC_DRAW);
  13253. }
  13254. else {
  13255. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.DYNAMIC_DRAW);
  13256. }
  13257. this.bindUniformBuffer(null);
  13258. ubo.references = 1;
  13259. return ubo;
  13260. };
  13261. /**
  13262. * Update an existing uniform buffer
  13263. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  13264. * @param uniformBuffer defines the target uniform buffer
  13265. * @param elements defines the content to update
  13266. * @param offset defines the offset in the uniform buffer where update should start
  13267. * @param count defines the size of the data to update
  13268. */
  13269. Engine.prototype.updateUniformBuffer = function (uniformBuffer, elements, offset, count) {
  13270. this.bindUniformBuffer(uniformBuffer);
  13271. if (offset === undefined) {
  13272. offset = 0;
  13273. }
  13274. if (count === undefined) {
  13275. if (elements instanceof Float32Array) {
  13276. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, elements);
  13277. }
  13278. else {
  13279. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, new Float32Array(elements));
  13280. }
  13281. }
  13282. else {
  13283. if (elements instanceof Float32Array) {
  13284. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, elements.subarray(offset, offset + count));
  13285. }
  13286. else {
  13287. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, new Float32Array(elements).subarray(offset, offset + count));
  13288. }
  13289. }
  13290. this.bindUniformBuffer(null);
  13291. };
  13292. // VBOs
  13293. Engine.prototype._resetVertexBufferBinding = function () {
  13294. this.bindArrayBuffer(null);
  13295. this._cachedVertexBuffers = null;
  13296. };
  13297. /**
  13298. * Creates a vertex buffer
  13299. * @param data the data for the vertex buffer
  13300. * @returns the new WebGL static buffer
  13301. */
  13302. Engine.prototype.createVertexBuffer = function (data) {
  13303. var vbo = this._gl.createBuffer();
  13304. if (!vbo) {
  13305. throw new Error("Unable to create vertex buffer");
  13306. }
  13307. this.bindArrayBuffer(vbo);
  13308. if (data instanceof Array) {
  13309. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);
  13310. }
  13311. else {
  13312. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.STATIC_DRAW);
  13313. }
  13314. this._resetVertexBufferBinding();
  13315. vbo.references = 1;
  13316. return vbo;
  13317. };
  13318. /**
  13319. * Creates a dynamic vertex buffer
  13320. * @param data the data for the dynamic vertex buffer
  13321. * @returns the new WebGL dynamic buffer
  13322. */
  13323. Engine.prototype.createDynamicVertexBuffer = function (data) {
  13324. var vbo = this._gl.createBuffer();
  13325. if (!vbo) {
  13326. throw new Error("Unable to create dynamic vertex buffer");
  13327. }
  13328. this.bindArrayBuffer(vbo);
  13329. if (data instanceof Array) {
  13330. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.DYNAMIC_DRAW);
  13331. }
  13332. else {
  13333. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.DYNAMIC_DRAW);
  13334. }
  13335. this._resetVertexBufferBinding();
  13336. vbo.references = 1;
  13337. return vbo;
  13338. };
  13339. /**
  13340. * Update a dynamic index buffer
  13341. * @param indexBuffer defines the target index buffer
  13342. * @param indices defines the data to update
  13343. * @param offset defines the offset in the target index buffer where update should start
  13344. */
  13345. Engine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  13346. if (offset === void 0) { offset = 0; }
  13347. // Force cache update
  13348. this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER] = null;
  13349. this.bindIndexBuffer(indexBuffer);
  13350. var arrayBuffer;
  13351. if (indices instanceof Uint16Array || indices instanceof Uint32Array) {
  13352. arrayBuffer = indices;
  13353. }
  13354. else {
  13355. arrayBuffer = indexBuffer.is32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  13356. }
  13357. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.DYNAMIC_DRAW);
  13358. this._resetIndexBufferBinding();
  13359. };
  13360. /**
  13361. * Updates a dynamic vertex buffer.
  13362. * @param vertexBuffer the vertex buffer to update
  13363. * @param data the data used to update the vertex buffer
  13364. * @param byteOffset the byte offset of the data
  13365. * @param byteLength the byte length of the data
  13366. */
  13367. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, data, byteOffset, byteLength) {
  13368. this.bindArrayBuffer(vertexBuffer);
  13369. if (byteOffset === undefined) {
  13370. byteOffset = 0;
  13371. }
  13372. if (byteLength === undefined) {
  13373. if (data instanceof Array) {
  13374. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, new Float32Array(data));
  13375. }
  13376. else {
  13377. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, data);
  13378. }
  13379. }
  13380. else {
  13381. if (data instanceof Array) {
  13382. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(data).subarray(byteOffset, byteOffset + byteLength));
  13383. }
  13384. else {
  13385. if (data instanceof ArrayBuffer) {
  13386. data = new Uint8Array(data, byteOffset, byteLength);
  13387. }
  13388. else {
  13389. data = new Uint8Array(data.buffer, data.byteOffset + byteOffset, byteLength);
  13390. }
  13391. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  13392. }
  13393. }
  13394. this._resetVertexBufferBinding();
  13395. };
  13396. Engine.prototype._resetIndexBufferBinding = function () {
  13397. this.bindIndexBuffer(null);
  13398. this._cachedIndexBuffer = null;
  13399. };
  13400. /**
  13401. * Creates a new index buffer
  13402. * @param indices defines the content of the index buffer
  13403. * @param updatable defines if the index buffer must be updatable
  13404. * @returns a new webGL buffer
  13405. */
  13406. Engine.prototype.createIndexBuffer = function (indices, updatable) {
  13407. var vbo = this._gl.createBuffer();
  13408. if (!vbo) {
  13409. throw new Error("Unable to create index buffer");
  13410. }
  13411. this.bindIndexBuffer(vbo);
  13412. // Check for 32 bits indices
  13413. var arrayBuffer;
  13414. var need32Bits = false;
  13415. if (indices instanceof Uint16Array) {
  13416. arrayBuffer = indices;
  13417. }
  13418. else {
  13419. //check 32 bit support
  13420. if (this._caps.uintIndices) {
  13421. if (indices instanceof Uint32Array) {
  13422. arrayBuffer = indices;
  13423. need32Bits = true;
  13424. }
  13425. else {
  13426. //number[] or Int32Array, check if 32 bit is necessary
  13427. for (var index = 0; index < indices.length; index++) {
  13428. if (indices[index] > 65535) {
  13429. need32Bits = true;
  13430. break;
  13431. }
  13432. }
  13433. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  13434. }
  13435. }
  13436. else {
  13437. //no 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)
  13438. arrayBuffer = new Uint16Array(indices);
  13439. }
  13440. }
  13441. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);
  13442. this._resetIndexBufferBinding();
  13443. vbo.references = 1;
  13444. vbo.is32Bits = need32Bits;
  13445. return vbo;
  13446. };
  13447. /**
  13448. * Bind a webGL buffer to the webGL context
  13449. * @param buffer defines the buffer to bind
  13450. */
  13451. Engine.prototype.bindArrayBuffer = function (buffer) {
  13452. if (!this._vaoRecordInProgress) {
  13453. this._unbindVertexArrayObject();
  13454. }
  13455. this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);
  13456. };
  13457. /**
  13458. * Bind an uniform buffer to the current webGL context
  13459. * @param buffer defines the buffer to bind
  13460. */
  13461. Engine.prototype.bindUniformBuffer = function (buffer) {
  13462. this._gl.bindBuffer(this._gl.UNIFORM_BUFFER, buffer);
  13463. };
  13464. /**
  13465. * Bind a buffer to the current webGL context at a given location
  13466. * @param buffer defines the buffer to bind
  13467. * @param location defines the index where to bind the buffer
  13468. */
  13469. Engine.prototype.bindUniformBufferBase = function (buffer, location) {
  13470. this._gl.bindBufferBase(this._gl.UNIFORM_BUFFER, location, buffer);
  13471. };
  13472. /**
  13473. * Bind a specific block at a given index in a specific shader program
  13474. * @param shaderProgram defines the shader program
  13475. * @param blockName defines the block name
  13476. * @param index defines the index where to bind the block
  13477. */
  13478. Engine.prototype.bindUniformBlock = function (shaderProgram, blockName, index) {
  13479. var uniformLocation = this._gl.getUniformBlockIndex(shaderProgram, blockName);
  13480. this._gl.uniformBlockBinding(shaderProgram, uniformLocation, index);
  13481. };
  13482. ;
  13483. Engine.prototype.bindIndexBuffer = function (buffer) {
  13484. if (!this._vaoRecordInProgress) {
  13485. this._unbindVertexArrayObject();
  13486. }
  13487. this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);
  13488. };
  13489. Engine.prototype.bindBuffer = function (buffer, target) {
  13490. if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {
  13491. this._gl.bindBuffer(target, buffer);
  13492. this._currentBoundBuffer[target] = buffer;
  13493. }
  13494. };
  13495. /**
  13496. * update the bound buffer with the given data
  13497. * @param data defines the data to update
  13498. */
  13499. Engine.prototype.updateArrayBuffer = function (data) {
  13500. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  13501. };
  13502. Engine.prototype._vertexAttribPointer = function (buffer, indx, size, type, normalized, stride, offset) {
  13503. var pointer = this._currentBufferPointers[indx];
  13504. var changed = false;
  13505. if (!pointer.active) {
  13506. changed = true;
  13507. pointer.active = true;
  13508. pointer.index = indx;
  13509. pointer.size = size;
  13510. pointer.type = type;
  13511. pointer.normalized = normalized;
  13512. pointer.stride = stride;
  13513. pointer.offset = offset;
  13514. pointer.buffer = buffer;
  13515. }
  13516. else {
  13517. if (pointer.buffer !== buffer) {
  13518. pointer.buffer = buffer;
  13519. changed = true;
  13520. }
  13521. if (pointer.size !== size) {
  13522. pointer.size = size;
  13523. changed = true;
  13524. }
  13525. if (pointer.type !== type) {
  13526. pointer.type = type;
  13527. changed = true;
  13528. }
  13529. if (pointer.normalized !== normalized) {
  13530. pointer.normalized = normalized;
  13531. changed = true;
  13532. }
  13533. if (pointer.stride !== stride) {
  13534. pointer.stride = stride;
  13535. changed = true;
  13536. }
  13537. if (pointer.offset !== offset) {
  13538. pointer.offset = offset;
  13539. changed = true;
  13540. }
  13541. }
  13542. if (changed || this._vaoRecordInProgress) {
  13543. this.bindArrayBuffer(buffer);
  13544. this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);
  13545. }
  13546. };
  13547. Engine.prototype._bindIndexBufferWithCache = function (indexBuffer) {
  13548. if (indexBuffer == null) {
  13549. return;
  13550. }
  13551. if (this._cachedIndexBuffer !== indexBuffer) {
  13552. this._cachedIndexBuffer = indexBuffer;
  13553. this.bindIndexBuffer(indexBuffer);
  13554. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  13555. }
  13556. };
  13557. Engine.prototype._bindVertexBuffersAttributes = function (vertexBuffers, effect) {
  13558. var attributes = effect.getAttributesNames();
  13559. if (!this._vaoRecordInProgress) {
  13560. this._unbindVertexArrayObject();
  13561. }
  13562. this.unbindAllAttributes();
  13563. for (var index = 0; index < attributes.length; index++) {
  13564. var order = effect.getAttributeLocation(index);
  13565. if (order >= 0) {
  13566. var vertexBuffer = vertexBuffers[attributes[index]];
  13567. if (!vertexBuffer) {
  13568. continue;
  13569. }
  13570. this._gl.enableVertexAttribArray(order);
  13571. if (!this._vaoRecordInProgress) {
  13572. this._vertexAttribArraysEnabled[order] = true;
  13573. }
  13574. var buffer = vertexBuffer.getBuffer();
  13575. if (buffer) {
  13576. this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);
  13577. if (vertexBuffer.getIsInstanced()) {
  13578. this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());
  13579. if (!this._vaoRecordInProgress) {
  13580. this._currentInstanceLocations.push(order);
  13581. this._currentInstanceBuffers.push(buffer);
  13582. }
  13583. }
  13584. }
  13585. }
  13586. }
  13587. };
  13588. /**
  13589. * Records a vertex array object
  13590. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  13591. * @param vertexBuffers defines the list of vertex buffers to store
  13592. * @param indexBuffer defines the index buffer to store
  13593. * @param effect defines the effect to store
  13594. * @returns the new vertex array object
  13595. */
  13596. Engine.prototype.recordVertexArrayObject = function (vertexBuffers, indexBuffer, effect) {
  13597. var vao = this._gl.createVertexArray();
  13598. this._vaoRecordInProgress = true;
  13599. this._gl.bindVertexArray(vao);
  13600. this._mustWipeVertexAttributes = true;
  13601. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  13602. this.bindIndexBuffer(indexBuffer);
  13603. this._vaoRecordInProgress = false;
  13604. this._gl.bindVertexArray(null);
  13605. return vao;
  13606. };
  13607. /**
  13608. * Bind a specific vertex array object
  13609. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  13610. * @param vertexArrayObject defines the vertex array object to bind
  13611. * @param indexBuffer defines the index buffer to bind
  13612. */
  13613. Engine.prototype.bindVertexArrayObject = function (vertexArrayObject, indexBuffer) {
  13614. if (this._cachedVertexArrayObject !== vertexArrayObject) {
  13615. this._cachedVertexArrayObject = vertexArrayObject;
  13616. this._gl.bindVertexArray(vertexArrayObject);
  13617. this._cachedVertexBuffers = null;
  13618. this._cachedIndexBuffer = null;
  13619. this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;
  13620. this._mustWipeVertexAttributes = true;
  13621. }
  13622. };
  13623. /**
  13624. * Bind webGl buffers directly to the webGL context
  13625. * @param vertexBuffer defines the vertex buffer to bind
  13626. * @param indexBuffer defines the index buffer to bind
  13627. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  13628. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  13629. * @param effect defines the effect associated with the vertex buffer
  13630. */
  13631. Engine.prototype.bindBuffersDirectly = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  13632. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  13633. this._cachedVertexBuffers = vertexBuffer;
  13634. this._cachedEffectForVertexBuffers = effect;
  13635. var attributesCount = effect.getAttributesCount();
  13636. this._unbindVertexArrayObject();
  13637. this.unbindAllAttributes();
  13638. var offset = 0;
  13639. for (var index = 0; index < attributesCount; index++) {
  13640. if (index < vertexDeclaration.length) {
  13641. var order = effect.getAttributeLocation(index);
  13642. if (order >= 0) {
  13643. this._gl.enableVertexAttribArray(order);
  13644. this._vertexAttribArraysEnabled[order] = true;
  13645. this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  13646. }
  13647. offset += vertexDeclaration[index] * 4;
  13648. }
  13649. }
  13650. }
  13651. this._bindIndexBufferWithCache(indexBuffer);
  13652. };
  13653. Engine.prototype._unbindVertexArrayObject = function () {
  13654. if (!this._cachedVertexArrayObject) {
  13655. return;
  13656. }
  13657. this._cachedVertexArrayObject = null;
  13658. this._gl.bindVertexArray(null);
  13659. };
  13660. /**
  13661. * Bind a list of vertex buffers to the webGL context
  13662. * @param vertexBuffers defines the list of vertex buffers to bind
  13663. * @param indexBuffer defines the index buffer to bind
  13664. * @param effect defines the effect associated with the vertex buffers
  13665. */
  13666. Engine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  13667. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  13668. this._cachedVertexBuffers = vertexBuffers;
  13669. this._cachedEffectForVertexBuffers = effect;
  13670. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  13671. }
  13672. this._bindIndexBufferWithCache(indexBuffer);
  13673. };
  13674. /**
  13675. * Unbind all instance attributes
  13676. */
  13677. Engine.prototype.unbindInstanceAttributes = function () {
  13678. var boundBuffer;
  13679. for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {
  13680. var instancesBuffer = this._currentInstanceBuffers[i];
  13681. if (boundBuffer != instancesBuffer && instancesBuffer.references) {
  13682. boundBuffer = instancesBuffer;
  13683. this.bindArrayBuffer(instancesBuffer);
  13684. }
  13685. var offsetLocation = this._currentInstanceLocations[i];
  13686. this._gl.vertexAttribDivisor(offsetLocation, 0);
  13687. }
  13688. this._currentInstanceBuffers.length = 0;
  13689. this._currentInstanceLocations.length = 0;
  13690. };
  13691. /**
  13692. * Release and free the memory of a vertex array object
  13693. * @param vao defines the vertex array object to delete
  13694. */
  13695. Engine.prototype.releaseVertexArrayObject = function (vao) {
  13696. this._gl.deleteVertexArray(vao);
  13697. };
  13698. /** @hidden */
  13699. Engine.prototype._releaseBuffer = function (buffer) {
  13700. buffer.references--;
  13701. if (buffer.references === 0) {
  13702. this._gl.deleteBuffer(buffer);
  13703. return true;
  13704. }
  13705. return false;
  13706. };
  13707. /**
  13708. * Creates a webGL buffer to use with instanciation
  13709. * @param capacity defines the size of the buffer
  13710. * @returns the webGL buffer
  13711. */
  13712. Engine.prototype.createInstancesBuffer = function (capacity) {
  13713. var buffer = this._gl.createBuffer();
  13714. if (!buffer) {
  13715. throw new Error("Unable to create instance buffer");
  13716. }
  13717. buffer.capacity = capacity;
  13718. this.bindArrayBuffer(buffer);
  13719. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  13720. return buffer;
  13721. };
  13722. /**
  13723. * Delete a webGL buffer used with instanciation
  13724. * @param buffer defines the webGL buffer to delete
  13725. */
  13726. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  13727. this._gl.deleteBuffer(buffer);
  13728. };
  13729. /**
  13730. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  13731. * @param instancesBuffer defines the webGL buffer to update and bind
  13732. * @param data defines the data to store in the buffer
  13733. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  13734. */
  13735. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  13736. this.bindArrayBuffer(instancesBuffer);
  13737. if (data) {
  13738. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  13739. }
  13740. if (offsetLocations[0].index !== undefined) {
  13741. var stride = 0;
  13742. for (var i = 0; i < offsetLocations.length; i++) {
  13743. var ai = offsetLocations[i];
  13744. stride += ai.attributeSize * 4;
  13745. }
  13746. for (var i = 0; i < offsetLocations.length; i++) {
  13747. var ai = offsetLocations[i];
  13748. if (!this._vertexAttribArraysEnabled[ai.index]) {
  13749. this._gl.enableVertexAttribArray(ai.index);
  13750. this._vertexAttribArraysEnabled[ai.index] = true;
  13751. }
  13752. this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attribyteType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);
  13753. this._gl.vertexAttribDivisor(ai.index, 1);
  13754. this._currentInstanceLocations.push(ai.index);
  13755. this._currentInstanceBuffers.push(instancesBuffer);
  13756. }
  13757. }
  13758. else {
  13759. for (var index = 0; index < 4; index++) {
  13760. var offsetLocation = offsetLocations[index];
  13761. if (!this._vertexAttribArraysEnabled[offsetLocation]) {
  13762. this._gl.enableVertexAttribArray(offsetLocation);
  13763. this._vertexAttribArraysEnabled[offsetLocation] = true;
  13764. }
  13765. this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  13766. this._gl.vertexAttribDivisor(offsetLocation, 1);
  13767. this._currentInstanceLocations.push(offsetLocation);
  13768. this._currentInstanceBuffers.push(instancesBuffer);
  13769. }
  13770. }
  13771. };
  13772. /**
  13773. * Apply all cached states (depth, culling, stencil and alpha)
  13774. */
  13775. Engine.prototype.applyStates = function () {
  13776. this._depthCullingState.apply(this._gl);
  13777. this._stencilState.apply(this._gl);
  13778. this._alphaState.apply(this._gl);
  13779. };
  13780. /**
  13781. * Send a draw order
  13782. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  13783. * @param indexStart defines the starting index
  13784. * @param indexCount defines the number of index to draw
  13785. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  13786. */
  13787. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  13788. this.drawElementsType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, indexStart, indexCount, instancesCount);
  13789. };
  13790. /**
  13791. * Draw a list of points
  13792. * @param verticesStart defines the index of first vertex to draw
  13793. * @param verticesCount defines the count of vertices to draw
  13794. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  13795. */
  13796. Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
  13797. this.drawArraysType(BABYLON.Material.PointFillMode, verticesStart, verticesCount, instancesCount);
  13798. };
  13799. /**
  13800. * Draw a list of unindexed primitives
  13801. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  13802. * @param verticesStart defines the index of first vertex to draw
  13803. * @param verticesCount defines the count of vertices to draw
  13804. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  13805. */
  13806. Engine.prototype.drawUnIndexed = function (useTriangles, verticesStart, verticesCount, instancesCount) {
  13807. this.drawArraysType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, verticesStart, verticesCount, instancesCount);
  13808. };
  13809. /**
  13810. * Draw a list of indexed primitives
  13811. * @param fillMode defines the primitive to use
  13812. * @param indexStart defines the starting index
  13813. * @param indexCount defines the number of index to draw
  13814. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  13815. */
  13816. Engine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  13817. // Apply states
  13818. this.applyStates();
  13819. this._drawCalls.addCount(1, false);
  13820. // Render
  13821. var drawMode = this._drawMode(fillMode);
  13822. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  13823. var mult = this._uintIndicesCurrentlySet ? 4 : 2;
  13824. if (instancesCount) {
  13825. this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);
  13826. }
  13827. else {
  13828. this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);
  13829. }
  13830. };
  13831. /**
  13832. * Draw a list of unindexed primitives
  13833. * @param fillMode defines the primitive to use
  13834. * @param verticesStart defines the index of first vertex to draw
  13835. * @param verticesCount defines the count of vertices to draw
  13836. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  13837. */
  13838. Engine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  13839. // Apply states
  13840. this.applyStates();
  13841. this._drawCalls.addCount(1, false);
  13842. var drawMode = this._drawMode(fillMode);
  13843. if (instancesCount) {
  13844. this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
  13845. }
  13846. else {
  13847. this._gl.drawArrays(drawMode, verticesStart, verticesCount);
  13848. }
  13849. };
  13850. Engine.prototype._drawMode = function (fillMode) {
  13851. switch (fillMode) {
  13852. // Triangle views
  13853. case BABYLON.Material.TriangleFillMode:
  13854. return this._gl.TRIANGLES;
  13855. case BABYLON.Material.PointFillMode:
  13856. return this._gl.POINTS;
  13857. case BABYLON.Material.WireFrameFillMode:
  13858. return this._gl.LINES;
  13859. // Draw modes
  13860. case BABYLON.Material.PointListDrawMode:
  13861. return this._gl.POINTS;
  13862. case BABYLON.Material.LineListDrawMode:
  13863. return this._gl.LINES;
  13864. case BABYLON.Material.LineLoopDrawMode:
  13865. return this._gl.LINE_LOOP;
  13866. case BABYLON.Material.LineStripDrawMode:
  13867. return this._gl.LINE_STRIP;
  13868. case BABYLON.Material.TriangleStripDrawMode:
  13869. return this._gl.TRIANGLE_STRIP;
  13870. case BABYLON.Material.TriangleFanDrawMode:
  13871. return this._gl.TRIANGLE_FAN;
  13872. default:
  13873. return this._gl.TRIANGLES;
  13874. }
  13875. };
  13876. // Shaders
  13877. /** @hidden */
  13878. Engine.prototype._releaseEffect = function (effect) {
  13879. if (this._compiledEffects[effect._key]) {
  13880. delete this._compiledEffects[effect._key];
  13881. this._deleteProgram(effect.getProgram());
  13882. }
  13883. };
  13884. /** @hidden */
  13885. Engine.prototype._deleteProgram = function (program) {
  13886. if (program) {
  13887. program.__SPECTOR_rebuildProgram = null;
  13888. if (program.transformFeedback) {
  13889. this.deleteTransformFeedback(program.transformFeedback);
  13890. program.transformFeedback = null;
  13891. }
  13892. this._gl.deleteProgram(program);
  13893. }
  13894. };
  13895. /**
  13896. * Create a new effect (used to store vertex/fragment shaders)
  13897. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  13898. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  13899. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  13900. * @param samplers defines an array of string used to represent textures
  13901. * @param defines defines the string containing the defines to use to compile the shaders
  13902. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  13903. * @param onCompiled defines a function to call when the effect creation is successful
  13904. * @param onError defines a function to call when the effect creation has failed
  13905. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  13906. * @returns the new Effect
  13907. */
  13908. Engine.prototype.createEffect = function (baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, defines, fallbacks, onCompiled, onError, indexParameters) {
  13909. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  13910. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  13911. var name = vertex + "+" + fragment + "@" + (defines ? defines : attributesNamesOrOptions.defines);
  13912. if (this._compiledEffects[name]) {
  13913. var compiledEffect = this._compiledEffects[name];
  13914. if (onCompiled && compiledEffect.isReady()) {
  13915. onCompiled(compiledEffect);
  13916. }
  13917. return compiledEffect;
  13918. }
  13919. var effect = new BABYLON.Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);
  13920. effect._key = name;
  13921. this._compiledEffects[name] = effect;
  13922. return effect;
  13923. };
  13924. /**
  13925. * Create an effect to use with particle systems
  13926. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  13927. * @param uniformsNames defines a list of attribute names
  13928. * @param samplers defines an array of string used to represent textures
  13929. * @param defines defines the string containing the defines to use to compile the shaders
  13930. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  13931. * @param onCompiled defines a function to call when the effect creation is successful
  13932. * @param onError defines a function to call when the effect creation has failed
  13933. * @returns the new Effect
  13934. */
  13935. Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  13936. if (uniformsNames === void 0) { uniformsNames = []; }
  13937. if (samplers === void 0) { samplers = []; }
  13938. if (defines === void 0) { defines = ""; }
  13939. return this.createEffect({
  13940. vertex: "particles",
  13941. fragmentElement: fragmentName
  13942. }, ["position", "color", "options"], ["view", "projection"].concat(uniformsNames), ["diffuseSampler"].concat(samplers), defines, fallbacks, onCompiled, onError);
  13943. };
  13944. /**
  13945. * Directly creates a webGL program
  13946. * @param vertexCode defines the vertex shader code to use
  13947. * @param fragmentCode defines the fragment shader code to use
  13948. * @param context defines the webGL context to use (if not set, the current one will be used)
  13949. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  13950. * @returns the new webGL program
  13951. */
  13952. Engine.prototype.createRawShaderProgram = function (vertexCode, fragmentCode, context, transformFeedbackVaryings) {
  13953. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  13954. context = context || this._gl;
  13955. var vertexShader = compileRawShader(context, vertexCode, "vertex");
  13956. var fragmentShader = compileRawShader(context, fragmentCode, "fragment");
  13957. return this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  13958. };
  13959. /**
  13960. * Creates a webGL program
  13961. * @param vertexCode defines the vertex shader code to use
  13962. * @param fragmentCode defines the fragment shader code to use
  13963. * @param defines defines the string containing the defines to use to compile the shaders
  13964. * @param context defines the webGL context to use (if not set, the current one will be used)
  13965. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  13966. * @returns the new webGL program
  13967. */
  13968. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context, transformFeedbackVaryings) {
  13969. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  13970. context = context || this._gl;
  13971. this.onBeforeShaderCompilationObservable.notifyObservers(this);
  13972. var shaderVersion = (this._webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  13973. var vertexShader = compileShader(context, vertexCode, "vertex", defines, shaderVersion);
  13974. var fragmentShader = compileShader(context, fragmentCode, "fragment", defines, shaderVersion);
  13975. var program = this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  13976. this.onAfterShaderCompilationObservable.notifyObservers(this);
  13977. return program;
  13978. };
  13979. Engine.prototype._createShaderProgram = function (vertexShader, fragmentShader, context, transformFeedbackVaryings) {
  13980. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  13981. var shaderProgram = context.createProgram();
  13982. if (!shaderProgram) {
  13983. throw new Error("Unable to create program");
  13984. }
  13985. context.attachShader(shaderProgram, vertexShader);
  13986. context.attachShader(shaderProgram, fragmentShader);
  13987. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  13988. var transformFeedback = this.createTransformFeedback();
  13989. this.bindTransformFeedback(transformFeedback);
  13990. this.setTranformFeedbackVaryings(shaderProgram, transformFeedbackVaryings);
  13991. shaderProgram.transformFeedback = transformFeedback;
  13992. }
  13993. context.linkProgram(shaderProgram);
  13994. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  13995. this.bindTransformFeedback(null);
  13996. }
  13997. var linked = context.getProgramParameter(shaderProgram, context.LINK_STATUS);
  13998. if (!linked) {
  13999. context.validateProgram(shaderProgram);
  14000. var error = context.getProgramInfoLog(shaderProgram);
  14001. if (error) {
  14002. throw new Error(error);
  14003. }
  14004. }
  14005. context.deleteShader(vertexShader);
  14006. context.deleteShader(fragmentShader);
  14007. return shaderProgram;
  14008. };
  14009. /**
  14010. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  14011. * @param shaderProgram defines the webGL program to use
  14012. * @param uniformsNames defines the list of uniform names
  14013. * @returns an array of webGL uniform locations
  14014. */
  14015. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  14016. var results = new Array();
  14017. for (var index = 0; index < uniformsNames.length; index++) {
  14018. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  14019. }
  14020. return results;
  14021. };
  14022. /**
  14023. * Gets the lsit of active attributes for a given webGL program
  14024. * @param shaderProgram defines the webGL program to use
  14025. * @param attributesNames defines the list of attribute names to get
  14026. * @returns an array of indices indicating the offset of each attribute
  14027. */
  14028. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  14029. var results = [];
  14030. for (var index = 0; index < attributesNames.length; index++) {
  14031. try {
  14032. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  14033. }
  14034. catch (e) {
  14035. results.push(-1);
  14036. }
  14037. }
  14038. return results;
  14039. };
  14040. /**
  14041. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  14042. * @param effect defines the effect to activate
  14043. */
  14044. Engine.prototype.enableEffect = function (effect) {
  14045. if (!effect) {
  14046. return;
  14047. }
  14048. // Use program
  14049. this.bindSamplers(effect);
  14050. this._currentEffect = effect;
  14051. if (effect.onBind) {
  14052. effect.onBind(effect);
  14053. }
  14054. effect.onBindObservable.notifyObservers(effect);
  14055. };
  14056. /**
  14057. * Set the value of an uniform to an array of int32
  14058. * @param uniform defines the webGL uniform location where to store the value
  14059. * @param array defines the array of int32 to store
  14060. */
  14061. Engine.prototype.setIntArray = function (uniform, array) {
  14062. if (!uniform)
  14063. return;
  14064. this._gl.uniform1iv(uniform, array);
  14065. };
  14066. /**
  14067. * Set the value of an uniform to an array of int32 (stored as vec2)
  14068. * @param uniform defines the webGL uniform location where to store the value
  14069. * @param array defines the array of int32 to store
  14070. */
  14071. Engine.prototype.setIntArray2 = function (uniform, array) {
  14072. if (!uniform || array.length % 2 !== 0)
  14073. return;
  14074. this._gl.uniform2iv(uniform, array);
  14075. };
  14076. /**
  14077. * Set the value of an uniform to an array of int32 (stored as vec3)
  14078. * @param uniform defines the webGL uniform location where to store the value
  14079. * @param array defines the array of int32 to store
  14080. */
  14081. Engine.prototype.setIntArray3 = function (uniform, array) {
  14082. if (!uniform || array.length % 3 !== 0)
  14083. return;
  14084. this._gl.uniform3iv(uniform, array);
  14085. };
  14086. /**
  14087. * Set the value of an uniform to an array of int32 (stored as vec4)
  14088. * @param uniform defines the webGL uniform location where to store the value
  14089. * @param array defines the array of int32 to store
  14090. */
  14091. Engine.prototype.setIntArray4 = function (uniform, array) {
  14092. if (!uniform || array.length % 4 !== 0)
  14093. return;
  14094. this._gl.uniform4iv(uniform, array);
  14095. };
  14096. /**
  14097. * Set the value of an uniform to an array of float32
  14098. * @param uniform defines the webGL uniform location where to store the value
  14099. * @param array defines the array of float32 to store
  14100. */
  14101. Engine.prototype.setFloatArray = function (uniform, array) {
  14102. if (!uniform)
  14103. return;
  14104. this._gl.uniform1fv(uniform, array);
  14105. };
  14106. /**
  14107. * Set the value of an uniform to an array of float32 (stored as vec2)
  14108. * @param uniform defines the webGL uniform location where to store the value
  14109. * @param array defines the array of float32 to store
  14110. */
  14111. Engine.prototype.setFloatArray2 = function (uniform, array) {
  14112. if (!uniform || array.length % 2 !== 0)
  14113. return;
  14114. this._gl.uniform2fv(uniform, array);
  14115. };
  14116. /**
  14117. * Set the value of an uniform to an array of float32 (stored as vec3)
  14118. * @param uniform defines the webGL uniform location where to store the value
  14119. * @param array defines the array of float32 to store
  14120. */
  14121. Engine.prototype.setFloatArray3 = function (uniform, array) {
  14122. if (!uniform || array.length % 3 !== 0)
  14123. return;
  14124. this._gl.uniform3fv(uniform, array);
  14125. };
  14126. /**
  14127. * Set the value of an uniform to an array of float32 (stored as vec4)
  14128. * @param uniform defines the webGL uniform location where to store the value
  14129. * @param array defines the array of float32 to store
  14130. */
  14131. Engine.prototype.setFloatArray4 = function (uniform, array) {
  14132. if (!uniform || array.length % 4 !== 0)
  14133. return;
  14134. this._gl.uniform4fv(uniform, array);
  14135. };
  14136. /**
  14137. * Set the value of an uniform to an array of number
  14138. * @param uniform defines the webGL uniform location where to store the value
  14139. * @param array defines the array of number to store
  14140. */
  14141. Engine.prototype.setArray = function (uniform, array) {
  14142. if (!uniform)
  14143. return;
  14144. this._gl.uniform1fv(uniform, array);
  14145. };
  14146. /**
  14147. * Set the value of an uniform to an array of number (stored as vec2)
  14148. * @param uniform defines the webGL uniform location where to store the value
  14149. * @param array defines the array of number to store
  14150. */
  14151. Engine.prototype.setArray2 = function (uniform, array) {
  14152. if (!uniform || array.length % 2 !== 0)
  14153. return;
  14154. this._gl.uniform2fv(uniform, array);
  14155. };
  14156. /**
  14157. * Set the value of an uniform to an array of number (stored as vec3)
  14158. * @param uniform defines the webGL uniform location where to store the value
  14159. * @param array defines the array of number to store
  14160. */
  14161. Engine.prototype.setArray3 = function (uniform, array) {
  14162. if (!uniform || array.length % 3 !== 0)
  14163. return;
  14164. this._gl.uniform3fv(uniform, array);
  14165. };
  14166. /**
  14167. * Set the value of an uniform to an array of number (stored as vec4)
  14168. * @param uniform defines the webGL uniform location where to store the value
  14169. * @param array defines the array of number to store
  14170. */
  14171. Engine.prototype.setArray4 = function (uniform, array) {
  14172. if (!uniform || array.length % 4 !== 0)
  14173. return;
  14174. this._gl.uniform4fv(uniform, array);
  14175. };
  14176. /**
  14177. * Set the value of an uniform to an array of float32 (stored as matrices)
  14178. * @param uniform defines the webGL uniform location where to store the value
  14179. * @param matrices defines the array of float32 to store
  14180. */
  14181. Engine.prototype.setMatrices = function (uniform, matrices) {
  14182. if (!uniform)
  14183. return;
  14184. this._gl.uniformMatrix4fv(uniform, false, matrices);
  14185. };
  14186. /**
  14187. * Set the value of an uniform to a matrix
  14188. * @param uniform defines the webGL uniform location where to store the value
  14189. * @param matrix defines the matrix to store
  14190. */
  14191. Engine.prototype.setMatrix = function (uniform, matrix) {
  14192. if (!uniform)
  14193. return;
  14194. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  14195. };
  14196. /**
  14197. * Set the value of an uniform to a matrix (3x3)
  14198. * @param uniform defines the webGL uniform location where to store the value
  14199. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  14200. */
  14201. Engine.prototype.setMatrix3x3 = function (uniform, matrix) {
  14202. if (!uniform)
  14203. return;
  14204. this._gl.uniformMatrix3fv(uniform, false, matrix);
  14205. };
  14206. /**
  14207. * Set the value of an uniform to a matrix (2x2)
  14208. * @param uniform defines the webGL uniform location where to store the value
  14209. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  14210. */
  14211. Engine.prototype.setMatrix2x2 = function (uniform, matrix) {
  14212. if (!uniform)
  14213. return;
  14214. this._gl.uniformMatrix2fv(uniform, false, matrix);
  14215. };
  14216. /**
  14217. * Set the value of an uniform to a number (int)
  14218. * @param uniform defines the webGL uniform location where to store the value
  14219. * @param value defines the int number to store
  14220. */
  14221. Engine.prototype.setInt = function (uniform, value) {
  14222. if (!uniform)
  14223. return;
  14224. this._gl.uniform1i(uniform, value);
  14225. };
  14226. /**
  14227. * Set the value of an uniform to a number (float)
  14228. * @param uniform defines the webGL uniform location where to store the value
  14229. * @param value defines the float number to store
  14230. */
  14231. Engine.prototype.setFloat = function (uniform, value) {
  14232. if (!uniform)
  14233. return;
  14234. this._gl.uniform1f(uniform, value);
  14235. };
  14236. /**
  14237. * Set the value of an uniform to a vec2
  14238. * @param uniform defines the webGL uniform location where to store the value
  14239. * @param x defines the 1st component of the value
  14240. * @param y defines the 2nd component of the value
  14241. */
  14242. Engine.prototype.setFloat2 = function (uniform, x, y) {
  14243. if (!uniform)
  14244. return;
  14245. this._gl.uniform2f(uniform, x, y);
  14246. };
  14247. /**
  14248. * Set the value of an uniform to a vec3
  14249. * @param uniform defines the webGL uniform location where to store the value
  14250. * @param x defines the 1st component of the value
  14251. * @param y defines the 2nd component of the value
  14252. * @param z defines the 3rd component of the value
  14253. */
  14254. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  14255. if (!uniform)
  14256. return;
  14257. this._gl.uniform3f(uniform, x, y, z);
  14258. };
  14259. /**
  14260. * Set the value of an uniform to a boolean
  14261. * @param uniform defines the webGL uniform location where to store the value
  14262. * @param bool defines the boolean to store
  14263. */
  14264. Engine.prototype.setBool = function (uniform, bool) {
  14265. if (!uniform)
  14266. return;
  14267. this._gl.uniform1i(uniform, bool);
  14268. };
  14269. /**
  14270. * Set the value of an uniform to a vec4
  14271. * @param uniform defines the webGL uniform location where to store the value
  14272. * @param x defines the 1st component of the value
  14273. * @param y defines the 2nd component of the value
  14274. * @param z defines the 3rd component of the value
  14275. * @param w defines the 4th component of the value
  14276. */
  14277. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  14278. if (!uniform)
  14279. return;
  14280. this._gl.uniform4f(uniform, x, y, z, w);
  14281. };
  14282. /**
  14283. * Set the value of an uniform to a Color3
  14284. * @param uniform defines the webGL uniform location where to store the value
  14285. * @param color3 defines the color to store
  14286. */
  14287. Engine.prototype.setColor3 = function (uniform, color3) {
  14288. if (!uniform)
  14289. return;
  14290. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  14291. };
  14292. /**
  14293. * Set the value of an uniform to a Color3 and an alpha value
  14294. * @param uniform defines the webGL uniform location where to store the value
  14295. * @param color3 defines the color to store
  14296. * @param alpha defines the alpha component to store
  14297. */
  14298. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  14299. if (!uniform)
  14300. return;
  14301. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  14302. };
  14303. /**
  14304. * Sets a Color4 on a uniform variable
  14305. * @param uniform defines the uniform location
  14306. * @param color4 defines the value to be set
  14307. */
  14308. Engine.prototype.setDirectColor4 = function (uniform, color4) {
  14309. if (!uniform)
  14310. return;
  14311. this._gl.uniform4f(uniform, color4.r, color4.g, color4.b, color4.a);
  14312. };
  14313. // States
  14314. /**
  14315. * Set various states to the webGL context
  14316. * @param culling defines backface culling state
  14317. * @param zOffset defines the value to apply to zOffset (0 by default)
  14318. * @param force defines if states must be applied even if cache is up to date
  14319. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  14320. */
  14321. Engine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  14322. if (zOffset === void 0) { zOffset = 0; }
  14323. if (reverseSide === void 0) { reverseSide = false; }
  14324. // Culling
  14325. if (this._depthCullingState.cull !== culling || force) {
  14326. this._depthCullingState.cull = culling;
  14327. }
  14328. // Cull face
  14329. var cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  14330. if (this._depthCullingState.cullFace !== cullFace || force) {
  14331. this._depthCullingState.cullFace = cullFace;
  14332. }
  14333. // Z offset
  14334. this.setZOffset(zOffset);
  14335. // Front face
  14336. var frontFace = reverseSide ? this._gl.CW : this._gl.CCW;
  14337. if (this._depthCullingState.frontFace !== frontFace || force) {
  14338. this._depthCullingState.frontFace = frontFace;
  14339. }
  14340. };
  14341. /**
  14342. * Set the z offset to apply to current rendering
  14343. * @param value defines the offset to apply
  14344. */
  14345. Engine.prototype.setZOffset = function (value) {
  14346. this._depthCullingState.zOffset = value;
  14347. };
  14348. /**
  14349. * Gets the current value of the zOffset
  14350. * @returns the current zOffset state
  14351. */
  14352. Engine.prototype.getZOffset = function () {
  14353. return this._depthCullingState.zOffset;
  14354. };
  14355. /**
  14356. * Enable or disable depth buffering
  14357. * @param enable defines the state to set
  14358. */
  14359. Engine.prototype.setDepthBuffer = function (enable) {
  14360. this._depthCullingState.depthTest = enable;
  14361. };
  14362. /**
  14363. * Gets a boolean indicating if depth writing is enabled
  14364. * @returns the current depth writing state
  14365. */
  14366. Engine.prototype.getDepthWrite = function () {
  14367. return this._depthCullingState.depthMask;
  14368. };
  14369. /**
  14370. * Enable or disable depth writing
  14371. * @param enable defines the state to set
  14372. */
  14373. Engine.prototype.setDepthWrite = function (enable) {
  14374. this._depthCullingState.depthMask = enable;
  14375. };
  14376. /**
  14377. * Enable or disable color writing
  14378. * @param enable defines the state to set
  14379. */
  14380. Engine.prototype.setColorWrite = function (enable) {
  14381. this._gl.colorMask(enable, enable, enable, enable);
  14382. this._colorWrite = enable;
  14383. };
  14384. /**
  14385. * Gets a boolean indicating if color writing is enabled
  14386. * @returns the current color writing state
  14387. */
  14388. Engine.prototype.getColorWrite = function () {
  14389. return this._colorWrite;
  14390. };
  14391. /**
  14392. * Sets alpha constants used by some alpha blending modes
  14393. * @param r defines the red component
  14394. * @param g defines the green component
  14395. * @param b defines the blue component
  14396. * @param a defines the alpha component
  14397. */
  14398. Engine.prototype.setAlphaConstants = function (r, g, b, a) {
  14399. this._alphaState.setAlphaBlendConstants(r, g, b, a);
  14400. };
  14401. /**
  14402. * Sets the current alpha mode
  14403. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  14404. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  14405. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  14406. */
  14407. Engine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  14408. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  14409. if (this._alphaMode === mode) {
  14410. return;
  14411. }
  14412. switch (mode) {
  14413. case Engine.ALPHA_DISABLE:
  14414. this._alphaState.alphaBlend = false;
  14415. break;
  14416. case Engine.ALPHA_PREMULTIPLIED:
  14417. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  14418. this._alphaState.alphaBlend = true;
  14419. break;
  14420. case Engine.ALPHA_PREMULTIPLIED_PORTERDUFF:
  14421. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  14422. this._alphaState.alphaBlend = true;
  14423. break;
  14424. case Engine.ALPHA_COMBINE:
  14425. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  14426. this._alphaState.alphaBlend = true;
  14427. break;
  14428. case Engine.ALPHA_ONEONE:
  14429. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  14430. this._alphaState.alphaBlend = true;
  14431. break;
  14432. case Engine.ALPHA_ADD:
  14433. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  14434. this._alphaState.alphaBlend = true;
  14435. break;
  14436. case Engine.ALPHA_SUBTRACT:
  14437. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  14438. this._alphaState.alphaBlend = true;
  14439. break;
  14440. case Engine.ALPHA_MULTIPLY:
  14441. this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);
  14442. this._alphaState.alphaBlend = true;
  14443. break;
  14444. case Engine.ALPHA_MAXIMIZED:
  14445. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  14446. this._alphaState.alphaBlend = true;
  14447. break;
  14448. case Engine.ALPHA_INTERPOLATE:
  14449. this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR, this._gl.ONE_MINUS_CONSTANT_COLOR, this._gl.CONSTANT_ALPHA, this._gl.ONE_MINUS_CONSTANT_ALPHA);
  14450. this._alphaState.alphaBlend = true;
  14451. break;
  14452. case Engine.ALPHA_SCREENMODE:
  14453. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  14454. this._alphaState.alphaBlend = true;
  14455. break;
  14456. }
  14457. if (!noDepthWriteChange) {
  14458. this.setDepthWrite(mode === Engine.ALPHA_DISABLE);
  14459. }
  14460. this._alphaMode = mode;
  14461. };
  14462. /**
  14463. * Gets the current alpha mode
  14464. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  14465. * @returns the current alpha mode
  14466. */
  14467. Engine.prototype.getAlphaMode = function () {
  14468. return this._alphaMode;
  14469. };
  14470. // Textures
  14471. /**
  14472. * Force the entire cache to be cleared
  14473. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  14474. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  14475. */
  14476. Engine.prototype.wipeCaches = function (bruteForce) {
  14477. if (this.preventCacheWipeBetweenFrames && !bruteForce) {
  14478. return;
  14479. }
  14480. this._currentEffect = null;
  14481. if (bruteForce) {
  14482. this.resetTextureCache();
  14483. this._currentProgram = null;
  14484. this._stencilState.reset();
  14485. this._depthCullingState.reset();
  14486. this.setDepthFunctionToLessOrEqual();
  14487. this._alphaState.reset();
  14488. }
  14489. this._resetVertexBufferBinding();
  14490. this._cachedIndexBuffer = null;
  14491. this._cachedEffectForVertexBuffers = null;
  14492. this._unbindVertexArrayObject();
  14493. this.bindIndexBuffer(null);
  14494. };
  14495. /**
  14496. * Set the compressed texture format to use, based on the formats you have, and the formats
  14497. * supported by the hardware / browser.
  14498. *
  14499. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  14500. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  14501. * to API arguments needed to compressed textures. This puts the burden on the container
  14502. * generator to house the arcane code for determining these for current & future formats.
  14503. *
  14504. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  14505. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  14506. *
  14507. * Note: The result of this call is not taken into account when a texture is base64.
  14508. *
  14509. * @param formatsAvailable defines the list of those format families you have created
  14510. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  14511. *
  14512. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  14513. * @returns The extension selected.
  14514. */
  14515. Engine.prototype.setTextureFormatToUse = function (formatsAvailable) {
  14516. for (var i = 0, len1 = this.texturesSupported.length; i < len1; i++) {
  14517. for (var j = 0, len2 = formatsAvailable.length; j < len2; j++) {
  14518. if (this._texturesSupported[i] === formatsAvailable[j].toLowerCase()) {
  14519. return this._textureFormatInUse = this._texturesSupported[i];
  14520. }
  14521. }
  14522. }
  14523. // actively set format to nothing, to allow this to be called more than once
  14524. // and possibly fail the 2nd time
  14525. this._textureFormatInUse = null;
  14526. return null;
  14527. };
  14528. /** @hidden */
  14529. Engine.prototype._createTexture = function () {
  14530. var texture = this._gl.createTexture();
  14531. if (!texture) {
  14532. throw new Error("Unable to create texture");
  14533. }
  14534. return texture;
  14535. };
  14536. /**
  14537. * Usually called from BABYLON.Texture.ts.
  14538. * Passed information to create a WebGLTexture
  14539. * @param urlArg defines a value which contains one of the following:
  14540. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  14541. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  14542. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  14543. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  14544. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  14545. * @param scene needed for loading to the correct scene
  14546. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  14547. * @param onLoad optional callback to be called upon successful completion
  14548. * @param onError optional callback to be called upon failure
  14549. * @param buffer a source of a file previously fetched as either an ArrayBuffer (compressed or image format) or HTMLImageElement (image format)
  14550. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  14551. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  14552. * @returns a InternalTexture for assignment back into BABYLON.Texture
  14553. */
  14554. Engine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallback, format) {
  14555. var _this = this;
  14556. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  14557. if (onLoad === void 0) { onLoad = null; }
  14558. if (onError === void 0) { onError = null; }
  14559. if (buffer === void 0) { buffer = null; }
  14560. if (fallback === void 0) { fallback = null; }
  14561. if (format === void 0) { format = null; }
  14562. var url = String(urlArg); // assign a new string, so that the original is still available in case of fallback
  14563. var fromData = url.substr(0, 5) === "data:";
  14564. var fromBlob = url.substr(0, 5) === "blob:";
  14565. var isBase64 = fromData && url.indexOf("base64") !== -1;
  14566. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  14567. // establish the file extension, if possible
  14568. var lastDot = url.lastIndexOf('.');
  14569. var extension = (lastDot > 0) ? url.substring(lastDot).toLowerCase() : "";
  14570. var isDDS = this.getCaps().s3tc && (extension.indexOf(".dds") === 0);
  14571. var isTGA = (extension.indexOf(".tga") === 0);
  14572. // determine if a ktx file should be substituted
  14573. var isKTX = false;
  14574. if (this._textureFormatInUse && !isBase64 && !fallback) {
  14575. url = url.substring(0, lastDot) + this._textureFormatInUse;
  14576. isKTX = true;
  14577. }
  14578. if (scene) {
  14579. scene._addPendingData(texture);
  14580. }
  14581. texture.url = url;
  14582. texture.generateMipMaps = !noMipmap;
  14583. texture.samplingMode = samplingMode;
  14584. texture.invertY = invertY;
  14585. if (!this._doNotHandleContextLost) {
  14586. // Keep a link to the buffer only if we plan to handle context lost
  14587. texture._buffer = buffer;
  14588. }
  14589. var onLoadObserver = null;
  14590. if (onLoad && !fallback) {
  14591. onLoadObserver = texture.onLoadedObservable.add(onLoad);
  14592. }
  14593. if (!fallback)
  14594. this._internalTexturesCache.push(texture);
  14595. var onerror = function (message, exception) {
  14596. if (scene) {
  14597. scene._removePendingData(texture);
  14598. }
  14599. if (onLoadObserver) {
  14600. texture.onLoadedObservable.remove(onLoadObserver);
  14601. }
  14602. // fallback for when compressed file not found to try again. For instance, etc1 does not have an alpha capable type
  14603. if (isKTX) {
  14604. _this.createTexture(urlArg, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture);
  14605. }
  14606. else if (BABYLON.Tools.UseFallbackTexture) {
  14607. _this.createTexture(BABYLON.Tools.fallbackTexture, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture);
  14608. }
  14609. if (onError) {
  14610. onError(message || "Unknown error", exception);
  14611. }
  14612. };
  14613. var callback = null;
  14614. // processing for non-image formats
  14615. if (isKTX || isTGA || isDDS) {
  14616. if (isKTX) {
  14617. callback = function (data) {
  14618. var ktx = new BABYLON.KhronosTextureContainer(data, 1);
  14619. _this._prepareWebGLTexture(texture, scene, ktx.pixelWidth, ktx.pixelHeight, invertY, false, true, function () {
  14620. ktx.uploadLevels(_this._gl, !noMipmap);
  14621. return false;
  14622. }, samplingMode);
  14623. };
  14624. }
  14625. else if (isTGA) {
  14626. callback = function (arrayBuffer) {
  14627. var data = new Uint8Array(arrayBuffer);
  14628. var header = BABYLON.TGATools.GetTGAHeader(data);
  14629. _this._prepareWebGLTexture(texture, scene, header.width, header.height, invertY, noMipmap, false, function () {
  14630. BABYLON.TGATools.UploadContent(_this._gl, data);
  14631. return false;
  14632. }, samplingMode);
  14633. };
  14634. }
  14635. else if (isDDS) {
  14636. callback = function (data) {
  14637. var info = BABYLON.DDSTools.GetDDSInfo(data);
  14638. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap && ((info.width >> (info.mipmapCount - 1)) === 1);
  14639. _this._prepareWebGLTexture(texture, scene, info.width, info.height, invertY, !loadMipmap, info.isFourCC, function () {
  14640. BABYLON.DDSTools.UploadDDSLevels(_this, _this._gl, data, info, loadMipmap, 1);
  14641. return false;
  14642. }, samplingMode);
  14643. };
  14644. }
  14645. if (!buffer) {
  14646. this._loadFile(url, function (data) {
  14647. if (callback) {
  14648. callback(data);
  14649. }
  14650. }, undefined, scene ? scene.database : undefined, true, function (request, exception) {
  14651. onerror("Unable to load " + (request ? request.responseURL : url, exception));
  14652. });
  14653. }
  14654. else {
  14655. if (callback) {
  14656. callback(buffer);
  14657. }
  14658. }
  14659. // image format processing
  14660. }
  14661. else {
  14662. var onload = function (img) {
  14663. if (fromBlob && !_this._doNotHandleContextLost) {
  14664. // We need to store the image if we need to rebuild the texture
  14665. // in case of a webgl context lost
  14666. texture._buffer = img;
  14667. }
  14668. _this._prepareWebGLTexture(texture, scene, img.width, img.height, invertY, noMipmap, false, function (potWidth, potHeight, continuationCallback) {
  14669. var gl = _this._gl;
  14670. var isPot = (img.width === potWidth && img.height === potHeight);
  14671. var internalFormat = format ? _this._getInternalFormat(format) : ((extension === ".jpg") ? gl.RGB : gl.RGBA);
  14672. if (isPot) {
  14673. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  14674. return false;
  14675. }
  14676. // Using shaders to rescale because canvas.drawImage is lossy
  14677. var source = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  14678. _this._bindTextureDirectly(gl.TEXTURE_2D, source, true);
  14679. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  14680. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  14681. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  14682. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  14683. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  14684. _this._rescaleTexture(source, texture, scene, internalFormat, function () {
  14685. _this._releaseTexture(source);
  14686. _this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  14687. continuationCallback();
  14688. });
  14689. return true;
  14690. }, samplingMode);
  14691. };
  14692. if (!fromData || isBase64)
  14693. if (buffer instanceof HTMLImageElement) {
  14694. onload(buffer);
  14695. }
  14696. else {
  14697. BABYLON.Tools.LoadImage(url, onload, onerror, scene ? scene.database : null);
  14698. }
  14699. else if (buffer instanceof Array || typeof buffer === "string" || buffer instanceof ArrayBuffer)
  14700. BABYLON.Tools.LoadImage(buffer, onload, onerror, scene ? scene.database : null);
  14701. else
  14702. onload(buffer);
  14703. }
  14704. return texture;
  14705. };
  14706. Engine.prototype._rescaleTexture = function (source, destination, scene, internalFormat, onComplete) {
  14707. var _this = this;
  14708. var rtt = this.createRenderTargetTexture({
  14709. width: destination.width,
  14710. height: destination.height,
  14711. }, {
  14712. generateMipMaps: false,
  14713. type: Engine.TEXTURETYPE_UNSIGNED_INT,
  14714. samplingMode: BABYLON.Texture.BILINEAR_SAMPLINGMODE,
  14715. generateDepthBuffer: false,
  14716. generateStencilBuffer: false
  14717. });
  14718. if (!this._rescalePostProcess) {
  14719. this._rescalePostProcess = new BABYLON.PassPostProcess("rescale", 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this, false, Engine.TEXTURETYPE_UNSIGNED_INT);
  14720. }
  14721. this._rescalePostProcess.getEffect().executeWhenCompiled(function () {
  14722. _this._rescalePostProcess.onApply = function (effect) {
  14723. effect._bindTexture("textureSampler", source);
  14724. };
  14725. var hostingScene = scene;
  14726. if (!hostingScene) {
  14727. hostingScene = _this.scenes[_this.scenes.length - 1];
  14728. }
  14729. hostingScene.postProcessManager.directRender([_this._rescalePostProcess], rtt, true);
  14730. _this._bindTextureDirectly(_this._gl.TEXTURE_2D, destination, true);
  14731. _this._gl.copyTexImage2D(_this._gl.TEXTURE_2D, 0, internalFormat, 0, 0, destination.width, destination.height, 0);
  14732. _this.unBindFramebuffer(rtt);
  14733. _this._releaseTexture(rtt);
  14734. if (onComplete) {
  14735. onComplete();
  14736. }
  14737. });
  14738. };
  14739. /**
  14740. * Update a raw texture
  14741. * @param texture defines the texture to update
  14742. * @param data defines the data to store in the texture
  14743. * @param format defines the format of the data
  14744. * @param invertY defines if data must be stored with Y axis inverted
  14745. * @param compression defines the compression used (null by default)
  14746. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  14747. */
  14748. Engine.prototype.updateRawTexture = function (texture, data, format, invertY, compression, type) {
  14749. if (compression === void 0) { compression = null; }
  14750. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  14751. if (!texture) {
  14752. return;
  14753. }
  14754. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type, format);
  14755. var internalFormat = this._getInternalFormat(format);
  14756. var textureType = this._getWebGLTextureType(type);
  14757. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  14758. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0));
  14759. if (!this._doNotHandleContextLost) {
  14760. texture._bufferView = data;
  14761. texture.format = format;
  14762. texture.type = type;
  14763. texture.invertY = invertY;
  14764. texture._compression = compression;
  14765. }
  14766. if (texture.width % 4 !== 0) {
  14767. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  14768. }
  14769. if (compression && data) {
  14770. this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, 0, data);
  14771. }
  14772. else {
  14773. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, data);
  14774. }
  14775. if (texture.generateMipMaps) {
  14776. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  14777. }
  14778. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  14779. // this.resetTextureCache();
  14780. texture.isReady = true;
  14781. };
  14782. /**
  14783. * Creates a raw texture
  14784. * @param data defines the data to store in the texture
  14785. * @param width defines the width of the texture
  14786. * @param height defines the height of the texture
  14787. * @param format defines the format of the data
  14788. * @param generateMipMaps defines if the engine should generate the mip levels
  14789. * @param invertY defines if data must be stored with Y axis inverted
  14790. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  14791. * @param compression defines the compression used (null by default)
  14792. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  14793. * @returns the raw texture inside an InternalTexture
  14794. */
  14795. Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode, compression, type) {
  14796. if (compression === void 0) { compression = null; }
  14797. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  14798. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW);
  14799. texture.baseWidth = width;
  14800. texture.baseHeight = height;
  14801. texture.width = width;
  14802. texture.height = height;
  14803. texture.format = format;
  14804. texture.generateMipMaps = generateMipMaps;
  14805. texture.samplingMode = samplingMode;
  14806. texture.invertY = invertY;
  14807. texture._compression = compression;
  14808. texture.type = type;
  14809. if (!this._doNotHandleContextLost) {
  14810. texture._bufferView = data;
  14811. }
  14812. this.updateRawTexture(texture, data, format, invertY, compression, type);
  14813. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  14814. // Filters
  14815. var filters = getSamplingParameters(samplingMode, generateMipMaps, this._gl);
  14816. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  14817. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  14818. if (generateMipMaps) {
  14819. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  14820. }
  14821. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  14822. this._internalTexturesCache.push(texture);
  14823. return texture;
  14824. };
  14825. /**
  14826. * Creates a dynamic texture
  14827. * @param width defines the width of the texture
  14828. * @param height defines the height of the texture
  14829. * @param generateMipMaps defines if the engine should generate the mip levels
  14830. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  14831. * @returns the dynamic texture inside an InternalTexture
  14832. */
  14833. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
  14834. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DYNAMIC);
  14835. texture.baseWidth = width;
  14836. texture.baseHeight = height;
  14837. if (generateMipMaps) {
  14838. width = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;
  14839. height = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;
  14840. }
  14841. // this.resetTextureCache();
  14842. texture.width = width;
  14843. texture.height = height;
  14844. texture.isReady = false;
  14845. texture.generateMipMaps = generateMipMaps;
  14846. texture.samplingMode = samplingMode;
  14847. this.updateTextureSamplingMode(samplingMode, texture);
  14848. this._internalTexturesCache.push(texture);
  14849. return texture;
  14850. };
  14851. /**
  14852. * Update the sampling mode of a given texture
  14853. * @param samplingMode defines the required sampling mode
  14854. * @param texture defines the texture to update
  14855. */
  14856. Engine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  14857. var filters = getSamplingParameters(samplingMode, texture.generateMipMaps, this._gl);
  14858. if (texture.isCube) {
  14859. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  14860. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MIN_FILTER, filters.min);
  14861. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  14862. }
  14863. else if (texture.is3D) {
  14864. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  14865. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  14866. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  14867. }
  14868. else {
  14869. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  14870. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  14871. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  14872. }
  14873. texture.samplingMode = samplingMode;
  14874. };
  14875. /**
  14876. * Update the content of a dynamic texture
  14877. * @param texture defines the texture to update
  14878. * @param canvas defines the canvas containing the source
  14879. * @param invertY defines if data must be stored with Y axis inverted
  14880. * @param premulAlpha defines if alpha is stored as premultiplied
  14881. * @param format defines the format of the data
  14882. */
  14883. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format) {
  14884. if (premulAlpha === void 0) { premulAlpha = false; }
  14885. if (!texture) {
  14886. return;
  14887. }
  14888. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  14889. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 1 : 0);
  14890. if (premulAlpha) {
  14891. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
  14892. }
  14893. var internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA;
  14894. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, internalFormat, this._gl.UNSIGNED_BYTE, canvas);
  14895. if (texture.generateMipMaps) {
  14896. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  14897. }
  14898. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  14899. if (premulAlpha) {
  14900. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);
  14901. }
  14902. texture.isReady = true;
  14903. };
  14904. /**
  14905. * Update a video texture
  14906. * @param texture defines the texture to update
  14907. * @param video defines the video element to use
  14908. * @param invertY defines if data must be stored with Y axis inverted
  14909. */
  14910. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  14911. if (!texture || texture._isDisabled) {
  14912. return;
  14913. }
  14914. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  14915. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 0 : 1); // Video are upside down by default
  14916. try {
  14917. // Testing video texture support
  14918. if (this._videoTextureSupported === undefined) {
  14919. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  14920. if (this._gl.getError() !== 0) {
  14921. this._videoTextureSupported = false;
  14922. }
  14923. else {
  14924. this._videoTextureSupported = true;
  14925. }
  14926. }
  14927. // Copy video through the current working canvas if video texture is not supported
  14928. if (!this._videoTextureSupported) {
  14929. if (!texture._workingCanvas) {
  14930. texture._workingCanvas = document.createElement("canvas");
  14931. var context = texture._workingCanvas.getContext("2d");
  14932. if (!context) {
  14933. throw new Error("Unable to get 2d context");
  14934. }
  14935. texture._workingContext = context;
  14936. texture._workingCanvas.width = texture.width;
  14937. texture._workingCanvas.height = texture.height;
  14938. }
  14939. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture.width, texture.height);
  14940. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  14941. }
  14942. else {
  14943. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  14944. }
  14945. if (texture.generateMipMaps) {
  14946. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  14947. }
  14948. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  14949. // this.resetTextureCache();
  14950. texture.isReady = true;
  14951. }
  14952. catch (ex) {
  14953. // Something unexpected
  14954. // Let's disable the texture
  14955. texture._isDisabled = true;
  14956. }
  14957. };
  14958. /**
  14959. * Updates a depth texture Comparison Mode and Function.
  14960. * If the comparison Function is equal to 0, the mode will be set to none.
  14961. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  14962. * @param texture The texture to set the comparison function for
  14963. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  14964. */
  14965. Engine.prototype.updateTextureComparisonFunction = function (texture, comparisonFunction) {
  14966. if (this.webGLVersion === 1) {
  14967. BABYLON.Tools.Error("WebGL 1 does not support texture comparison.");
  14968. return;
  14969. }
  14970. var gl = this._gl;
  14971. if (texture.isCube) {
  14972. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  14973. if (comparisonFunction === 0) {
  14974. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  14975. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  14976. }
  14977. else {
  14978. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  14979. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  14980. }
  14981. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  14982. }
  14983. else {
  14984. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  14985. if (comparisonFunction === 0) {
  14986. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  14987. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  14988. }
  14989. else {
  14990. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  14991. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  14992. }
  14993. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  14994. }
  14995. texture._comparisonFunction = comparisonFunction;
  14996. };
  14997. Engine.prototype._setupDepthStencilTexture = function (internalTexture, size, generateStencil, bilinearFiltering, comparisonFunction) {
  14998. var width = size.width || size;
  14999. var height = size.height || size;
  15000. internalTexture.baseWidth = width;
  15001. internalTexture.baseHeight = height;
  15002. internalTexture.width = width;
  15003. internalTexture.height = height;
  15004. internalTexture.isReady = true;
  15005. internalTexture.samples = 1;
  15006. internalTexture.generateMipMaps = false;
  15007. internalTexture._generateDepthBuffer = true;
  15008. internalTexture._generateStencilBuffer = generateStencil;
  15009. internalTexture.samplingMode = bilinearFiltering ? BABYLON.Texture.BILINEAR_SAMPLINGMODE : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  15010. internalTexture.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  15011. internalTexture._comparisonFunction = comparisonFunction;
  15012. var gl = this._gl;
  15013. var target = internalTexture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  15014. var samplingParameters = getSamplingParameters(internalTexture.samplingMode, false, gl);
  15015. gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);
  15016. gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);
  15017. gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15018. gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15019. if (comparisonFunction === 0) {
  15020. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  15021. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  15022. }
  15023. else {
  15024. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  15025. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  15026. }
  15027. };
  15028. /**
  15029. * Creates a depth stencil texture.
  15030. * This is only available in WebGL 2 or with the depth texture extension available.
  15031. * @param size The size of face edge in the texture.
  15032. * @param options The options defining the texture.
  15033. * @returns The texture
  15034. */
  15035. Engine.prototype.createDepthStencilTexture = function (size, options) {
  15036. if (options.isCube) {
  15037. var width = size.width || size;
  15038. return this._createDepthStencilCubeTexture(width, options);
  15039. }
  15040. else {
  15041. return this._createDepthStencilTexture(size, options);
  15042. }
  15043. };
  15044. /**
  15045. * Creates a depth stencil texture.
  15046. * This is only available in WebGL 2 or with the depth texture extension available.
  15047. * @param size The size of face edge in the texture.
  15048. * @param options The options defining the texture.
  15049. * @returns The texture
  15050. */
  15051. Engine.prototype._createDepthStencilTexture = function (size, options) {
  15052. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DEPTHTEXTURE);
  15053. if (!this._caps.depthTextureExtension) {
  15054. BABYLON.Tools.Error("Depth texture is not supported by your browser or hardware.");
  15055. return internalTexture;
  15056. }
  15057. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  15058. var gl = this._gl;
  15059. this._bindTextureDirectly(gl.TEXTURE_2D, internalTexture, true);
  15060. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  15061. if (this.webGLVersion > 1) {
  15062. if (internalOptions.generateStencil) {
  15063. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH24_STENCIL8, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  15064. }
  15065. else {
  15066. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT24, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  15067. }
  15068. }
  15069. else {
  15070. if (internalOptions.generateStencil) {
  15071. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_STENCIL, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  15072. }
  15073. else {
  15074. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  15075. }
  15076. }
  15077. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  15078. return internalTexture;
  15079. };
  15080. /**
  15081. * Creates a depth stencil cube texture.
  15082. * This is only available in WebGL 2.
  15083. * @param size The size of face edge in the cube texture.
  15084. * @param options The options defining the cube texture.
  15085. * @returns The cube texture
  15086. */
  15087. Engine.prototype._createDepthStencilCubeTexture = function (size, options) {
  15088. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_UNKNOWN);
  15089. internalTexture.isCube = true;
  15090. if (this.webGLVersion === 1) {
  15091. BABYLON.Tools.Error("Depth cube texture is not supported by WebGL 1.");
  15092. return internalTexture;
  15093. }
  15094. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  15095. var gl = this._gl;
  15096. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, internalTexture, true);
  15097. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  15098. // Create the depth/stencil buffer
  15099. for (var face = 0; face < 6; face++) {
  15100. if (internalOptions.generateStencil) {
  15101. 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);
  15102. }
  15103. else {
  15104. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH_COMPONENT24, size, size, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  15105. }
  15106. }
  15107. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  15108. return internalTexture;
  15109. };
  15110. /**
  15111. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  15112. * @param renderTarget The render target to set the frame buffer for
  15113. */
  15114. Engine.prototype.setFrameBufferDepthStencilTexture = function (renderTarget) {
  15115. // Create the framebuffer
  15116. var internalTexture = renderTarget.getInternalTexture();
  15117. if (!internalTexture || !internalTexture._framebuffer || !renderTarget.depthStencilTexture) {
  15118. return;
  15119. }
  15120. var gl = this._gl;
  15121. var depthStencilTexture = renderTarget.depthStencilTexture;
  15122. this.bindUnboundFramebuffer(internalTexture._framebuffer);
  15123. if (depthStencilTexture.isCube) {
  15124. if (depthStencilTexture._generateStencilBuffer) {
  15125. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  15126. }
  15127. else {
  15128. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  15129. }
  15130. }
  15131. else {
  15132. if (depthStencilTexture._generateStencilBuffer) {
  15133. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  15134. }
  15135. else {
  15136. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  15137. }
  15138. }
  15139. this.bindUnboundFramebuffer(null);
  15140. };
  15141. /**
  15142. * Creates a new render target texture
  15143. * @param size defines the size of the texture
  15144. * @param options defines the options used to create the texture
  15145. * @returns a new render target texture stored in an InternalTexture
  15146. */
  15147. Engine.prototype.createRenderTargetTexture = function (size, options) {
  15148. var fullOptions = new RenderTargetCreationOptions();
  15149. if (options !== undefined && typeof options === "object") {
  15150. fullOptions.generateMipMaps = options.generateMipMaps;
  15151. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  15152. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  15153. fullOptions.type = options.type === undefined ? Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  15154. fullOptions.samplingMode = options.samplingMode === undefined ? BABYLON.Texture.TRILINEAR_SAMPLINGMODE : options.samplingMode;
  15155. fullOptions.format = options.format === undefined ? Engine.TEXTUREFORMAT_RGBA : options.format;
  15156. }
  15157. else {
  15158. fullOptions.generateMipMaps = options;
  15159. fullOptions.generateDepthBuffer = true;
  15160. fullOptions.generateStencilBuffer = false;
  15161. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  15162. fullOptions.samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  15163. fullOptions.format = Engine.TEXTUREFORMAT_RGBA;
  15164. }
  15165. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  15166. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  15167. fullOptions.samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE;
  15168. }
  15169. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  15170. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  15171. fullOptions.samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE;
  15172. }
  15173. var gl = this._gl;
  15174. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  15175. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  15176. var width = size.width || size;
  15177. var height = size.height || size;
  15178. var filters = getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps ? true : false, gl);
  15179. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  15180. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  15181. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  15182. }
  15183. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  15184. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  15185. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15186. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15187. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), width, height, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);
  15188. // Create the framebuffer
  15189. var framebuffer = gl.createFramebuffer();
  15190. this.bindUnboundFramebuffer(framebuffer);
  15191. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, 0);
  15192. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);
  15193. if (fullOptions.generateMipMaps) {
  15194. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15195. }
  15196. // Unbind
  15197. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  15198. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  15199. this.bindUnboundFramebuffer(null);
  15200. texture._framebuffer = framebuffer;
  15201. texture.baseWidth = width;
  15202. texture.baseHeight = height;
  15203. texture.width = width;
  15204. texture.height = height;
  15205. texture.isReady = true;
  15206. texture.samples = 1;
  15207. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  15208. texture.samplingMode = fullOptions.samplingMode;
  15209. texture.type = fullOptions.type;
  15210. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  15211. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  15212. // this.resetTextureCache();
  15213. this._internalTexturesCache.push(texture);
  15214. return texture;
  15215. };
  15216. /**
  15217. * Create a multi render target texture
  15218. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  15219. * @param size defines the size of the texture
  15220. * @param options defines the creation options
  15221. * @returns the cube texture as an InternalTexture
  15222. */
  15223. Engine.prototype.createMultipleRenderTarget = function (size, options) {
  15224. var generateMipMaps = false;
  15225. var generateDepthBuffer = true;
  15226. var generateStencilBuffer = false;
  15227. var generateDepthTexture = false;
  15228. var textureCount = 1;
  15229. var defaultType = Engine.TEXTURETYPE_UNSIGNED_INT;
  15230. var defaultSamplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  15231. var types = new Array();
  15232. var samplingModes = new Array();
  15233. if (options !== undefined) {
  15234. generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;
  15235. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  15236. generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  15237. generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;
  15238. textureCount = options.textureCount || 1;
  15239. if (options.types) {
  15240. types = options.types;
  15241. }
  15242. if (options.samplingModes) {
  15243. samplingModes = options.samplingModes;
  15244. }
  15245. }
  15246. var gl = this._gl;
  15247. // Create the framebuffer
  15248. var framebuffer = gl.createFramebuffer();
  15249. this.bindUnboundFramebuffer(framebuffer);
  15250. var width = size.width || size;
  15251. var height = size.height || size;
  15252. var textures = [];
  15253. var attachments = [];
  15254. var depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);
  15255. for (var i = 0; i < textureCount; i++) {
  15256. var samplingMode = samplingModes[i] || defaultSamplingMode;
  15257. var type = types[i] || defaultType;
  15258. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  15259. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  15260. samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE;
  15261. }
  15262. else if (type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  15263. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  15264. samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE;
  15265. }
  15266. var filters = getSamplingParameters(samplingMode, generateMipMaps, gl);
  15267. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  15268. type = Engine.TEXTURETYPE_UNSIGNED_INT;
  15269. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  15270. }
  15271. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  15272. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  15273. textures.push(texture);
  15274. attachments.push(attachment);
  15275. gl.activeTexture(gl["TEXTURE" + i]);
  15276. gl.bindTexture(gl.TEXTURE_2D, texture._webGLTexture);
  15277. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  15278. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  15279. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15280. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15281. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), width, height, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  15282. gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._webGLTexture, 0);
  15283. if (generateMipMaps) {
  15284. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15285. }
  15286. // Unbind
  15287. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  15288. texture._framebuffer = framebuffer;
  15289. texture._depthStencilBuffer = depthStencilBuffer;
  15290. texture.baseWidth = width;
  15291. texture.baseHeight = height;
  15292. texture.width = width;
  15293. texture.height = height;
  15294. texture.isReady = true;
  15295. texture.samples = 1;
  15296. texture.generateMipMaps = generateMipMaps;
  15297. texture.samplingMode = samplingMode;
  15298. texture.type = type;
  15299. texture._generateDepthBuffer = generateDepthBuffer;
  15300. texture._generateStencilBuffer = generateStencilBuffer;
  15301. texture._attachments = attachments;
  15302. this._internalTexturesCache.push(texture);
  15303. }
  15304. if (generateDepthTexture && this._caps.depthTextureExtension) {
  15305. // Depth texture
  15306. var depthTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  15307. gl.activeTexture(gl.TEXTURE0);
  15308. gl.bindTexture(gl.TEXTURE_2D, depthTexture._webGLTexture);
  15309. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  15310. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  15311. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15312. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15313. 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);
  15314. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._webGLTexture, 0);
  15315. depthTexture._framebuffer = framebuffer;
  15316. depthTexture.baseWidth = width;
  15317. depthTexture.baseHeight = height;
  15318. depthTexture.width = width;
  15319. depthTexture.height = height;
  15320. depthTexture.isReady = true;
  15321. depthTexture.samples = 1;
  15322. depthTexture.generateMipMaps = generateMipMaps;
  15323. depthTexture.samplingMode = gl.NEAREST;
  15324. depthTexture._generateDepthBuffer = generateDepthBuffer;
  15325. depthTexture._generateStencilBuffer = generateStencilBuffer;
  15326. textures.push(depthTexture);
  15327. this._internalTexturesCache.push(depthTexture);
  15328. }
  15329. gl.drawBuffers(attachments);
  15330. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  15331. this.bindUnboundFramebuffer(null);
  15332. this.resetTextureCache();
  15333. return textures;
  15334. };
  15335. Engine.prototype._setupFramebufferDepthAttachments = function (generateStencilBuffer, generateDepthBuffer, width, height, samples) {
  15336. if (samples === void 0) { samples = 1; }
  15337. var depthStencilBuffer = null;
  15338. var gl = this._gl;
  15339. // Create the depth/stencil buffer
  15340. if (generateStencilBuffer) {
  15341. depthStencilBuffer = gl.createRenderbuffer();
  15342. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  15343. if (samples > 1) {
  15344. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height);
  15345. }
  15346. else {
  15347. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
  15348. }
  15349. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  15350. }
  15351. else if (generateDepthBuffer) {
  15352. depthStencilBuffer = gl.createRenderbuffer();
  15353. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  15354. if (samples > 1) {
  15355. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH_COMPONENT16, width, height);
  15356. }
  15357. else {
  15358. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  15359. }
  15360. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  15361. }
  15362. return depthStencilBuffer;
  15363. };
  15364. /**
  15365. * Updates the sample count of a render target texture
  15366. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  15367. * @param texture defines the texture to update
  15368. * @param samples defines the sample count to set
  15369. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  15370. */
  15371. Engine.prototype.updateRenderTargetTextureSampleCount = function (texture, samples) {
  15372. if (this.webGLVersion < 2 || !texture) {
  15373. return 1;
  15374. }
  15375. if (texture.samples === samples) {
  15376. return samples;
  15377. }
  15378. var gl = this._gl;
  15379. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  15380. // Dispose previous render buffers
  15381. if (texture._depthStencilBuffer) {
  15382. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  15383. texture._depthStencilBuffer = null;
  15384. }
  15385. if (texture._MSAAFramebuffer) {
  15386. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  15387. texture._MSAAFramebuffer = null;
  15388. }
  15389. if (texture._MSAARenderBuffer) {
  15390. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  15391. texture._MSAARenderBuffer = null;
  15392. }
  15393. if (samples > 1) {
  15394. var framebuffer = gl.createFramebuffer();
  15395. if (!framebuffer) {
  15396. throw new Error("Unable to create multi sampled framebuffer");
  15397. }
  15398. texture._MSAAFramebuffer = framebuffer;
  15399. this.bindUnboundFramebuffer(texture._MSAAFramebuffer);
  15400. var colorRenderbuffer = gl.createRenderbuffer();
  15401. if (!colorRenderbuffer) {
  15402. throw new Error("Unable to create multi sampled framebuffer");
  15403. }
  15404. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  15405. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  15406. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbuffer);
  15407. texture._MSAARenderBuffer = colorRenderbuffer;
  15408. }
  15409. else {
  15410. this.bindUnboundFramebuffer(texture._framebuffer);
  15411. }
  15412. texture.samples = samples;
  15413. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(texture._generateStencilBuffer, texture._generateDepthBuffer, texture.width, texture.height, samples);
  15414. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  15415. this.bindUnboundFramebuffer(null);
  15416. return samples;
  15417. };
  15418. /**
  15419. * Update the sample count for a given multiple render target texture
  15420. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  15421. * @param textures defines the textures to update
  15422. * @param samples defines the sample count to set
  15423. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  15424. */
  15425. Engine.prototype.updateMultipleRenderTargetTextureSampleCount = function (textures, samples) {
  15426. if (this.webGLVersion < 2 || !textures || textures.length == 0) {
  15427. return 1;
  15428. }
  15429. if (textures[0].samples === samples) {
  15430. return samples;
  15431. }
  15432. var gl = this._gl;
  15433. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  15434. // Dispose previous render buffers
  15435. if (textures[0]._depthStencilBuffer) {
  15436. gl.deleteRenderbuffer(textures[0]._depthStencilBuffer);
  15437. textures[0]._depthStencilBuffer = null;
  15438. }
  15439. if (textures[0]._MSAAFramebuffer) {
  15440. gl.deleteFramebuffer(textures[0]._MSAAFramebuffer);
  15441. textures[0]._MSAAFramebuffer = null;
  15442. }
  15443. for (var i = 0; i < textures.length; i++) {
  15444. if (textures[i]._MSAARenderBuffer) {
  15445. gl.deleteRenderbuffer(textures[i]._MSAARenderBuffer);
  15446. textures[i]._MSAARenderBuffer = null;
  15447. }
  15448. }
  15449. if (samples > 1) {
  15450. var framebuffer = gl.createFramebuffer();
  15451. if (!framebuffer) {
  15452. throw new Error("Unable to create multi sampled framebuffer");
  15453. }
  15454. this.bindUnboundFramebuffer(framebuffer);
  15455. var depthStencilBuffer = this._setupFramebufferDepthAttachments(textures[0]._generateStencilBuffer, textures[0]._generateDepthBuffer, textures[0].width, textures[0].height, samples);
  15456. var attachments = [];
  15457. for (var i = 0; i < textures.length; i++) {
  15458. var texture = textures[i];
  15459. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  15460. var colorRenderbuffer = gl.createRenderbuffer();
  15461. if (!colorRenderbuffer) {
  15462. throw new Error("Unable to create multi sampled framebuffer");
  15463. }
  15464. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  15465. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  15466. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, colorRenderbuffer);
  15467. texture._MSAAFramebuffer = framebuffer;
  15468. texture._MSAARenderBuffer = colorRenderbuffer;
  15469. texture.samples = samples;
  15470. texture._depthStencilBuffer = depthStencilBuffer;
  15471. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  15472. attachments.push(attachment);
  15473. }
  15474. gl.drawBuffers(attachments);
  15475. }
  15476. else {
  15477. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  15478. }
  15479. this.bindUnboundFramebuffer(null);
  15480. return samples;
  15481. };
  15482. /** @hidden */
  15483. Engine.prototype._uploadDataToTexture = function (target, lod, internalFormat, width, height, format, type, data) {
  15484. this._gl.texImage2D(target, lod, internalFormat, width, height, 0, format, type, data);
  15485. };
  15486. /** @hidden */
  15487. Engine.prototype._uploadCompressedDataToTexture = function (target, lod, internalFormat, width, height, data) {
  15488. this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, data);
  15489. };
  15490. /**
  15491. * Creates a new render target cube texture
  15492. * @param size defines the size of the texture
  15493. * @param options defines the options used to create the texture
  15494. * @returns a new render target cube texture stored in an InternalTexture
  15495. */
  15496. Engine.prototype.createRenderTargetCubeTexture = function (size, options) {
  15497. var fullOptions = __assign({ generateMipMaps: true, generateDepthBuffer: true, generateStencilBuffer: false, type: Engine.TEXTURETYPE_UNSIGNED_INT, samplingMode: BABYLON.Texture.TRILINEAR_SAMPLINGMODE, format: Engine.TEXTUREFORMAT_RGBA }, options);
  15498. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;
  15499. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  15500. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  15501. fullOptions.samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE;
  15502. }
  15503. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  15504. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  15505. fullOptions.samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE;
  15506. }
  15507. var gl = this._gl;
  15508. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  15509. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  15510. var filters = getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps, gl);
  15511. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  15512. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  15513. BABYLON.Tools.Warn("Float textures are not supported. Cube render target forced to TEXTURETYPE_UNESIGNED_BYTE type");
  15514. }
  15515. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  15516. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  15517. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15518. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15519. for (var face = 0; face < 6; face++) {
  15520. 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);
  15521. }
  15522. // Create the framebuffer
  15523. var framebuffer = gl.createFramebuffer();
  15524. this.bindUnboundFramebuffer(framebuffer);
  15525. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer, fullOptions.generateDepthBuffer, size, size);
  15526. // MipMaps
  15527. if (fullOptions.generateMipMaps) {
  15528. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  15529. }
  15530. // Unbind
  15531. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  15532. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  15533. this.bindUnboundFramebuffer(null);
  15534. texture._framebuffer = framebuffer;
  15535. texture.width = size;
  15536. texture.height = size;
  15537. texture.isReady = true;
  15538. texture.isCube = true;
  15539. texture.samples = 1;
  15540. texture.generateMipMaps = fullOptions.generateMipMaps;
  15541. texture.samplingMode = fullOptions.samplingMode;
  15542. texture.type = fullOptions.type;
  15543. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  15544. texture._generateStencilBuffer = fullOptions.generateStencilBuffer;
  15545. this._internalTexturesCache.push(texture);
  15546. return texture;
  15547. };
  15548. /**
  15549. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  15550. * @param rootUrl defines the url where the file to load is located
  15551. * @param scene defines the current scene
  15552. * @param scale defines scale to apply to the mip map selection
  15553. * @param offset defines offset to apply to the mip map selection
  15554. * @param onLoad defines an optional callback raised when the texture is loaded
  15555. * @param onError defines an optional callback raised if there is an issue to load the texture
  15556. * @param format defines the format of the data
  15557. * @param forcedExtension defines the extension to use to pick the right loader
  15558. * @returns the cube texture as an InternalTexture
  15559. */
  15560. Engine.prototype.createPrefilteredCubeTexture = function (rootUrl, scene, scale, offset, onLoad, onError, format, forcedExtension) {
  15561. var _this = this;
  15562. if (onLoad === void 0) { onLoad = null; }
  15563. if (onError === void 0) { onError = null; }
  15564. if (forcedExtension === void 0) { forcedExtension = null; }
  15565. var callback = function (loadData) {
  15566. if (!loadData) {
  15567. if (onLoad) {
  15568. onLoad(null);
  15569. }
  15570. return;
  15571. }
  15572. var texture = loadData.texture;
  15573. if (loadData.info.sphericalPolynomial) {
  15574. texture._sphericalPolynomial = loadData.info.sphericalPolynomial;
  15575. }
  15576. texture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBEPREFILTERED;
  15577. texture._lodGenerationScale = scale;
  15578. texture._lodGenerationOffset = offset;
  15579. if (_this._caps.textureLOD) {
  15580. // Do not add extra process if texture lod is supported.
  15581. if (onLoad) {
  15582. onLoad(texture);
  15583. }
  15584. return;
  15585. }
  15586. var mipSlices = 3;
  15587. var gl = _this._gl;
  15588. var width = loadData.width;
  15589. if (!width) {
  15590. return;
  15591. }
  15592. var textures = [];
  15593. for (var i = 0; i < mipSlices; i++) {
  15594. //compute LOD from even spacing in smoothness (matching shader calculation)
  15595. var smoothness = i / (mipSlices - 1);
  15596. var roughness = 1 - smoothness;
  15597. var minLODIndex = offset; // roughness = 0
  15598. var maxLODIndex = BABYLON.Scalar.Log2(width) * scale + offset; // roughness = 1
  15599. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  15600. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  15601. var glTextureFromLod = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  15602. glTextureFromLod.isCube = true;
  15603. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, glTextureFromLod, true);
  15604. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  15605. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  15606. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15607. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15608. if (loadData.isDDS) {
  15609. var info = loadData.info;
  15610. var data = loadData.data;
  15611. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, info.isCompressed ? 1 : 0);
  15612. BABYLON.DDSTools.UploadDDSLevels(_this, _this._gl, data, info, true, 6, mipmapIndex);
  15613. }
  15614. else {
  15615. BABYLON.Tools.Warn("DDS is the only prefiltered cube map supported so far.");
  15616. }
  15617. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  15618. // Wrap in a base texture for easy binding.
  15619. var lodTexture = new BABYLON.BaseTexture(scene);
  15620. lodTexture.isCube = true;
  15621. lodTexture._texture = glTextureFromLod;
  15622. glTextureFromLod.isReady = true;
  15623. textures.push(lodTexture);
  15624. }
  15625. texture._lodTextureHigh = textures[2];
  15626. texture._lodTextureMid = textures[1];
  15627. texture._lodTextureLow = textures[0];
  15628. if (onLoad) {
  15629. onLoad(texture);
  15630. }
  15631. };
  15632. return this.createCubeTexture(rootUrl, scene, null, false, callback, onError, format, forcedExtension, true);
  15633. };
  15634. /**
  15635. * Creates a cube texture
  15636. * @param rootUrl defines the url where the files to load is located
  15637. * @param scene defines the current scene
  15638. * @param files defines the list of files to load (1 per face)
  15639. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  15640. * @param onLoad defines an optional callback raised when the texture is loaded
  15641. * @param onError defines an optional callback raised if there is an issue to load the texture
  15642. * @param format defines the format of the data
  15643. * @param forcedExtension defines the extension to use to pick the right loader
  15644. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  15645. * @returns the cube texture as an InternalTexture
  15646. */
  15647. Engine.prototype.createCubeTexture = function (rootUrl, scene, files, noMipmap, onLoad, onError, format, forcedExtension, createPolynomials) {
  15648. var _this = this;
  15649. if (onLoad === void 0) { onLoad = null; }
  15650. if (onError === void 0) { onError = null; }
  15651. if (forcedExtension === void 0) { forcedExtension = null; }
  15652. if (createPolynomials === void 0) { createPolynomials = false; }
  15653. var gl = this._gl;
  15654. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBE);
  15655. texture.isCube = true;
  15656. texture.url = rootUrl;
  15657. texture.generateMipMaps = !noMipmap;
  15658. if (!this._doNotHandleContextLost) {
  15659. texture._extension = forcedExtension;
  15660. texture._files = files;
  15661. }
  15662. var isKTX = false;
  15663. var isDDS = false;
  15664. var lastDot = rootUrl.lastIndexOf('.');
  15665. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  15666. if (this._textureFormatInUse) {
  15667. extension = this._textureFormatInUse;
  15668. rootUrl = (lastDot > -1 ? rootUrl.substring(0, lastDot) : rootUrl) + this._textureFormatInUse;
  15669. isKTX = true;
  15670. }
  15671. else {
  15672. isDDS = (extension === ".dds");
  15673. }
  15674. var onerror = function (request, exception) {
  15675. if (onError && request) {
  15676. onError(request.status + " " + request.statusText, exception);
  15677. }
  15678. };
  15679. if (isKTX) {
  15680. this._loadFile(rootUrl, function (data) {
  15681. var ktx = new BABYLON.KhronosTextureContainer(data, 6);
  15682. var loadMipmap = ktx.numberOfMipmapLevels > 1 && !noMipmap;
  15683. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  15684. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
  15685. ktx.uploadLevels(_this._gl, !noMipmap);
  15686. _this.setCubeMapTextureParams(gl, loadMipmap);
  15687. texture.width = ktx.pixelWidth;
  15688. texture.height = ktx.pixelHeight;
  15689. texture.isReady = true;
  15690. }, undefined, undefined, true, onerror);
  15691. }
  15692. else if (isDDS) {
  15693. if (files && files.length === 6) {
  15694. this._cascadeLoadFiles(scene, function (imgs) {
  15695. var info;
  15696. var loadMipmap = false;
  15697. var width = 0;
  15698. for (var index = 0; index < imgs.length; index++) {
  15699. var data = imgs[index];
  15700. info = BABYLON.DDSTools.GetDDSInfo(data);
  15701. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap;
  15702. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  15703. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, info.isCompressed ? 1 : 0);
  15704. BABYLON.DDSTools.UploadDDSLevels(_this, _this._gl, data, info, loadMipmap, 6, -1, index);
  15705. if (!noMipmap && !info.isFourCC && info.mipmapCount === 1) {
  15706. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  15707. }
  15708. texture.width = info.width;
  15709. texture.height = info.height;
  15710. texture.type = info.textureType;
  15711. width = info.width;
  15712. }
  15713. _this.setCubeMapTextureParams(gl, loadMipmap);
  15714. texture.isReady = true;
  15715. if (onLoad) {
  15716. onLoad({ isDDS: true, width: width, info: info, imgs: imgs, texture: texture });
  15717. }
  15718. }, files, onError);
  15719. }
  15720. else {
  15721. this._loadFile(rootUrl, function (data) {
  15722. var info = BABYLON.DDSTools.GetDDSInfo(data);
  15723. if (createPolynomials) {
  15724. info.sphericalPolynomial = new BABYLON.SphericalPolynomial();
  15725. }
  15726. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap;
  15727. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  15728. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, info.isCompressed ? 1 : 0);
  15729. BABYLON.DDSTools.UploadDDSLevels(_this, _this._gl, data, info, loadMipmap, 6);
  15730. if (!noMipmap && !info.isFourCC && info.mipmapCount === 1) {
  15731. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  15732. }
  15733. _this.setCubeMapTextureParams(gl, loadMipmap);
  15734. texture.width = info.width;
  15735. texture.height = info.height;
  15736. texture.isReady = true;
  15737. texture.type = info.textureType;
  15738. if (onLoad) {
  15739. onLoad({ isDDS: true, width: info.width, info: info, data: data, texture: texture });
  15740. }
  15741. }, undefined, undefined, true, onerror);
  15742. }
  15743. }
  15744. else {
  15745. if (!files) {
  15746. throw new Error("Cannot load cubemap because files were not defined");
  15747. }
  15748. cascadeLoadImgs(rootUrl, scene, function (imgs) {
  15749. var width = _this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize) : imgs[0].width;
  15750. var height = width;
  15751. _this._prepareWorkingCanvas();
  15752. if (!_this._workingCanvas || !_this._workingContext) {
  15753. return;
  15754. }
  15755. _this._workingCanvas.width = width;
  15756. _this._workingCanvas.height = height;
  15757. var faces = [
  15758. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  15759. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  15760. ];
  15761. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  15762. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0);
  15763. var internalFormat = format ? _this._getInternalFormat(format) : _this._gl.RGBA;
  15764. for (var index = 0; index < faces.length; index++) {
  15765. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  15766. gl.texImage2D(faces[index], 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  15767. }
  15768. if (!noMipmap) {
  15769. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  15770. }
  15771. _this.setCubeMapTextureParams(gl, !noMipmap);
  15772. texture.width = width;
  15773. texture.height = height;
  15774. texture.isReady = true;
  15775. if (format) {
  15776. texture.format = format;
  15777. }
  15778. texture.onLoadedObservable.notifyObservers(texture);
  15779. texture.onLoadedObservable.clear();
  15780. if (onLoad) {
  15781. onLoad();
  15782. }
  15783. }, files, onError);
  15784. }
  15785. this._internalTexturesCache.push(texture);
  15786. return texture;
  15787. };
  15788. Engine.prototype.setCubeMapTextureParams = function (gl, loadMipmap) {
  15789. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  15790. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  15791. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15792. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15793. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  15794. // this.resetTextureCache();
  15795. };
  15796. /**
  15797. * Update a raw cube texture
  15798. * @param texture defines the texture to udpdate
  15799. * @param data defines the data to store
  15800. * @param format defines the data format
  15801. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15802. * @param invertY defines if data must be stored with Y axis inverted
  15803. * @param compression defines the compression used (null by default)
  15804. * @param level defines which level of the texture to update
  15805. */
  15806. Engine.prototype.updateRawCubeTexture = function (texture, data, format, type, invertY, compression, level) {
  15807. if (compression === void 0) { compression = null; }
  15808. if (level === void 0) { level = 0; }
  15809. texture._bufferViewArray = data;
  15810. texture.format = format;
  15811. texture.type = type;
  15812. texture.invertY = invertY;
  15813. texture._compression = compression;
  15814. var gl = this._gl;
  15815. var textureType = this._getWebGLTextureType(type);
  15816. var internalFormat = this._getInternalFormat(format);
  15817. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);
  15818. var needConversion = false;
  15819. if (internalFormat === gl.RGB) {
  15820. internalFormat = gl.RGBA;
  15821. needConversion = true;
  15822. }
  15823. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  15824. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0));
  15825. if (texture.width % 4 !== 0) {
  15826. gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
  15827. }
  15828. // Data are known to be in +X +Y +Z -X -Y -Z
  15829. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  15830. var faceData = data[faceIndex];
  15831. if (compression) {
  15832. gl.compressedTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, (this.getCaps().s3tc)[compression], texture.width, texture.height, 0, faceData);
  15833. }
  15834. else {
  15835. if (needConversion) {
  15836. faceData = this._convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);
  15837. }
  15838. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, faceData);
  15839. }
  15840. }
  15841. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  15842. if (isPot && texture.generateMipMaps && level === 0) {
  15843. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  15844. }
  15845. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  15846. // this.resetTextureCache();
  15847. texture.isReady = true;
  15848. };
  15849. /**
  15850. * Creates a new raw cube texture
  15851. * @param data defines the array of data to use to create each face
  15852. * @param size defines the size of the textures
  15853. * @param format defines the format of the data
  15854. * @param type defines the type fo the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  15855. * @param generateMipMaps defines if the engine should generate the mip levels
  15856. * @param invertY defines if data must be stored with Y axis inverted
  15857. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  15858. * @param compression defines the compression used (null by default)
  15859. * @returns the cube texture as an InternalTexture
  15860. */
  15861. Engine.prototype.createRawCubeTexture = function (data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  15862. if (compression === void 0) { compression = null; }
  15863. var gl = this._gl;
  15864. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBERAW);
  15865. texture.isCube = true;
  15866. texture.generateMipMaps = generateMipMaps;
  15867. texture.format = format;
  15868. texture.type = type;
  15869. if (!this._doNotHandleContextLost) {
  15870. texture._bufferViewArray = data;
  15871. }
  15872. var textureType = this._getWebGLTextureType(type);
  15873. var internalFormat = this._getInternalFormat(format);
  15874. if (internalFormat === gl.RGB) {
  15875. internalFormat = gl.RGBA;
  15876. }
  15877. var width = size;
  15878. var height = width;
  15879. texture.width = width;
  15880. texture.height = height;
  15881. // Double check on POT to generate Mips.
  15882. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  15883. if (!isPot) {
  15884. generateMipMaps = false;
  15885. }
  15886. // Upload data if needed. The texture won't be ready until then.
  15887. if (data) {
  15888. this.updateRawCubeTexture(texture, data, format, type, invertY, compression);
  15889. }
  15890. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  15891. // Filters
  15892. if (data && generateMipMaps) {
  15893. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  15894. }
  15895. if (textureType === gl.FLOAT && !this._caps.textureFloatLinearFiltering) {
  15896. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  15897. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  15898. }
  15899. else if (textureType === this._gl.HALF_FLOAT_OES && !this._caps.textureHalfFloatLinearFiltering) {
  15900. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  15901. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  15902. }
  15903. else {
  15904. var filters = getSamplingParameters(samplingMode, generateMipMaps, gl);
  15905. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  15906. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  15907. }
  15908. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15909. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15910. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  15911. return texture;
  15912. };
  15913. /**
  15914. * Creates a new raw cube texture from a specified url
  15915. * @param url defines the url where the data is located
  15916. * @param scene defines the current scene
  15917. * @param size defines the size of the textures
  15918. * @param format defines the format of the data
  15919. * @param type defines the type fo the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  15920. * @param noMipmap defines if the engine should avoid generating the mip levels
  15921. * @param callback defines a callback used to extract texture data from loaded data
  15922. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  15923. * @param onLoad defines a callback called when texture is loaded
  15924. * @param onError defines a callback called if there is an error
  15925. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  15926. * @param invertY defines if data must be stored with Y axis inverted
  15927. * @returns the cube texture as an InternalTexture
  15928. */
  15929. Engine.prototype.createRawCubeTextureFromUrl = function (url, scene, size, format, type, noMipmap, callback, mipmapGenerator, onLoad, onError, samplingMode, invertY) {
  15930. var _this = this;
  15931. if (onLoad === void 0) { onLoad = null; }
  15932. if (onError === void 0) { onError = null; }
  15933. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  15934. if (invertY === void 0) { invertY = false; }
  15935. var gl = this._gl;
  15936. var texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode);
  15937. scene._addPendingData(texture);
  15938. texture.url = url;
  15939. this._internalTexturesCache.push(texture);
  15940. var onerror = function (request, exception) {
  15941. scene._removePendingData(texture);
  15942. if (onError && request) {
  15943. onError(request.status + " " + request.statusText, exception);
  15944. }
  15945. };
  15946. var internalCallback = function (data) {
  15947. var width = texture.width;
  15948. var faceDataArrays = callback(data);
  15949. if (!faceDataArrays) {
  15950. return;
  15951. }
  15952. if (mipmapGenerator) {
  15953. var textureType = _this._getWebGLTextureType(type);
  15954. var internalFormat = _this._getInternalFormat(format);
  15955. var internalSizedFomat = _this._getRGBABufferInternalSizedFormat(type);
  15956. var needConversion = false;
  15957. if (internalFormat === gl.RGB) {
  15958. internalFormat = gl.RGBA;
  15959. needConversion = true;
  15960. }
  15961. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  15962. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0);
  15963. var mipData = mipmapGenerator(faceDataArrays);
  15964. for (var level = 0; level < mipData.length; level++) {
  15965. var mipSize = width >> level;
  15966. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  15967. var mipFaceData = mipData[level][faceIndex];
  15968. if (needConversion) {
  15969. mipFaceData = _this._convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);
  15970. }
  15971. gl.texImage2D(faceIndex, level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipFaceData);
  15972. }
  15973. }
  15974. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  15975. }
  15976. else {
  15977. texture.generateMipMaps = !noMipmap;
  15978. _this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);
  15979. }
  15980. texture.isReady = true;
  15981. // this.resetTextureCache();
  15982. scene._removePendingData(texture);
  15983. if (onLoad) {
  15984. onLoad();
  15985. }
  15986. };
  15987. this._loadFile(url, function (data) {
  15988. internalCallback(data);
  15989. }, undefined, scene.database, true, onerror);
  15990. return texture;
  15991. };
  15992. ;
  15993. /**
  15994. * Update a raw 3D texture
  15995. * @param texture defines the texture to update
  15996. * @param data defines the data to store
  15997. * @param format defines the data format
  15998. * @param invertY defines if data must be stored with Y axis inverted
  15999. * @param compression defines the used compression (can be null)
  16000. */
  16001. Engine.prototype.updateRawTexture3D = function (texture, data, format, invertY, compression) {
  16002. if (compression === void 0) { compression = null; }
  16003. var internalFormat = this._getInternalFormat(format);
  16004. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  16005. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0));
  16006. if (!this._doNotHandleContextLost) {
  16007. texture._bufferView = data;
  16008. texture.format = format;
  16009. texture.invertY = invertY;
  16010. texture._compression = compression;
  16011. }
  16012. if (texture.width % 4 !== 0) {
  16013. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  16014. }
  16015. if (compression && data) {
  16016. this._gl.compressedTexImage3D(this._gl.TEXTURE_3D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, texture.depth, 0, data);
  16017. }
  16018. else {
  16019. this._gl.texImage3D(this._gl.TEXTURE_3D, 0, internalFormat, texture.width, texture.height, texture.depth, 0, internalFormat, this._gl.UNSIGNED_BYTE, data);
  16020. }
  16021. if (texture.generateMipMaps) {
  16022. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  16023. }
  16024. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  16025. // this.resetTextureCache();
  16026. texture.isReady = true;
  16027. };
  16028. /**
  16029. * Creates a new raw 3D texture
  16030. * @param data defines the data used to create the texture
  16031. * @param width defines the width of the texture
  16032. * @param height defines the height of the texture
  16033. * @param depth defines the depth of the texture
  16034. * @param format defines the format of the texture
  16035. * @param generateMipMaps defines if the engine must generate mip levels
  16036. * @param invertY defines if data must be stored with Y axis inverted
  16037. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  16038. * @param compression defines the compressed used (can be null)
  16039. * @returns a new raw 3D texture (stored in an InternalTexture)
  16040. */
  16041. Engine.prototype.createRawTexture3D = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression) {
  16042. if (compression === void 0) { compression = null; }
  16043. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW3D);
  16044. texture.baseWidth = width;
  16045. texture.baseHeight = height;
  16046. texture.baseDepth = depth;
  16047. texture.width = width;
  16048. texture.height = height;
  16049. texture.depth = depth;
  16050. texture.format = format;
  16051. texture.generateMipMaps = generateMipMaps;
  16052. texture.samplingMode = samplingMode;
  16053. texture.is3D = true;
  16054. if (!this._doNotHandleContextLost) {
  16055. texture._bufferView = data;
  16056. }
  16057. this.updateRawTexture3D(texture, data, format, invertY, compression);
  16058. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  16059. // Filters
  16060. var filters = getSamplingParameters(samplingMode, generateMipMaps, this._gl);
  16061. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  16062. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16063. if (generateMipMaps) {
  16064. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  16065. }
  16066. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  16067. this._internalTexturesCache.push(texture);
  16068. return texture;
  16069. };
  16070. Engine.prototype._prepareWebGLTextureContinuation = function (texture, scene, noMipmap, isCompressed, samplingMode) {
  16071. var gl = this._gl;
  16072. if (!gl) {
  16073. return;
  16074. }
  16075. var filters = getSamplingParameters(samplingMode, !noMipmap, gl);
  16076. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16077. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16078. if (!noMipmap && !isCompressed) {
  16079. gl.generateMipmap(gl.TEXTURE_2D);
  16080. }
  16081. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16082. // this.resetTextureCache();
  16083. if (scene) {
  16084. scene._removePendingData(texture);
  16085. }
  16086. texture.onLoadedObservable.notifyObservers(texture);
  16087. texture.onLoadedObservable.clear();
  16088. };
  16089. Engine.prototype._prepareWebGLTexture = function (texture, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  16090. var _this = this;
  16091. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  16092. var potWidth = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, this.getCaps().maxTextureSize) : width;
  16093. var potHeight = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, this.getCaps().maxTextureSize) : height;
  16094. var gl = this._gl;
  16095. if (!gl) {
  16096. return;
  16097. }
  16098. if (!texture._webGLTexture) {
  16099. // this.resetTextureCache();
  16100. if (scene) {
  16101. scene._removePendingData(texture);
  16102. }
  16103. return;
  16104. }
  16105. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  16106. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0));
  16107. texture.baseWidth = width;
  16108. texture.baseHeight = height;
  16109. texture.width = potWidth;
  16110. texture.height = potHeight;
  16111. texture.isReady = true;
  16112. if (processFunction(potWidth, potHeight, function () {
  16113. _this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  16114. })) {
  16115. // Returning as texture needs extra async steps
  16116. return;
  16117. }
  16118. this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  16119. };
  16120. Engine.prototype._convertRGBtoRGBATextureData = function (rgbData, width, height, textureType) {
  16121. // Create new RGBA data container.
  16122. var rgbaData;
  16123. if (textureType === Engine.TEXTURETYPE_FLOAT) {
  16124. rgbaData = new Float32Array(width * height * 4);
  16125. }
  16126. else {
  16127. rgbaData = new Uint32Array(width * height * 4);
  16128. }
  16129. // Convert each pixel.
  16130. for (var x = 0; x < width; x++) {
  16131. for (var y = 0; y < height; y++) {
  16132. var index = (y * width + x) * 3;
  16133. var newIndex = (y * width + x) * 4;
  16134. // Map Old Value to new value.
  16135. rgbaData[newIndex + 0] = rgbData[index + 0];
  16136. rgbaData[newIndex + 1] = rgbData[index + 1];
  16137. rgbaData[newIndex + 2] = rgbData[index + 2];
  16138. // Add fully opaque alpha channel.
  16139. rgbaData[newIndex + 3] = 1;
  16140. }
  16141. }
  16142. return rgbaData;
  16143. };
  16144. /** @hidden */
  16145. Engine.prototype._releaseFramebufferObjects = function (texture) {
  16146. var gl = this._gl;
  16147. if (texture._framebuffer) {
  16148. gl.deleteFramebuffer(texture._framebuffer);
  16149. texture._framebuffer = null;
  16150. }
  16151. if (texture._depthStencilBuffer) {
  16152. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  16153. texture._depthStencilBuffer = null;
  16154. }
  16155. if (texture._MSAAFramebuffer) {
  16156. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  16157. texture._MSAAFramebuffer = null;
  16158. }
  16159. if (texture._MSAARenderBuffer) {
  16160. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  16161. texture._MSAARenderBuffer = null;
  16162. }
  16163. };
  16164. /** @hidden */
  16165. Engine.prototype._releaseTexture = function (texture) {
  16166. var gl = this._gl;
  16167. this._releaseFramebufferObjects(texture);
  16168. gl.deleteTexture(texture._webGLTexture);
  16169. // Unbind channels
  16170. this.unbindAllTextures();
  16171. var index = this._internalTexturesCache.indexOf(texture);
  16172. if (index !== -1) {
  16173. this._internalTexturesCache.splice(index, 1);
  16174. }
  16175. // Integrated fixed lod samplers.
  16176. if (texture._lodTextureHigh) {
  16177. texture._lodTextureHigh.dispose();
  16178. }
  16179. if (texture._lodTextureMid) {
  16180. texture._lodTextureMid.dispose();
  16181. }
  16182. if (texture._lodTextureLow) {
  16183. texture._lodTextureLow.dispose();
  16184. }
  16185. // Set output texture of post process to null if the texture has been released/disposed
  16186. this.scenes.forEach(function (scene) {
  16187. scene.postProcesses.forEach(function (postProcess) {
  16188. if (postProcess._outputTexture == texture) {
  16189. postProcess._outputTexture = null;
  16190. }
  16191. });
  16192. scene.cameras.forEach(function (camera) {
  16193. camera._postProcesses.forEach(function (postProcess) {
  16194. if (postProcess) {
  16195. if (postProcess._outputTexture == texture) {
  16196. postProcess._outputTexture = null;
  16197. }
  16198. }
  16199. });
  16200. });
  16201. });
  16202. };
  16203. Engine.prototype.setProgram = function (program) {
  16204. if (this._currentProgram !== program) {
  16205. this._gl.useProgram(program);
  16206. this._currentProgram = program;
  16207. }
  16208. };
  16209. /**
  16210. * Binds an effect to the webGL context
  16211. * @param effect defines the effect to bind
  16212. */
  16213. Engine.prototype.bindSamplers = function (effect) {
  16214. this.setProgram(effect.getProgram());
  16215. var samplers = effect.getSamplers();
  16216. for (var index = 0; index < samplers.length; index++) {
  16217. var uniform = effect.getUniform(samplers[index]);
  16218. if (uniform) {
  16219. this._boundUniforms[index] = uniform;
  16220. }
  16221. }
  16222. this._currentEffect = null;
  16223. };
  16224. Engine.prototype._moveBoundTextureOnTop = function (internalTexture) {
  16225. if (this.disableTextureBindingOptimization || this._lastBoundInternalTextureTracker.previous === internalTexture) {
  16226. return;
  16227. }
  16228. // Remove
  16229. this._linkTrackers(internalTexture.previous, internalTexture.next);
  16230. // Bind last to it
  16231. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, internalTexture);
  16232. // Bind to dummy
  16233. this._linkTrackers(internalTexture, this._lastBoundInternalTextureTracker);
  16234. };
  16235. Engine.prototype._getCorrectTextureChannel = function (channel, internalTexture) {
  16236. if (!internalTexture) {
  16237. return -1;
  16238. }
  16239. internalTexture._initialSlot = channel;
  16240. if (this.disableTextureBindingOptimization) { // We want texture sampler ID === texture channel
  16241. if (channel !== internalTexture._designatedSlot) {
  16242. this._textureCollisions.addCount(1, false);
  16243. }
  16244. }
  16245. else {
  16246. if (channel !== internalTexture._designatedSlot) {
  16247. if (internalTexture._designatedSlot > -1) { // Texture is already assigned to a slot
  16248. return internalTexture._designatedSlot;
  16249. }
  16250. else {
  16251. // No slot for this texture, let's pick a new one (if we find a free slot)
  16252. if (this._nextFreeTextureSlots.length) {
  16253. return this._nextFreeTextureSlots[0];
  16254. }
  16255. // We need to recycle the oldest bound texture, sorry.
  16256. this._textureCollisions.addCount(1, false);
  16257. return this._removeDesignatedSlot(this._firstBoundInternalTextureTracker.next);
  16258. }
  16259. }
  16260. }
  16261. return channel;
  16262. };
  16263. Engine.prototype._linkTrackers = function (previous, next) {
  16264. previous.next = next;
  16265. next.previous = previous;
  16266. };
  16267. Engine.prototype._removeDesignatedSlot = function (internalTexture) {
  16268. var currentSlot = internalTexture._designatedSlot;
  16269. if (currentSlot === -1) {
  16270. return -1;
  16271. }
  16272. internalTexture._designatedSlot = -1;
  16273. if (this.disableTextureBindingOptimization) {
  16274. return -1;
  16275. }
  16276. // Remove from bound list
  16277. this._linkTrackers(internalTexture.previous, internalTexture.next);
  16278. // Free the slot
  16279. this._boundTexturesCache[currentSlot] = null;
  16280. this._nextFreeTextureSlots.push(currentSlot);
  16281. return currentSlot;
  16282. };
  16283. Engine.prototype._activateCurrentTexture = function () {
  16284. if (this._currentTextureChannel !== this._activeChannel) {
  16285. this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);
  16286. this._currentTextureChannel = this._activeChannel;
  16287. }
  16288. };
  16289. /** @hidden */
  16290. Engine.prototype._bindTextureDirectly = function (target, texture, forTextureDataUpdate, force) {
  16291. if (forTextureDataUpdate === void 0) { forTextureDataUpdate = false; }
  16292. if (force === void 0) { force = false; }
  16293. if (forTextureDataUpdate && texture && texture._designatedSlot > -1) {
  16294. this._activeChannel = texture._designatedSlot;
  16295. }
  16296. var currentTextureBound = this._boundTexturesCache[this._activeChannel];
  16297. var isTextureForRendering = texture && texture._initialSlot > -1;
  16298. if (currentTextureBound !== texture || force) {
  16299. if (currentTextureBound) {
  16300. this._removeDesignatedSlot(currentTextureBound);
  16301. }
  16302. this._activateCurrentTexture();
  16303. this._gl.bindTexture(target, texture ? texture._webGLTexture : null);
  16304. this._boundTexturesCache[this._activeChannel] = texture;
  16305. if (texture) {
  16306. if (!this.disableTextureBindingOptimization) {
  16307. var slotIndex = this._nextFreeTextureSlots.indexOf(this._activeChannel);
  16308. if (slotIndex > -1) {
  16309. this._nextFreeTextureSlots.splice(slotIndex, 1);
  16310. }
  16311. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, texture);
  16312. this._linkTrackers(texture, this._lastBoundInternalTextureTracker);
  16313. }
  16314. texture._designatedSlot = this._activeChannel;
  16315. }
  16316. }
  16317. else if (forTextureDataUpdate) {
  16318. this._activateCurrentTexture();
  16319. }
  16320. if (isTextureForRendering && !forTextureDataUpdate) {
  16321. this._bindSamplerUniformToChannel(texture._initialSlot, this._activeChannel);
  16322. }
  16323. };
  16324. /** @hidden */
  16325. Engine.prototype._bindTexture = function (channel, texture) {
  16326. if (channel < 0) {
  16327. return;
  16328. }
  16329. if (texture) {
  16330. channel = this._getCorrectTextureChannel(channel, texture);
  16331. }
  16332. this._activeChannel = channel;
  16333. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture);
  16334. };
  16335. /**
  16336. * Sets a texture to the webGL context from a postprocess
  16337. * @param channel defines the channel to use
  16338. * @param postProcess defines the source postprocess
  16339. */
  16340. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  16341. this._bindTexture(channel, postProcess ? postProcess._textures.data[postProcess._currentRenderTextureInd] : null);
  16342. };
  16343. /**
  16344. * Binds the output of the passed in post process to the texture channel specified
  16345. * @param channel The channel the texture should be bound to
  16346. * @param postProcess The post process which's output should be bound
  16347. */
  16348. Engine.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  16349. this._bindTexture(channel, postProcess ? postProcess._outputTexture : null);
  16350. };
  16351. /**
  16352. * Unbind all textures from the webGL context
  16353. */
  16354. Engine.prototype.unbindAllTextures = function () {
  16355. for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {
  16356. this._activeChannel = channel;
  16357. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16358. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16359. if (this.webGLVersion > 1) {
  16360. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  16361. }
  16362. }
  16363. };
  16364. /**
  16365. * Sets a texture to the according uniform.
  16366. * @param channel The texture channel
  16367. * @param uniform The uniform to set
  16368. * @param texture The texture to apply
  16369. */
  16370. Engine.prototype.setTexture = function (channel, uniform, texture) {
  16371. if (channel < 0) {
  16372. return;
  16373. }
  16374. if (uniform) {
  16375. this._boundUniforms[channel] = uniform;
  16376. }
  16377. this._setTexture(channel, texture);
  16378. };
  16379. /**
  16380. * Sets a depth stencil texture from a render target to the according uniform.
  16381. * @param channel The texture channel
  16382. * @param uniform The uniform to set
  16383. * @param texture The render target texture containing the depth stencil texture to apply
  16384. */
  16385. Engine.prototype.setDepthStencilTexture = function (channel, uniform, texture) {
  16386. if (channel < 0) {
  16387. return;
  16388. }
  16389. if (uniform) {
  16390. this._boundUniforms[channel] = uniform;
  16391. }
  16392. if (!texture || !texture.depthStencilTexture) {
  16393. this._setTexture(channel, null);
  16394. }
  16395. else {
  16396. this._setTexture(channel, texture, false, true);
  16397. }
  16398. };
  16399. Engine.prototype._bindSamplerUniformToChannel = function (sourceSlot, destination) {
  16400. var uniform = this._boundUniforms[sourceSlot];
  16401. if (uniform._currentState === destination) {
  16402. return;
  16403. }
  16404. this._gl.uniform1i(uniform, destination);
  16405. uniform._currentState = destination;
  16406. };
  16407. Engine.prototype._getTextureWrapMode = function (mode) {
  16408. switch (mode) {
  16409. case BABYLON.Texture.WRAP_ADDRESSMODE:
  16410. return this._gl.REPEAT;
  16411. case BABYLON.Texture.CLAMP_ADDRESSMODE:
  16412. return this._gl.CLAMP_TO_EDGE;
  16413. case BABYLON.Texture.MIRROR_ADDRESSMODE:
  16414. return this._gl.MIRRORED_REPEAT;
  16415. }
  16416. return this._gl.REPEAT;
  16417. };
  16418. Engine.prototype._setTexture = function (channel, texture, isPartOfTextureArray, depthStencilTexture) {
  16419. if (isPartOfTextureArray === void 0) { isPartOfTextureArray = false; }
  16420. if (depthStencilTexture === void 0) { depthStencilTexture = false; }
  16421. // Not ready?
  16422. if (!texture) {
  16423. if (this._boundTexturesCache[channel] != null) {
  16424. this._activeChannel = channel;
  16425. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16426. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16427. if (this.webGLVersion > 1) {
  16428. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  16429. }
  16430. }
  16431. return false;
  16432. }
  16433. // Video
  16434. if (texture.video) {
  16435. this._activeChannel = channel;
  16436. texture.update();
  16437. }
  16438. else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) { // Delay loading
  16439. texture.delayLoad();
  16440. return false;
  16441. }
  16442. var internalTexture;
  16443. if (depthStencilTexture) {
  16444. internalTexture = texture.depthStencilTexture;
  16445. }
  16446. else if (texture.isReady()) {
  16447. internalTexture = texture.getInternalTexture();
  16448. }
  16449. else if (texture.isCube) {
  16450. internalTexture = this.emptyCubeTexture;
  16451. }
  16452. else if (texture.is3D) {
  16453. internalTexture = this.emptyTexture3D;
  16454. }
  16455. else {
  16456. internalTexture = this.emptyTexture;
  16457. }
  16458. if (!isPartOfTextureArray) {
  16459. channel = this._getCorrectTextureChannel(channel, internalTexture);
  16460. }
  16461. var needToBind = true;
  16462. if (this._boundTexturesCache[channel] === internalTexture) {
  16463. this._moveBoundTextureOnTop(internalTexture);
  16464. if (!isPartOfTextureArray) {
  16465. this._bindSamplerUniformToChannel(internalTexture._initialSlot, channel);
  16466. }
  16467. needToBind = false;
  16468. }
  16469. this._activeChannel = channel;
  16470. if (internalTexture && internalTexture.is3D) {
  16471. if (needToBind) {
  16472. this._bindTextureDirectly(this._gl.TEXTURE_3D, internalTexture, isPartOfTextureArray);
  16473. }
  16474. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  16475. internalTexture._cachedWrapU = texture.wrapU;
  16476. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  16477. }
  16478. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  16479. internalTexture._cachedWrapV = texture.wrapV;
  16480. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  16481. }
  16482. if (internalTexture && internalTexture._cachedWrapR !== texture.wrapR) {
  16483. internalTexture._cachedWrapR = texture.wrapR;
  16484. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);
  16485. }
  16486. this._setAnisotropicLevel(this._gl.TEXTURE_3D, texture);
  16487. }
  16488. else if (internalTexture && internalTexture.isCube) {
  16489. if (needToBind) {
  16490. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, internalTexture, isPartOfTextureArray);
  16491. }
  16492. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  16493. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  16494. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  16495. var textureWrapMode = (texture.coordinatesMode !== BABYLON.Texture.CUBIC_MODE && texture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  16496. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode, internalTexture);
  16497. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  16498. }
  16499. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  16500. }
  16501. else {
  16502. if (needToBind) {
  16503. this._bindTextureDirectly(this._gl.TEXTURE_2D, internalTexture, isPartOfTextureArray);
  16504. }
  16505. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  16506. internalTexture._cachedWrapU = texture.wrapU;
  16507. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  16508. }
  16509. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  16510. internalTexture._cachedWrapV = texture.wrapV;
  16511. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  16512. }
  16513. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  16514. }
  16515. return true;
  16516. };
  16517. /**
  16518. * Sets an array of texture to the webGL context
  16519. * @param channel defines the channel where the texture array must be set
  16520. * @param uniform defines the associated uniform location
  16521. * @param textures defines the array of textures to bind
  16522. */
  16523. Engine.prototype.setTextureArray = function (channel, uniform, textures) {
  16524. if (channel < 0 || !uniform) {
  16525. return;
  16526. }
  16527. if (!this._textureUnits || this._textureUnits.length !== textures.length) {
  16528. this._textureUnits = new Int32Array(textures.length);
  16529. }
  16530. for (var i = 0; i < textures.length; i++) {
  16531. this._textureUnits[i] = this._getCorrectTextureChannel(channel + i, textures[i].getInternalTexture());
  16532. }
  16533. this._gl.uniform1iv(uniform, this._textureUnits);
  16534. for (var index = 0; index < textures.length; index++) {
  16535. this._setTexture(this._textureUnits[index], textures[index], true);
  16536. }
  16537. };
  16538. /** @hidden */
  16539. Engine.prototype._setAnisotropicLevel = function (target, texture) {
  16540. var internalTexture = texture.getInternalTexture();
  16541. if (!internalTexture) {
  16542. return;
  16543. }
  16544. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  16545. var value = texture.anisotropicFilteringLevel;
  16546. if (internalTexture.samplingMode !== BABYLON.Texture.LINEAR_LINEAR_MIPNEAREST
  16547. && internalTexture.samplingMode !== BABYLON.Texture.LINEAR_LINEAR_MIPLINEAR
  16548. && internalTexture.samplingMode !== BABYLON.Texture.LINEAR_LINEAR) {
  16549. value = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear
  16550. }
  16551. if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== value) {
  16552. this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy), internalTexture);
  16553. internalTexture._cachedAnisotropicFilteringLevel = value;
  16554. }
  16555. };
  16556. Engine.prototype._setTextureParameterFloat = function (target, parameter, value, texture) {
  16557. this._bindTextureDirectly(target, texture, true, true);
  16558. this._gl.texParameterf(target, parameter, value);
  16559. };
  16560. Engine.prototype._setTextureParameterInteger = function (target, parameter, value, texture) {
  16561. if (texture) {
  16562. this._bindTextureDirectly(target, texture, true, true);
  16563. }
  16564. this._gl.texParameteri(target, parameter, value);
  16565. };
  16566. /**
  16567. * Reads pixels from the current frame buffer. Please note that this function can be slow
  16568. * @param x defines the x coordinate of the rectangle where pixels must be read
  16569. * @param y defines the y coordinate of the rectangle where pixels must be read
  16570. * @param width defines the width of the rectangle where pixels must be read
  16571. * @param height defines the height of the rectangle where pixels must be read
  16572. * @returns a Uint8Array containing RGBA colors
  16573. */
  16574. Engine.prototype.readPixels = function (x, y, width, height) {
  16575. var data = new Uint8Array(height * width * 4);
  16576. this._gl.readPixels(x, y, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  16577. return data;
  16578. };
  16579. /**
  16580. * Add an externaly attached data from its key.
  16581. * This method call will fail and return false, if such key already exists.
  16582. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  16583. * @param key the unique key that identifies the data
  16584. * @param data the data object to associate to the key for this Engine instance
  16585. * @return true if no such key were already present and the data was added successfully, false otherwise
  16586. */
  16587. Engine.prototype.addExternalData = function (key, data) {
  16588. if (!this._externalData) {
  16589. this._externalData = new BABYLON.StringDictionary();
  16590. }
  16591. return this._externalData.add(key, data);
  16592. };
  16593. /**
  16594. * Get an externaly attached data from its key
  16595. * @param key the unique key that identifies the data
  16596. * @return the associated data, if present (can be null), or undefined if not present
  16597. */
  16598. Engine.prototype.getExternalData = function (key) {
  16599. if (!this._externalData) {
  16600. this._externalData = new BABYLON.StringDictionary();
  16601. }
  16602. return this._externalData.get(key);
  16603. };
  16604. /**
  16605. * Get an externaly attached data from its key, create it using a factory if it's not already present
  16606. * @param key the unique key that identifies the data
  16607. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  16608. * @return the associated data, can be null if the factory returned null.
  16609. */
  16610. Engine.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  16611. if (!this._externalData) {
  16612. this._externalData = new BABYLON.StringDictionary();
  16613. }
  16614. return this._externalData.getOrAddWithFactory(key, factory);
  16615. };
  16616. /**
  16617. * Remove an externaly attached data from the Engine instance
  16618. * @param key the unique key that identifies the data
  16619. * @return true if the data was successfully removed, false if it doesn't exist
  16620. */
  16621. Engine.prototype.removeExternalData = function (key) {
  16622. if (!this._externalData) {
  16623. this._externalData = new BABYLON.StringDictionary();
  16624. }
  16625. return this._externalData.remove(key);
  16626. };
  16627. /**
  16628. * Unbind all vertex attributes from the webGL context
  16629. */
  16630. Engine.prototype.unbindAllAttributes = function () {
  16631. if (this._mustWipeVertexAttributes) {
  16632. this._mustWipeVertexAttributes = false;
  16633. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  16634. this._gl.disableVertexAttribArray(i);
  16635. this._vertexAttribArraysEnabled[i] = false;
  16636. this._currentBufferPointers[i].active = false;
  16637. }
  16638. return;
  16639. }
  16640. for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {
  16641. if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {
  16642. continue;
  16643. }
  16644. this._gl.disableVertexAttribArray(i);
  16645. this._vertexAttribArraysEnabled[i] = false;
  16646. this._currentBufferPointers[i].active = false;
  16647. }
  16648. };
  16649. /**
  16650. * 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
  16651. */
  16652. Engine.prototype.releaseEffects = function () {
  16653. for (var name in this._compiledEffects) {
  16654. this._deleteProgram(this._compiledEffects[name]._program);
  16655. }
  16656. this._compiledEffects = {};
  16657. };
  16658. /**
  16659. * Dispose and release all associated resources
  16660. */
  16661. Engine.prototype.dispose = function () {
  16662. this.hideLoadingUI();
  16663. this.stopRenderLoop();
  16664. // Release postProcesses
  16665. while (this.postProcesses.length) {
  16666. this.postProcesses[0].dispose();
  16667. }
  16668. // Empty texture
  16669. if (this._emptyTexture) {
  16670. this._releaseTexture(this._emptyTexture);
  16671. this._emptyTexture = null;
  16672. }
  16673. if (this._emptyCubeTexture) {
  16674. this._releaseTexture(this._emptyCubeTexture);
  16675. this._emptyCubeTexture = null;
  16676. }
  16677. // Rescale PP
  16678. if (this._rescalePostProcess) {
  16679. this._rescalePostProcess.dispose();
  16680. }
  16681. // Release scenes
  16682. while (this.scenes.length) {
  16683. this.scenes[0].dispose();
  16684. }
  16685. // Release audio engine
  16686. if (Engine.audioEngine) {
  16687. Engine.audioEngine.dispose();
  16688. }
  16689. // Release effects
  16690. this.releaseEffects();
  16691. // Unbind
  16692. this.unbindAllAttributes();
  16693. this._boundUniforms = [];
  16694. if (this._dummyFramebuffer) {
  16695. this._gl.deleteFramebuffer(this._dummyFramebuffer);
  16696. }
  16697. //WebVR
  16698. this.disableVR();
  16699. // Events
  16700. if (BABYLON.Tools.IsWindowObjectExist()) {
  16701. window.removeEventListener("blur", this._onBlur);
  16702. window.removeEventListener("focus", this._onFocus);
  16703. window.removeEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted);
  16704. window.removeEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted);
  16705. if (this._renderingCanvas) {
  16706. this._renderingCanvas.removeEventListener("focus", this._onCanvasFocus);
  16707. this._renderingCanvas.removeEventListener("blur", this._onCanvasBlur);
  16708. this._renderingCanvas.removeEventListener("pointerout", this._onCanvasPointerOut);
  16709. if (!this._doNotHandleContextLost) {
  16710. this._renderingCanvas.removeEventListener("webglcontextlost", this._onContextLost);
  16711. this._renderingCanvas.removeEventListener("webglcontextrestored", this._onContextRestored);
  16712. }
  16713. }
  16714. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  16715. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  16716. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  16717. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  16718. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  16719. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  16720. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  16721. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  16722. if (this._onVrDisplayConnect) {
  16723. window.removeEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  16724. if (this._onVrDisplayDisconnect) {
  16725. window.removeEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  16726. }
  16727. if (this._onVrDisplayPresentChange) {
  16728. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  16729. }
  16730. this._onVrDisplayConnect = null;
  16731. this._onVrDisplayDisconnect = null;
  16732. }
  16733. }
  16734. // Remove from Instances
  16735. var index = Engine.Instances.indexOf(this);
  16736. if (index >= 0) {
  16737. Engine.Instances.splice(index, 1);
  16738. }
  16739. this._workingCanvas = null;
  16740. this._workingContext = null;
  16741. this._currentBufferPointers = [];
  16742. this._renderingCanvas = null;
  16743. this._currentProgram = null;
  16744. this._bindedRenderFunction = null;
  16745. this.onResizeObservable.clear();
  16746. this.onCanvasBlurObservable.clear();
  16747. this.onCanvasFocusObservable.clear();
  16748. this.onCanvasPointerOutObservable.clear();
  16749. this.onBeginFrameObservable.clear();
  16750. this.onEndFrameObservable.clear();
  16751. BABYLON.Effect.ResetCache();
  16752. // Abort active requests
  16753. for (var _i = 0, _a = this._activeRequests; _i < _a.length; _i++) {
  16754. var request = _a[_i];
  16755. request.abort();
  16756. }
  16757. };
  16758. // Loading screen
  16759. /**
  16760. * Display the loading screen
  16761. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  16762. */
  16763. Engine.prototype.displayLoadingUI = function () {
  16764. if (!BABYLON.Tools.IsWindowObjectExist()) {
  16765. return;
  16766. }
  16767. var loadingScreen = this.loadingScreen;
  16768. if (loadingScreen) {
  16769. loadingScreen.displayLoadingUI();
  16770. }
  16771. };
  16772. /**
  16773. * Hide the loading screen
  16774. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  16775. */
  16776. Engine.prototype.hideLoadingUI = function () {
  16777. if (!BABYLON.Tools.IsWindowObjectExist()) {
  16778. return;
  16779. }
  16780. var loadingScreen = this.loadingScreen;
  16781. if (loadingScreen) {
  16782. loadingScreen.hideLoadingUI();
  16783. }
  16784. };
  16785. Object.defineProperty(Engine.prototype, "loadingScreen", {
  16786. /**
  16787. * Gets the current loading screen object
  16788. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  16789. */
  16790. get: function () {
  16791. if (!this._loadingScreen && BABYLON.DefaultLoadingScreen && this._renderingCanvas)
  16792. this._loadingScreen = new BABYLON.DefaultLoadingScreen(this._renderingCanvas);
  16793. return this._loadingScreen;
  16794. },
  16795. /**
  16796. * Sets the current loading screen object
  16797. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  16798. */
  16799. set: function (loadingScreen) {
  16800. this._loadingScreen = loadingScreen;
  16801. },
  16802. enumerable: true,
  16803. configurable: true
  16804. });
  16805. Object.defineProperty(Engine.prototype, "loadingUIText", {
  16806. /**
  16807. * Sets the current loading screen text
  16808. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  16809. */
  16810. set: function (text) {
  16811. this.loadingScreen.loadingUIText = text;
  16812. },
  16813. enumerable: true,
  16814. configurable: true
  16815. });
  16816. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  16817. /**
  16818. * Sets the current loading screen background color
  16819. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  16820. */
  16821. set: function (color) {
  16822. this.loadingScreen.loadingUIBackgroundColor = color;
  16823. },
  16824. enumerable: true,
  16825. configurable: true
  16826. });
  16827. /**
  16828. * Attach a new callback raised when context lost event is fired
  16829. * @param callback defines the callback to call
  16830. */
  16831. Engine.prototype.attachContextLostEvent = function (callback) {
  16832. if (this._renderingCanvas) {
  16833. this._renderingCanvas.addEventListener("webglcontextlost", callback, false);
  16834. }
  16835. };
  16836. /**
  16837. * Attach a new callback raised when context restored event is fired
  16838. * @param callback defines the callback to call
  16839. */
  16840. Engine.prototype.attachContextRestoredEvent = function (callback) {
  16841. if (this._renderingCanvas) {
  16842. this._renderingCanvas.addEventListener("webglcontextrestored", callback, false);
  16843. }
  16844. };
  16845. /**
  16846. * Gets the source code of the vertex shader associated with a specific webGL program
  16847. * @param program defines the program to use
  16848. * @returns a string containing the source code of the vertex shader associated with the program
  16849. */
  16850. Engine.prototype.getVertexShaderSource = function (program) {
  16851. var shaders = this._gl.getAttachedShaders(program);
  16852. if (!shaders) {
  16853. return null;
  16854. }
  16855. return this._gl.getShaderSource(shaders[0]);
  16856. };
  16857. /**
  16858. * Gets the source code of the fragment shader associated with a specific webGL program
  16859. * @param program defines the program to use
  16860. * @returns a string containing the source code of the fragment shader associated with the program
  16861. */
  16862. Engine.prototype.getFragmentShaderSource = function (program) {
  16863. var shaders = this._gl.getAttachedShaders(program);
  16864. if (!shaders) {
  16865. return null;
  16866. }
  16867. return this._gl.getShaderSource(shaders[1]);
  16868. };
  16869. /**
  16870. * Get the current error code of the webGL context
  16871. * @returns the error code
  16872. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  16873. */
  16874. Engine.prototype.getError = function () {
  16875. return this._gl.getError();
  16876. };
  16877. // FPS
  16878. /**
  16879. * Gets the current framerate
  16880. * @returns a number representing the framerate
  16881. */
  16882. Engine.prototype.getFps = function () {
  16883. return this._fps;
  16884. };
  16885. /**
  16886. * Gets the time spent between current and previous frame
  16887. * @returns a number representing the delta time in ms
  16888. */
  16889. Engine.prototype.getDeltaTime = function () {
  16890. return this._deltaTime;
  16891. };
  16892. Engine.prototype._measureFps = function () {
  16893. this._performanceMonitor.sampleFrame();
  16894. this._fps = this._performanceMonitor.averageFPS;
  16895. this._deltaTime = this._performanceMonitor.instantaneousFrameTime || 0;
  16896. };
  16897. /** @hidden */
  16898. Engine.prototype._readTexturePixels = function (texture, width, height, faceIndex) {
  16899. if (faceIndex === void 0) { faceIndex = -1; }
  16900. var gl = this._gl;
  16901. if (!this._dummyFramebuffer) {
  16902. var dummy = gl.createFramebuffer();
  16903. if (!dummy) {
  16904. throw new Error("Unable to create dummy framebuffer");
  16905. }
  16906. this._dummyFramebuffer = dummy;
  16907. }
  16908. gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);
  16909. if (faceIndex > -1) {
  16910. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, 0);
  16911. }
  16912. else {
  16913. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16914. }
  16915. var readType = (texture.type !== undefined) ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;
  16916. var buffer;
  16917. switch (readType) {
  16918. case gl.UNSIGNED_BYTE:
  16919. buffer = new Uint8Array(4 * width * height);
  16920. readType = gl.UNSIGNED_BYTE;
  16921. break;
  16922. default:
  16923. buffer = new Float32Array(4 * width * height);
  16924. readType = gl.FLOAT;
  16925. break;
  16926. }
  16927. gl.readPixels(0, 0, width, height, gl.RGBA, readType, buffer);
  16928. gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);
  16929. return buffer;
  16930. };
  16931. Engine.prototype._canRenderToFloatFramebuffer = function () {
  16932. if (this._webGLVersion > 1) {
  16933. return this._caps.colorBufferFloat;
  16934. }
  16935. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_FLOAT);
  16936. };
  16937. Engine.prototype._canRenderToHalfFloatFramebuffer = function () {
  16938. if (this._webGLVersion > 1) {
  16939. return this._caps.colorBufferFloat;
  16940. }
  16941. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_HALF_FLOAT);
  16942. };
  16943. // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture
  16944. Engine.prototype._canRenderToFramebuffer = function (type) {
  16945. var gl = this._gl;
  16946. //clear existing errors
  16947. while (gl.getError() !== gl.NO_ERROR) { }
  16948. var successful = true;
  16949. var texture = gl.createTexture();
  16950. gl.bindTexture(gl.TEXTURE_2D, texture);
  16951. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  16952. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  16953. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  16954. var fb = gl.createFramebuffer();
  16955. gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  16956. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  16957. var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
  16958. successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);
  16959. successful = successful && (gl.getError() === gl.NO_ERROR);
  16960. //try render by clearing frame buffer's color buffer
  16961. if (successful) {
  16962. gl.clear(gl.COLOR_BUFFER_BIT);
  16963. successful = successful && (gl.getError() === gl.NO_ERROR);
  16964. }
  16965. //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)
  16966. if (successful) {
  16967. //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture
  16968. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  16969. var readFormat = gl.RGBA;
  16970. var readType = gl.UNSIGNED_BYTE;
  16971. var buffer = new Uint8Array(4);
  16972. gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);
  16973. successful = successful && (gl.getError() === gl.NO_ERROR);
  16974. }
  16975. //clean up
  16976. gl.deleteTexture(texture);
  16977. gl.deleteFramebuffer(fb);
  16978. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  16979. //clear accumulated errors
  16980. while (!successful && (gl.getError() !== gl.NO_ERROR)) { }
  16981. return successful;
  16982. };
  16983. /** @hidden */
  16984. Engine.prototype._getWebGLTextureType = function (type) {
  16985. if (type === Engine.TEXTURETYPE_FLOAT) {
  16986. return this._gl.FLOAT;
  16987. }
  16988. else if (type === Engine.TEXTURETYPE_HALF_FLOAT) {
  16989. // Add Half Float Constant.
  16990. return this._gl.HALF_FLOAT_OES;
  16991. }
  16992. return this._gl.UNSIGNED_BYTE;
  16993. };
  16994. ;
  16995. Engine.prototype._getInternalFormat = function (format) {
  16996. var internalFormat = this._gl.RGBA;
  16997. switch (format) {
  16998. case Engine.TEXTUREFORMAT_ALPHA:
  16999. internalFormat = this._gl.ALPHA;
  17000. break;
  17001. case Engine.TEXTUREFORMAT_LUMINANCE:
  17002. internalFormat = this._gl.LUMINANCE;
  17003. break;
  17004. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  17005. internalFormat = this._gl.LUMINANCE_ALPHA;
  17006. break;
  17007. case Engine.TEXTUREFORMAT_RGB:
  17008. case Engine.TEXTUREFORMAT_RGB32F:
  17009. internalFormat = this._gl.RGB;
  17010. break;
  17011. case Engine.TEXTUREFORMAT_RGBA:
  17012. case Engine.TEXTUREFORMAT_RGBA32F:
  17013. internalFormat = this._gl.RGBA;
  17014. break;
  17015. case Engine.TEXTUREFORMAT_R32F:
  17016. internalFormat = this._gl.RED;
  17017. break;
  17018. case Engine.TEXTUREFORMAT_RG32F:
  17019. internalFormat = this._gl.RG;
  17020. break;
  17021. }
  17022. return internalFormat;
  17023. };
  17024. /** @hidden */
  17025. Engine.prototype._getRGBABufferInternalSizedFormat = function (type, format) {
  17026. if (this._webGLVersion === 1) {
  17027. if (format) {
  17028. switch (format) {
  17029. case Engine.TEXTUREFORMAT_LUMINANCE:
  17030. return this._gl.LUMINANCE;
  17031. }
  17032. }
  17033. return this._gl.RGBA;
  17034. }
  17035. if (type === Engine.TEXTURETYPE_FLOAT) {
  17036. if (format) {
  17037. switch (format) {
  17038. case Engine.TEXTUREFORMAT_R32F:
  17039. return this._gl.R32F;
  17040. case Engine.TEXTUREFORMAT_RG32F:
  17041. return this._gl.RG32F;
  17042. case Engine.TEXTUREFORMAT_RGB32F:
  17043. return this._gl.RGB32F;
  17044. }
  17045. }
  17046. return this._gl.RGBA32F;
  17047. }
  17048. else if (type === Engine.TEXTURETYPE_HALF_FLOAT) {
  17049. return this._gl.RGBA16F;
  17050. }
  17051. if (format) {
  17052. switch (format) {
  17053. case Engine.TEXTUREFORMAT_LUMINANCE:
  17054. return this._gl.LUMINANCE;
  17055. }
  17056. }
  17057. return this._gl.RGBA;
  17058. };
  17059. ;
  17060. /** @hidden */
  17061. Engine.prototype._getRGBAMultiSampleBufferFormat = function (type) {
  17062. if (type === Engine.TEXTURETYPE_FLOAT) {
  17063. return this._gl.RGBA32F;
  17064. }
  17065. else if (type === Engine.TEXTURETYPE_HALF_FLOAT) {
  17066. return this._gl.RGBA16F;
  17067. }
  17068. return this._gl.RGBA8;
  17069. };
  17070. ;
  17071. /**
  17072. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  17073. * @return the new query
  17074. */
  17075. Engine.prototype.createQuery = function () {
  17076. return this._gl.createQuery();
  17077. };
  17078. /**
  17079. * Delete and release a webGL query
  17080. * @param query defines the query to delete
  17081. * @return the current engine
  17082. */
  17083. Engine.prototype.deleteQuery = function (query) {
  17084. this._gl.deleteQuery(query);
  17085. return this;
  17086. };
  17087. /**
  17088. * Check if a given query has resolved and got its value
  17089. * @param query defines the query to check
  17090. * @returns true if the query got its value
  17091. */
  17092. Engine.prototype.isQueryResultAvailable = function (query) {
  17093. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT_AVAILABLE);
  17094. };
  17095. /**
  17096. * Gets the value of a given query
  17097. * @param query defines the query to check
  17098. * @returns the value of the query
  17099. */
  17100. Engine.prototype.getQueryResult = function (query) {
  17101. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT);
  17102. };
  17103. /**
  17104. * Initiates an occlusion query
  17105. * @param algorithmType defines the algorithm to use
  17106. * @param query defines the query to use
  17107. * @returns the current engine
  17108. * @see http://doc.babylonjs.com/features/occlusionquery
  17109. */
  17110. Engine.prototype.beginOcclusionQuery = function (algorithmType, query) {
  17111. var glAlgorithm = this.getGlAlgorithmType(algorithmType);
  17112. this._gl.beginQuery(glAlgorithm, query);
  17113. return this;
  17114. };
  17115. /**
  17116. * Ends an occlusion query
  17117. * @see http://doc.babylonjs.com/features/occlusionquery
  17118. * @param algorithmType defines the algorithm to use
  17119. * @returns the current engine
  17120. */
  17121. Engine.prototype.endOcclusionQuery = function (algorithmType) {
  17122. var glAlgorithm = this.getGlAlgorithmType(algorithmType);
  17123. this._gl.endQuery(glAlgorithm);
  17124. return this;
  17125. };
  17126. /* Time queries */
  17127. Engine.prototype._createTimeQuery = function () {
  17128. var timerQuery = this._caps.timerQuery;
  17129. if (timerQuery.createQueryEXT) {
  17130. return timerQuery.createQueryEXT();
  17131. }
  17132. return this.createQuery();
  17133. };
  17134. Engine.prototype._deleteTimeQuery = function (query) {
  17135. var timerQuery = this._caps.timerQuery;
  17136. if (timerQuery.deleteQueryEXT) {
  17137. timerQuery.deleteQueryEXT(query);
  17138. return;
  17139. }
  17140. this.deleteQuery(query);
  17141. };
  17142. Engine.prototype._getTimeQueryResult = function (query) {
  17143. var timerQuery = this._caps.timerQuery;
  17144. if (timerQuery.getQueryObjectEXT) {
  17145. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_EXT);
  17146. }
  17147. return this.getQueryResult(query);
  17148. };
  17149. Engine.prototype._getTimeQueryAvailability = function (query) {
  17150. var timerQuery = this._caps.timerQuery;
  17151. if (timerQuery.getQueryObjectEXT) {
  17152. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_AVAILABLE_EXT);
  17153. }
  17154. return this.isQueryResultAvailable(query);
  17155. };
  17156. /**
  17157. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  17158. * Please note that only one query can be issued at a time
  17159. * @returns a time token used to track the time span
  17160. */
  17161. Engine.prototype.startTimeQuery = function () {
  17162. var timerQuery = this._caps.timerQuery;
  17163. if (!timerQuery) {
  17164. return null;
  17165. }
  17166. var token = new BABYLON._TimeToken();
  17167. this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  17168. if (this._caps.canUseTimestampForTimerQuery) {
  17169. token._startTimeQuery = this._createTimeQuery();
  17170. timerQuery.queryCounterEXT(token._startTimeQuery, timerQuery.TIMESTAMP_EXT);
  17171. }
  17172. else {
  17173. if (this._currentNonTimestampToken) {
  17174. return this._currentNonTimestampToken;
  17175. }
  17176. token._timeElapsedQuery = this._createTimeQuery();
  17177. if (timerQuery.beginQueryEXT) {
  17178. timerQuery.beginQueryEXT(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  17179. }
  17180. else {
  17181. this._gl.beginQuery(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  17182. }
  17183. this._currentNonTimestampToken = token;
  17184. }
  17185. return token;
  17186. };
  17187. /**
  17188. * Ends a time query
  17189. * @param token defines the token used to measure the time span
  17190. * @returns the time spent (in ns)
  17191. */
  17192. Engine.prototype.endTimeQuery = function (token) {
  17193. var timerQuery = this._caps.timerQuery;
  17194. if (!timerQuery || !token) {
  17195. return -1;
  17196. }
  17197. if (this._caps.canUseTimestampForTimerQuery) {
  17198. if (!token._startTimeQuery) {
  17199. return -1;
  17200. }
  17201. if (!token._endTimeQuery) {
  17202. token._endTimeQuery = this._createTimeQuery();
  17203. timerQuery.queryCounterEXT(token._endTimeQuery, timerQuery.TIMESTAMP_EXT);
  17204. }
  17205. }
  17206. else if (!token._timeElapsedQueryEnded) {
  17207. if (!token._timeElapsedQuery) {
  17208. return -1;
  17209. }
  17210. if (timerQuery.endQueryEXT) {
  17211. timerQuery.endQueryEXT(timerQuery.TIME_ELAPSED_EXT);
  17212. }
  17213. else {
  17214. this._gl.endQuery(timerQuery.TIME_ELAPSED_EXT);
  17215. }
  17216. token._timeElapsedQueryEnded = true;
  17217. }
  17218. var disjoint = this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  17219. var available = false;
  17220. if (token._endTimeQuery) {
  17221. available = this._getTimeQueryAvailability(token._endTimeQuery);
  17222. }
  17223. else if (token._timeElapsedQuery) {
  17224. available = this._getTimeQueryAvailability(token._timeElapsedQuery);
  17225. }
  17226. if (available && !disjoint) {
  17227. var result = 0;
  17228. if (this._caps.canUseTimestampForTimerQuery) {
  17229. if (!token._startTimeQuery || !token._endTimeQuery) {
  17230. return -1;
  17231. }
  17232. var timeStart = this._getTimeQueryResult(token._startTimeQuery);
  17233. var timeEnd = this._getTimeQueryResult(token._endTimeQuery);
  17234. result = timeEnd - timeStart;
  17235. this._deleteTimeQuery(token._startTimeQuery);
  17236. this._deleteTimeQuery(token._endTimeQuery);
  17237. token._startTimeQuery = null;
  17238. token._endTimeQuery = null;
  17239. }
  17240. else {
  17241. if (!token._timeElapsedQuery) {
  17242. return -1;
  17243. }
  17244. result = this._getTimeQueryResult(token._timeElapsedQuery);
  17245. this._deleteTimeQuery(token._timeElapsedQuery);
  17246. token._timeElapsedQuery = null;
  17247. token._timeElapsedQueryEnded = false;
  17248. this._currentNonTimestampToken = null;
  17249. }
  17250. return result;
  17251. }
  17252. return -1;
  17253. };
  17254. Engine.prototype.getGlAlgorithmType = function (algorithmType) {
  17255. return algorithmType === BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE ? this._gl.ANY_SAMPLES_PASSED_CONSERVATIVE : this._gl.ANY_SAMPLES_PASSED;
  17256. };
  17257. // Transform feedback
  17258. /**
  17259. * Creates a webGL transform feedback object
  17260. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  17261. * @returns the webGL transform feedback object
  17262. */
  17263. Engine.prototype.createTransformFeedback = function () {
  17264. return this._gl.createTransformFeedback();
  17265. };
  17266. /**
  17267. * Delete a webGL transform feedback object
  17268. * @param value defines the webGL transform feedback object to delete
  17269. */
  17270. Engine.prototype.deleteTransformFeedback = function (value) {
  17271. this._gl.deleteTransformFeedback(value);
  17272. };
  17273. /**
  17274. * Bind a webGL transform feedback object to the webgl context
  17275. * @param value defines the webGL transform feedback object to bind
  17276. */
  17277. Engine.prototype.bindTransformFeedback = function (value) {
  17278. this._gl.bindTransformFeedback(this._gl.TRANSFORM_FEEDBACK, value);
  17279. };
  17280. /**
  17281. * Begins a transform feedback operation
  17282. * @param usePoints defines if points or triangles must be used
  17283. */
  17284. Engine.prototype.beginTransformFeedback = function (usePoints) {
  17285. if (usePoints === void 0) { usePoints = true; }
  17286. this._gl.beginTransformFeedback(usePoints ? this._gl.POINTS : this._gl.TRIANGLES);
  17287. };
  17288. /**
  17289. * Ends a transform feedback operation
  17290. */
  17291. Engine.prototype.endTransformFeedback = function () {
  17292. this._gl.endTransformFeedback();
  17293. };
  17294. /**
  17295. * Specify the varyings to use with transform feedback
  17296. * @param program defines the associated webGL program
  17297. * @param value defines the list of strings representing the varying names
  17298. */
  17299. Engine.prototype.setTranformFeedbackVaryings = function (program, value) {
  17300. this._gl.transformFeedbackVaryings(program, value, this._gl.INTERLEAVED_ATTRIBS);
  17301. };
  17302. /**
  17303. * Bind a webGL buffer for a transform feedback operation
  17304. * @param value defines the webGL buffer to bind
  17305. */
  17306. Engine.prototype.bindTransformFeedbackBuffer = function (value) {
  17307. this._gl.bindBufferBase(this._gl.TRANSFORM_FEEDBACK_BUFFER, 0, value);
  17308. };
  17309. /** @hidden */
  17310. Engine.prototype._loadFile = function (url, onSuccess, onProgress, database, useArrayBuffer, onError) {
  17311. var _this = this;
  17312. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, database, useArrayBuffer, onError);
  17313. this._activeRequests.push(request);
  17314. request.onCompleteObservable.add(function (request) {
  17315. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  17316. });
  17317. return request;
  17318. };
  17319. /** @hidden */
  17320. Engine.prototype._loadFileAsync = function (url, database, useArrayBuffer) {
  17321. var _this = this;
  17322. return new Promise(function (resolve, reject) {
  17323. _this._loadFile(url, function (data) {
  17324. resolve(data);
  17325. }, undefined, database, useArrayBuffer, function (request, exception) {
  17326. reject(exception);
  17327. });
  17328. });
  17329. };
  17330. Engine.prototype._partialLoadFile = function (url, index, loadedFiles, scene, onfinish, onErrorCallBack) {
  17331. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  17332. var onload = function (data) {
  17333. loadedFiles[index] = data;
  17334. loadedFiles._internalCount++;
  17335. if (loadedFiles._internalCount === 6) {
  17336. onfinish(loadedFiles);
  17337. }
  17338. };
  17339. var onerror = function (request, exception) {
  17340. if (onErrorCallBack && request) {
  17341. onErrorCallBack(request.status + " " + request.statusText, exception);
  17342. }
  17343. };
  17344. this._loadFile(url, onload, undefined, undefined, true, onerror);
  17345. };
  17346. Engine.prototype._cascadeLoadFiles = function (scene, onfinish, files, onError) {
  17347. if (onError === void 0) { onError = null; }
  17348. var loadedFiles = [];
  17349. loadedFiles._internalCount = 0;
  17350. for (var index = 0; index < 6; index++) {
  17351. this._partialLoadFile(files[index], index, loadedFiles, scene, onfinish, onError);
  17352. }
  17353. };
  17354. // Statics
  17355. /**
  17356. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  17357. * @returns true if the engine can be created
  17358. * @ignorenaming
  17359. */
  17360. Engine.isSupported = function () {
  17361. try {
  17362. var tempcanvas = document.createElement("canvas");
  17363. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  17364. return gl != null && !!window.WebGLRenderingContext;
  17365. }
  17366. catch (e) {
  17367. return false;
  17368. }
  17369. };
  17370. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  17371. Engine.ExceptionList = [
  17372. { key: "Chrome/63.0", capture: "63\\.0\\.3239\\.(\\d+)", captureConstraint: 108, targets: ["uniformBuffer"] },
  17373. { key: "Firefox/58", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  17374. { key: "Firefox/59", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  17375. { key: "Macintosh", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  17376. { key: "iPhone", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  17377. { key: "iPad", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] }
  17378. ];
  17379. /** Gets the list of created engines */
  17380. Engine.Instances = new Array();
  17381. // Const statics
  17382. Engine._ALPHA_DISABLE = 0;
  17383. Engine._ALPHA_ADD = 1;
  17384. Engine._ALPHA_COMBINE = 2;
  17385. Engine._ALPHA_SUBTRACT = 3;
  17386. Engine._ALPHA_MULTIPLY = 4;
  17387. Engine._ALPHA_MAXIMIZED = 5;
  17388. Engine._ALPHA_ONEONE = 6;
  17389. Engine._ALPHA_PREMULTIPLIED = 7;
  17390. Engine._ALPHA_PREMULTIPLIED_PORTERDUFF = 8;
  17391. Engine._ALPHA_INTERPOLATE = 9;
  17392. Engine._ALPHA_SCREENMODE = 10;
  17393. Engine._DELAYLOADSTATE_NONE = 0;
  17394. Engine._DELAYLOADSTATE_LOADED = 1;
  17395. Engine._DELAYLOADSTATE_LOADING = 2;
  17396. Engine._DELAYLOADSTATE_NOTLOADED = 4;
  17397. Engine._TEXTUREFORMAT_ALPHA = 0;
  17398. Engine._TEXTUREFORMAT_LUMINANCE = 1;
  17399. Engine._TEXTUREFORMAT_LUMINANCE_ALPHA = 2;
  17400. Engine._TEXTUREFORMAT_RGB = 4;
  17401. Engine._TEXTUREFORMAT_RGBA = 5;
  17402. Engine._TEXTUREFORMAT_R32F = 6;
  17403. Engine._TEXTUREFORMAT_RG32F = 7;
  17404. Engine._TEXTUREFORMAT_RGB32F = 8;
  17405. Engine._TEXTUREFORMAT_RGBA32F = 9;
  17406. Engine._TEXTURETYPE_UNSIGNED_INT = 0;
  17407. Engine._TEXTURETYPE_FLOAT = 1;
  17408. Engine._TEXTURETYPE_HALF_FLOAT = 2;
  17409. // Depht or Stencil test Constants.
  17410. Engine._NEVER = 0x0200; // Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn.
  17411. Engine._ALWAYS = 0x0207; // 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.
  17412. Engine._LESS = 0x0201; // Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value.
  17413. Engine._EQUAL = 0x0202; // Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value.
  17414. Engine._LEQUAL = 0x0203; // 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.
  17415. Engine._GREATER = 0x0204; // Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value.
  17416. Engine._GEQUAL = 0x0206; // 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.
  17417. Engine._NOTEQUAL = 0x0205; // 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.
  17418. // Stencil Actions Constants.
  17419. Engine._KEEP = 0x1E00;
  17420. Engine._REPLACE = 0x1E01;
  17421. Engine._INCR = 0x1E02;
  17422. Engine._DECR = 0x1E03;
  17423. Engine._INVERT = 0x150A;
  17424. Engine._INCR_WRAP = 0x8507;
  17425. Engine._DECR_WRAP = 0x8508;
  17426. // Texture rescaling mode
  17427. Engine._SCALEMODE_FLOOR = 1;
  17428. Engine._SCALEMODE_NEAREST = 2;
  17429. Engine._SCALEMODE_CEILING = 3;
  17430. // Updatable statics so stick with vars here
  17431. /**
  17432. * Gets or sets the epsilon value used by collision engine
  17433. */
  17434. Engine.CollisionsEpsilon = 0.001;
  17435. /**
  17436. * Gets or sets the relative url used to load code if using the engine in non-minified mode
  17437. */
  17438. Engine.CodeRepository = "src/";
  17439. /**
  17440. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  17441. */
  17442. Engine.ShadersRepository = "src/Shaders/";
  17443. return Engine;
  17444. }());
  17445. BABYLON.Engine = Engine;
  17446. })(BABYLON || (BABYLON = {}));
  17447. //# sourceMappingURL=babylon.engine.js.map
  17448. var BABYLON;
  17449. (function (BABYLON) {
  17450. /**
  17451. * Node is the basic class for all scene objects (Mesh, Light Camera).
  17452. */
  17453. var Node = /** @class */ (function () {
  17454. /**
  17455. * Creates a new Node
  17456. * @param {string} name - the name and id to be given to this node
  17457. * @param {BABYLON.Scene} the scene this node will be added to
  17458. */
  17459. function Node(name, scene) {
  17460. if (scene === void 0) { scene = null; }
  17461. /**
  17462. * Gets or sets a string used to store user defined state for the node
  17463. */
  17464. this.state = "";
  17465. /**
  17466. * Gets or sets an object used to store user defined information for the node
  17467. */
  17468. this.metadata = null;
  17469. /**
  17470. * Gets or sets a boolean used to define if the node must be serialized
  17471. */
  17472. this.doNotSerialize = false;
  17473. /** @hidden */
  17474. this._isDisposed = false;
  17475. /**
  17476. * Gets a list of Animations associated with the node
  17477. */
  17478. this.animations = new Array();
  17479. this._ranges = {};
  17480. this._isEnabled = true;
  17481. this._isReady = true;
  17482. /** @hidden */
  17483. this._currentRenderId = -1;
  17484. this._parentRenderId = -1;
  17485. this._childRenderId = -1;
  17486. this._animationPropertiesOverride = null;
  17487. /**
  17488. * An event triggered when the mesh is disposed
  17489. */
  17490. this.onDisposeObservable = new BABYLON.Observable();
  17491. // Behaviors
  17492. this._behaviors = new Array();
  17493. this.name = name;
  17494. this.id = name;
  17495. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  17496. this.uniqueId = this._scene.getUniqueId();
  17497. this._initCache();
  17498. }
  17499. /**
  17500. * Gets a boolean indicating if the node has been disposed
  17501. * @returns true if the node was disposed
  17502. */
  17503. Node.prototype.isDisposed = function () {
  17504. return this._isDisposed;
  17505. };
  17506. Object.defineProperty(Node.prototype, "parent", {
  17507. get: function () {
  17508. return this._parentNode;
  17509. },
  17510. /**
  17511. * Gets or sets the parent of the node
  17512. */
  17513. set: function (parent) {
  17514. if (this._parentNode === parent) {
  17515. return;
  17516. }
  17517. // Remove self from list of children of parent
  17518. if (this._parentNode && this._parentNode._children !== undefined && this._parentNode._children !== null) {
  17519. var index = this._parentNode._children.indexOf(this);
  17520. if (index !== -1) {
  17521. this._parentNode._children.splice(index, 1);
  17522. }
  17523. }
  17524. // Store new parent
  17525. this._parentNode = parent;
  17526. // Add as child to new parent
  17527. if (this._parentNode) {
  17528. if (this._parentNode._children === undefined || this._parentNode._children === null) {
  17529. this._parentNode._children = new Array();
  17530. }
  17531. this._parentNode._children.push(this);
  17532. }
  17533. },
  17534. enumerable: true,
  17535. configurable: true
  17536. });
  17537. Object.defineProperty(Node.prototype, "animationPropertiesOverride", {
  17538. /**
  17539. * Gets or sets the animation properties override
  17540. */
  17541. get: function () {
  17542. if (!this._animationPropertiesOverride) {
  17543. return this._scene.animationPropertiesOverride;
  17544. }
  17545. return this._animationPropertiesOverride;
  17546. },
  17547. set: function (value) {
  17548. this._animationPropertiesOverride = value;
  17549. },
  17550. enumerable: true,
  17551. configurable: true
  17552. });
  17553. /**
  17554. * Gets a string idenfifying the name of the class
  17555. * @returns "Node" string
  17556. */
  17557. Node.prototype.getClassName = function () {
  17558. return "Node";
  17559. };
  17560. Object.defineProperty(Node.prototype, "onDispose", {
  17561. /**
  17562. * Sets a callback that will be raised when the node will be disposed
  17563. */
  17564. set: function (callback) {
  17565. if (this._onDisposeObserver) {
  17566. this.onDisposeObservable.remove(this._onDisposeObserver);
  17567. }
  17568. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  17569. },
  17570. enumerable: true,
  17571. configurable: true
  17572. });
  17573. /**
  17574. * Gets the scene of the node
  17575. * @returns a {BABYLON.Scene}
  17576. */
  17577. Node.prototype.getScene = function () {
  17578. return this._scene;
  17579. };
  17580. /**
  17581. * Gets the engine of the node
  17582. * @returns a {BABYLON.Engine}
  17583. */
  17584. Node.prototype.getEngine = function () {
  17585. return this._scene.getEngine();
  17586. };
  17587. /**
  17588. * Attach a behavior to the node
  17589. * @see http://doc.babylonjs.com/features/behaviour
  17590. * @param behavior defines the behavior to attach
  17591. * @returns the current Node
  17592. */
  17593. Node.prototype.addBehavior = function (behavior) {
  17594. var _this = this;
  17595. var index = this._behaviors.indexOf(behavior);
  17596. if (index !== -1) {
  17597. return this;
  17598. }
  17599. behavior.init();
  17600. if (this._scene.isLoading) {
  17601. // We defer the attach when the scene will be loaded
  17602. var observer = this._scene.onDataLoadedObservable.add(function () {
  17603. behavior.attach(_this);
  17604. setTimeout(function () {
  17605. // Need to use a timeout to avoid removing an observer while iterating the list of observers
  17606. _this._scene.onDataLoadedObservable.remove(observer);
  17607. }, 0);
  17608. });
  17609. }
  17610. else {
  17611. behavior.attach(this);
  17612. }
  17613. this._behaviors.push(behavior);
  17614. return this;
  17615. };
  17616. /**
  17617. * Remove an attached behavior
  17618. * @see http://doc.babylonjs.com/features/behaviour
  17619. * @param behavior defines the behavior to attach
  17620. * @returns the current Node
  17621. */
  17622. Node.prototype.removeBehavior = function (behavior) {
  17623. var index = this._behaviors.indexOf(behavior);
  17624. if (index === -1) {
  17625. return this;
  17626. }
  17627. this._behaviors[index].detach();
  17628. this._behaviors.splice(index, 1);
  17629. return this;
  17630. };
  17631. Object.defineProperty(Node.prototype, "behaviors", {
  17632. /**
  17633. * Gets the list of attached behaviors
  17634. * @see http://doc.babylonjs.com/features/behaviour
  17635. */
  17636. get: function () {
  17637. return this._behaviors;
  17638. },
  17639. enumerable: true,
  17640. configurable: true
  17641. });
  17642. /**
  17643. * Gets an attached behavior by name
  17644. * @param name defines the name of the behavior to look for
  17645. * @see http://doc.babylonjs.com/features/behaviour
  17646. * @returns null if behavior was not found else the requested behavior
  17647. */
  17648. Node.prototype.getBehaviorByName = function (name) {
  17649. for (var _i = 0, _a = this._behaviors; _i < _a.length; _i++) {
  17650. var behavior = _a[_i];
  17651. if (behavior.name === name) {
  17652. return behavior;
  17653. }
  17654. }
  17655. return null;
  17656. };
  17657. /**
  17658. * Returns the world matrix of the node
  17659. * @returns a matrix containing the node's world matrix
  17660. */
  17661. Node.prototype.getWorldMatrix = function () {
  17662. return BABYLON.Matrix.Identity();
  17663. };
  17664. /** @hidden */
  17665. Node.prototype._getWorldMatrixDeterminant = function () {
  17666. return 1;
  17667. };
  17668. // override it in derived class if you add new variables to the cache
  17669. // and call the parent class method
  17670. /** @hidden */
  17671. Node.prototype._initCache = function () {
  17672. this._cache = {};
  17673. this._cache.parent = undefined;
  17674. };
  17675. /** @hidden */
  17676. Node.prototype.updateCache = function (force) {
  17677. if (!force && this.isSynchronized())
  17678. return;
  17679. this._cache.parent = this.parent;
  17680. this._updateCache();
  17681. };
  17682. // override it in derived class if you add new variables to the cache
  17683. // and call the parent class method if !ignoreParentClass
  17684. /** @hidden */
  17685. Node.prototype._updateCache = function (ignoreParentClass) {
  17686. };
  17687. // override it in derived class if you add new variables to the cache
  17688. /** @hidden */
  17689. Node.prototype._isSynchronized = function () {
  17690. return true;
  17691. };
  17692. /** @hidden */
  17693. Node.prototype._markSyncedWithParent = function () {
  17694. if (this.parent) {
  17695. this._parentRenderId = this.parent._childRenderId;
  17696. }
  17697. };
  17698. /** @hidden */
  17699. Node.prototype.isSynchronizedWithParent = function () {
  17700. if (!this.parent) {
  17701. return true;
  17702. }
  17703. if (this._parentRenderId !== this.parent._childRenderId) {
  17704. return false;
  17705. }
  17706. return this.parent.isSynchronized();
  17707. };
  17708. /** @hidden */
  17709. Node.prototype.isSynchronized = function (updateCache) {
  17710. var check = this.hasNewParent();
  17711. check = check || !this.isSynchronizedWithParent();
  17712. check = check || !this._isSynchronized();
  17713. if (updateCache)
  17714. this.updateCache(true);
  17715. return !check;
  17716. };
  17717. /** @hidden */
  17718. Node.prototype.hasNewParent = function (update) {
  17719. if (this._cache.parent === this.parent)
  17720. return false;
  17721. if (update)
  17722. this._cache.parent = this.parent;
  17723. return true;
  17724. };
  17725. /**
  17726. * Is this node ready to be used/rendered
  17727. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  17728. * @return true if the node is ready
  17729. */
  17730. Node.prototype.isReady = function (completeCheck) {
  17731. if (completeCheck === void 0) { completeCheck = false; }
  17732. return this._isReady;
  17733. };
  17734. /**
  17735. * Is this node enabled?
  17736. * 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
  17737. * @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
  17738. * @return whether this node (and its parent) is enabled
  17739. */
  17740. Node.prototype.isEnabled = function (checkAncestors) {
  17741. if (checkAncestors === void 0) { checkAncestors = true; }
  17742. if (checkAncestors === false) {
  17743. return this._isEnabled;
  17744. }
  17745. if (this._isEnabled === false) {
  17746. return false;
  17747. }
  17748. if (this.parent !== undefined && this.parent !== null) {
  17749. return this.parent.isEnabled(checkAncestors);
  17750. }
  17751. return true;
  17752. };
  17753. /**
  17754. * Set the enabled state of this node
  17755. * @param value defines the new enabled state
  17756. */
  17757. Node.prototype.setEnabled = function (value) {
  17758. this._isEnabled = value;
  17759. };
  17760. /**
  17761. * Is this node a descendant of the given node?
  17762. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  17763. * @param ancestor defines the parent node to inspect
  17764. * @returns a boolean indicating if this node is a descendant of the given node
  17765. */
  17766. Node.prototype.isDescendantOf = function (ancestor) {
  17767. if (this.parent) {
  17768. if (this.parent === ancestor) {
  17769. return true;
  17770. }
  17771. return this.parent.isDescendantOf(ancestor);
  17772. }
  17773. return false;
  17774. };
  17775. /** @hidden */
  17776. Node.prototype._getDescendants = function (results, directDescendantsOnly, predicate) {
  17777. if (directDescendantsOnly === void 0) { directDescendantsOnly = false; }
  17778. if (!this._children) {
  17779. return;
  17780. }
  17781. for (var index = 0; index < this._children.length; index++) {
  17782. var item = this._children[index];
  17783. if (!predicate || predicate(item)) {
  17784. results.push(item);
  17785. }
  17786. if (!directDescendantsOnly) {
  17787. item._getDescendants(results, false, predicate);
  17788. }
  17789. }
  17790. };
  17791. /**
  17792. * Will return all nodes that have this node as ascendant
  17793. * @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
  17794. * @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
  17795. * @return all children nodes of all types
  17796. */
  17797. Node.prototype.getDescendants = function (directDescendantsOnly, predicate) {
  17798. var results = new Array();
  17799. this._getDescendants(results, directDescendantsOnly, predicate);
  17800. return results;
  17801. };
  17802. /**
  17803. * Get all child-meshes of this node
  17804. * @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
  17805. * @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
  17806. * @returns an array of {BABYLON.AbstractMesh}
  17807. */
  17808. Node.prototype.getChildMeshes = function (directDescendantsOnly, predicate) {
  17809. var results = [];
  17810. this._getDescendants(results, directDescendantsOnly, function (node) {
  17811. return ((!predicate || predicate(node)) && (node instanceof BABYLON.AbstractMesh));
  17812. });
  17813. return results;
  17814. };
  17815. /**
  17816. * Get all child-transformNodes of this node
  17817. * @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
  17818. * @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
  17819. * @returns an array of {BABYLON.TransformNode}
  17820. */
  17821. Node.prototype.getChildTransformNodes = function (directDescendantsOnly, predicate) {
  17822. var results = [];
  17823. this._getDescendants(results, directDescendantsOnly, function (node) {
  17824. return ((!predicate || predicate(node)) && (node instanceof BABYLON.TransformNode));
  17825. });
  17826. return results;
  17827. };
  17828. /**
  17829. * Get all direct children of this node
  17830. * @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
  17831. * @returns an array of {BABYLON.Node}
  17832. */
  17833. Node.prototype.getChildren = function (predicate) {
  17834. return this.getDescendants(true, predicate);
  17835. };
  17836. /** @hidden */
  17837. Node.prototype._setReady = function (state) {
  17838. if (state === this._isReady) {
  17839. return;
  17840. }
  17841. if (!state) {
  17842. this._isReady = false;
  17843. return;
  17844. }
  17845. if (this.onReady) {
  17846. this.onReady(this);
  17847. }
  17848. this._isReady = true;
  17849. };
  17850. /**
  17851. * Get an animation by name
  17852. * @param name defines the name of the animation to look for
  17853. * @returns null if not found else the requested animation
  17854. */
  17855. Node.prototype.getAnimationByName = function (name) {
  17856. for (var i = 0; i < this.animations.length; i++) {
  17857. var animation = this.animations[i];
  17858. if (animation.name === name) {
  17859. return animation;
  17860. }
  17861. }
  17862. return null;
  17863. };
  17864. /**
  17865. * Creates an animation range for this node
  17866. * @param name defines the name of the range
  17867. * @param from defines the starting key
  17868. * @param to defines the end key
  17869. */
  17870. Node.prototype.createAnimationRange = function (name, from, to) {
  17871. // check name not already in use
  17872. if (!this._ranges[name]) {
  17873. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  17874. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  17875. if (this.animations[i]) {
  17876. this.animations[i].createRange(name, from, to);
  17877. }
  17878. }
  17879. }
  17880. };
  17881. /**
  17882. * Delete a specific animation range
  17883. * @param name defines the name of the range to delete
  17884. * @param deleteFrames defines if animation frames from the range must be deleted as well
  17885. */
  17886. Node.prototype.deleteAnimationRange = function (name, deleteFrames) {
  17887. if (deleteFrames === void 0) { deleteFrames = true; }
  17888. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  17889. if (this.animations[i]) {
  17890. this.animations[i].deleteRange(name, deleteFrames);
  17891. }
  17892. }
  17893. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  17894. };
  17895. /**
  17896. * Get an animation range by name
  17897. * @param name defines the name of the animation range to look for
  17898. * @returns null if not found else the requested animation range
  17899. */
  17900. Node.prototype.getAnimationRange = function (name) {
  17901. return this._ranges[name];
  17902. };
  17903. /**
  17904. * Will start the animation sequence
  17905. * @param name defines the range frames for animation sequence
  17906. * @param loop defines if the animation should loop (false by default)
  17907. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  17908. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  17909. * @returns the object created for this animation. If range does not exist, it will return null
  17910. */
  17911. Node.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  17912. var range = this.getAnimationRange(name);
  17913. if (!range) {
  17914. return null;
  17915. }
  17916. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  17917. };
  17918. /**
  17919. * Serialize animation ranges into a JSON compatible object
  17920. * @returns serialization object
  17921. */
  17922. Node.prototype.serializeAnimationRanges = function () {
  17923. var serializationRanges = [];
  17924. for (var name in this._ranges) {
  17925. var localRange = this._ranges[name];
  17926. if (!localRange) {
  17927. continue;
  17928. }
  17929. var range = {};
  17930. range.name = name;
  17931. range.from = localRange.from;
  17932. range.to = localRange.to;
  17933. serializationRanges.push(range);
  17934. }
  17935. return serializationRanges;
  17936. };
  17937. /**
  17938. * Computes the world matrix of the node
  17939. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  17940. * @returns the world matrix
  17941. */
  17942. Node.prototype.computeWorldMatrix = function (force) {
  17943. return BABYLON.Matrix.Identity();
  17944. };
  17945. /**
  17946. * Releases resources associated with this node.
  17947. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  17948. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  17949. */
  17950. Node.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  17951. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  17952. if (!doNotRecurse) {
  17953. var nodes = this.getDescendants(true);
  17954. for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {
  17955. var node = nodes_1[_i];
  17956. node.dispose(doNotRecurse, disposeMaterialAndTextures);
  17957. }
  17958. }
  17959. else {
  17960. var transformNodes = this.getChildTransformNodes(true);
  17961. for (var _a = 0, transformNodes_1 = transformNodes; _a < transformNodes_1.length; _a++) {
  17962. var transformNode = transformNodes_1[_a];
  17963. transformNode.parent = null;
  17964. transformNode.computeWorldMatrix(true);
  17965. }
  17966. }
  17967. this.parent = null;
  17968. // Callback
  17969. this.onDisposeObservable.notifyObservers(this);
  17970. this.onDisposeObservable.clear();
  17971. // Behaviors
  17972. for (var _b = 0, _c = this._behaviors; _b < _c.length; _b++) {
  17973. var behavior = _c[_b];
  17974. behavior.detach();
  17975. }
  17976. this._behaviors = [];
  17977. this._isDisposed = true;
  17978. };
  17979. /**
  17980. * Parse animation range data from a serialization object and store them into a given node
  17981. * @param node defines where to store the animation ranges
  17982. * @param parsedNode defines the serialization object to read data from
  17983. * @param scene defines the hosting scene
  17984. */
  17985. Node.ParseAnimationRanges = function (node, parsedNode, scene) {
  17986. if (parsedNode.ranges) {
  17987. for (var index = 0; index < parsedNode.ranges.length; index++) {
  17988. var data = parsedNode.ranges[index];
  17989. node.createAnimationRange(data.name, data.from, data.to);
  17990. }
  17991. }
  17992. };
  17993. __decorate([
  17994. BABYLON.serialize()
  17995. ], Node.prototype, "name", void 0);
  17996. __decorate([
  17997. BABYLON.serialize()
  17998. ], Node.prototype, "id", void 0);
  17999. __decorate([
  18000. BABYLON.serialize()
  18001. ], Node.prototype, "uniqueId", void 0);
  18002. __decorate([
  18003. BABYLON.serialize()
  18004. ], Node.prototype, "state", void 0);
  18005. __decorate([
  18006. BABYLON.serialize()
  18007. ], Node.prototype, "metadata", void 0);
  18008. return Node;
  18009. }());
  18010. BABYLON.Node = Node;
  18011. })(BABYLON || (BABYLON = {}));
  18012. //# sourceMappingURL=babylon.node.js.map
  18013. var BABYLON;
  18014. (function (BABYLON) {
  18015. var BoundingSphere = /** @class */ (function () {
  18016. /**
  18017. * Creates a new bounding sphere
  18018. * @param min defines the minimum vector (in local space)
  18019. * @param max defines the maximum vector (in local space)
  18020. */
  18021. function BoundingSphere(min, max) {
  18022. this._tempRadiusVector = BABYLON.Vector3.Zero();
  18023. this.reConstruct(min, max);
  18024. }
  18025. /**
  18026. * Recreates the entire bounding sphere from scratch
  18027. * @param min defines the new minimum vector (in local space)
  18028. * @param max defines the new maximum vector (in local space)
  18029. */
  18030. BoundingSphere.prototype.reConstruct = function (min, max) {
  18031. this.minimum = min.clone();
  18032. this.maximum = max.clone();
  18033. var distance = BABYLON.Vector3.Distance(min, max);
  18034. this.center = BABYLON.Vector3.Lerp(min, max, 0.5);
  18035. this.radius = distance * 0.5;
  18036. this.centerWorld = BABYLON.Vector3.Zero();
  18037. this._update(BABYLON.Matrix.Identity());
  18038. };
  18039. // Methods
  18040. BoundingSphere.prototype._update = function (world) {
  18041. BABYLON.Vector3.TransformCoordinatesToRef(this.center, world, this.centerWorld);
  18042. BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, world, this._tempRadiusVector);
  18043. this.radiusWorld = Math.max(Math.abs(this._tempRadiusVector.x), Math.abs(this._tempRadiusVector.y), Math.abs(this._tempRadiusVector.z)) * this.radius;
  18044. };
  18045. BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
  18046. for (var i = 0; i < 6; i++) {
  18047. if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld)
  18048. return false;
  18049. }
  18050. return true;
  18051. };
  18052. BoundingSphere.prototype.intersectsPoint = function (point) {
  18053. var x = this.centerWorld.x - point.x;
  18054. var y = this.centerWorld.y - point.y;
  18055. var z = this.centerWorld.z - point.z;
  18056. var distance = Math.sqrt((x * x) + (y * y) + (z * z));
  18057. if (Math.abs(this.radiusWorld - distance) < BABYLON.Epsilon)
  18058. return false;
  18059. return true;
  18060. };
  18061. // Statics
  18062. BoundingSphere.Intersects = function (sphere0, sphere1) {
  18063. var x = sphere0.centerWorld.x - sphere1.centerWorld.x;
  18064. var y = sphere0.centerWorld.y - sphere1.centerWorld.y;
  18065. var z = sphere0.centerWorld.z - sphere1.centerWorld.z;
  18066. var distance = Math.sqrt((x * x) + (y * y) + (z * z));
  18067. if (sphere0.radiusWorld + sphere1.radiusWorld < distance)
  18068. return false;
  18069. return true;
  18070. };
  18071. return BoundingSphere;
  18072. }());
  18073. BABYLON.BoundingSphere = BoundingSphere;
  18074. })(BABYLON || (BABYLON = {}));
  18075. //# sourceMappingURL=babylon.boundingSphere.js.map
  18076. var BABYLON;
  18077. (function (BABYLON) {
  18078. var BoundingBox = /** @class */ (function () {
  18079. /**
  18080. * Creates a new bounding box
  18081. * @param min defines the minimum vector (in local space)
  18082. * @param max defines the maximum vector (in local space)
  18083. */
  18084. function BoundingBox(min, max) {
  18085. this.vectorsWorld = new Array();
  18086. this.reConstruct(min, max);
  18087. }
  18088. // Methods
  18089. /**
  18090. * Recreates the entire bounding box from scratch
  18091. * @param min defines the new minimum vector (in local space)
  18092. * @param max defines the new maximum vector (in local space)
  18093. */
  18094. BoundingBox.prototype.reConstruct = function (min, max) {
  18095. this.minimum = min.clone();
  18096. this.maximum = max.clone();
  18097. // Bounding vectors
  18098. this.vectors = new Array();
  18099. this.vectors.push(this.minimum.clone());
  18100. this.vectors.push(this.maximum.clone());
  18101. this.vectors.push(this.minimum.clone());
  18102. this.vectors[2].x = this.maximum.x;
  18103. this.vectors.push(this.minimum.clone());
  18104. this.vectors[3].y = this.maximum.y;
  18105. this.vectors.push(this.minimum.clone());
  18106. this.vectors[4].z = this.maximum.z;
  18107. this.vectors.push(this.maximum.clone());
  18108. this.vectors[5].z = this.minimum.z;
  18109. this.vectors.push(this.maximum.clone());
  18110. this.vectors[6].x = this.minimum.x;
  18111. this.vectors.push(this.maximum.clone());
  18112. this.vectors[7].y = this.minimum.y;
  18113. // OBB
  18114. this.center = this.maximum.add(this.minimum).scale(0.5);
  18115. this.extendSize = this.maximum.subtract(this.minimum).scale(0.5);
  18116. this.directions = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  18117. // World
  18118. for (var index = 0; index < this.vectors.length; index++) {
  18119. this.vectorsWorld[index] = BABYLON.Vector3.Zero();
  18120. }
  18121. this.minimumWorld = BABYLON.Vector3.Zero();
  18122. this.maximumWorld = BABYLON.Vector3.Zero();
  18123. this.centerWorld = BABYLON.Vector3.Zero();
  18124. this.extendSizeWorld = BABYLON.Vector3.Zero();
  18125. this._update(this._worldMatrix || BABYLON.Matrix.Identity());
  18126. };
  18127. BoundingBox.prototype.getWorldMatrix = function () {
  18128. return this._worldMatrix;
  18129. };
  18130. BoundingBox.prototype.setWorldMatrix = function (matrix) {
  18131. this._worldMatrix.copyFrom(matrix);
  18132. return this;
  18133. };
  18134. BoundingBox.prototype._update = function (world) {
  18135. BABYLON.Vector3.FromFloatsToRef(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, this.minimumWorld);
  18136. BABYLON.Vector3.FromFloatsToRef(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE, this.maximumWorld);
  18137. for (var index = 0; index < this.vectors.length; index++) {
  18138. var v = this.vectorsWorld[index];
  18139. BABYLON.Vector3.TransformCoordinatesToRef(this.vectors[index], world, v);
  18140. if (v.x < this.minimumWorld.x)
  18141. this.minimumWorld.x = v.x;
  18142. if (v.y < this.minimumWorld.y)
  18143. this.minimumWorld.y = v.y;
  18144. if (v.z < this.minimumWorld.z)
  18145. this.minimumWorld.z = v.z;
  18146. if (v.x > this.maximumWorld.x)
  18147. this.maximumWorld.x = v.x;
  18148. if (v.y > this.maximumWorld.y)
  18149. this.maximumWorld.y = v.y;
  18150. if (v.z > this.maximumWorld.z)
  18151. this.maximumWorld.z = v.z;
  18152. }
  18153. // Extend
  18154. this.maximumWorld.subtractToRef(this.minimumWorld, this.extendSizeWorld);
  18155. this.extendSizeWorld.scaleInPlace(0.5);
  18156. // OBB
  18157. this.maximumWorld.addToRef(this.minimumWorld, this.centerWorld);
  18158. this.centerWorld.scaleInPlace(0.5);
  18159. BABYLON.Vector3.FromFloatArrayToRef(world.m, 0, this.directions[0]);
  18160. BABYLON.Vector3.FromFloatArrayToRef(world.m, 4, this.directions[1]);
  18161. BABYLON.Vector3.FromFloatArrayToRef(world.m, 8, this.directions[2]);
  18162. this._worldMatrix = world;
  18163. };
  18164. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  18165. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  18166. };
  18167. BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  18168. return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
  18169. };
  18170. BoundingBox.prototype.intersectsPoint = function (point) {
  18171. var delta = -BABYLON.Epsilon;
  18172. if (this.maximumWorld.x - point.x < delta || delta > point.x - this.minimumWorld.x)
  18173. return false;
  18174. if (this.maximumWorld.y - point.y < delta || delta > point.y - this.minimumWorld.y)
  18175. return false;
  18176. if (this.maximumWorld.z - point.z < delta || delta > point.z - this.minimumWorld.z)
  18177. return false;
  18178. return true;
  18179. };
  18180. BoundingBox.prototype.intersectsSphere = function (sphere) {
  18181. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  18182. };
  18183. BoundingBox.prototype.intersectsMinMax = function (min, max) {
  18184. if (this.maximumWorld.x < min.x || this.minimumWorld.x > max.x)
  18185. return false;
  18186. if (this.maximumWorld.y < min.y || this.minimumWorld.y > max.y)
  18187. return false;
  18188. if (this.maximumWorld.z < min.z || this.minimumWorld.z > max.z)
  18189. return false;
  18190. return true;
  18191. };
  18192. // Statics
  18193. BoundingBox.Intersects = function (box0, box1) {
  18194. if (box0.maximumWorld.x < box1.minimumWorld.x || box0.minimumWorld.x > box1.maximumWorld.x)
  18195. return false;
  18196. if (box0.maximumWorld.y < box1.minimumWorld.y || box0.minimumWorld.y > box1.maximumWorld.y)
  18197. return false;
  18198. if (box0.maximumWorld.z < box1.minimumWorld.z || box0.minimumWorld.z > box1.maximumWorld.z)
  18199. return false;
  18200. return true;
  18201. };
  18202. BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
  18203. var vector = BABYLON.Vector3.Clamp(sphereCenter, minPoint, maxPoint);
  18204. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  18205. return (num <= (sphereRadius * sphereRadius));
  18206. };
  18207. BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {
  18208. for (var p = 0; p < 6; p++) {
  18209. for (var i = 0; i < 8; i++) {
  18210. if (frustumPlanes[p].dotCoordinate(boundingVectors[i]) < 0) {
  18211. return false;
  18212. }
  18213. }
  18214. }
  18215. return true;
  18216. };
  18217. BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  18218. for (var p = 0; p < 6; p++) {
  18219. var inCount = 8;
  18220. for (var i = 0; i < 8; i++) {
  18221. if (frustumPlanes[p].dotCoordinate(boundingVectors[i]) < 0) {
  18222. --inCount;
  18223. }
  18224. else {
  18225. break;
  18226. }
  18227. }
  18228. if (inCount === 0)
  18229. return false;
  18230. }
  18231. return true;
  18232. };
  18233. return BoundingBox;
  18234. }());
  18235. BABYLON.BoundingBox = BoundingBox;
  18236. })(BABYLON || (BABYLON = {}));
  18237. //# sourceMappingURL=babylon.boundingBox.js.map
  18238. var BABYLON;
  18239. (function (BABYLON) {
  18240. var computeBoxExtents = function (axis, box) {
  18241. var p = BABYLON.Vector3.Dot(box.centerWorld, axis);
  18242. var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
  18243. var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
  18244. var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
  18245. var r = r0 + r1 + r2;
  18246. return {
  18247. min: p - r,
  18248. max: p + r
  18249. };
  18250. };
  18251. var extentsOverlap = function (min0, max0, min1, max1) { return !(min0 > max1 || min1 > max0); };
  18252. var axisOverlap = function (axis, box0, box1) {
  18253. var result0 = computeBoxExtents(axis, box0);
  18254. var result1 = computeBoxExtents(axis, box1);
  18255. return extentsOverlap(result0.min, result0.max, result1.min, result1.max);
  18256. };
  18257. var BoundingInfo = /** @class */ (function () {
  18258. function BoundingInfo(minimum, maximum) {
  18259. this.minimum = minimum;
  18260. this.maximum = maximum;
  18261. this._isLocked = false;
  18262. this.boundingBox = new BABYLON.BoundingBox(minimum, maximum);
  18263. this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum);
  18264. }
  18265. Object.defineProperty(BoundingInfo.prototype, "isLocked", {
  18266. get: function () {
  18267. return this._isLocked;
  18268. },
  18269. set: function (value) {
  18270. this._isLocked = value;
  18271. },
  18272. enumerable: true,
  18273. configurable: true
  18274. });
  18275. // Methods
  18276. BoundingInfo.prototype.update = function (world) {
  18277. if (this._isLocked) {
  18278. return;
  18279. }
  18280. this.boundingBox._update(world);
  18281. this.boundingSphere._update(world);
  18282. };
  18283. /**
  18284. * Recreate the bounding info to be centered around a specific point given a specific extend.
  18285. * @param center New center of the bounding info
  18286. * @param extend New extend of the bounding info
  18287. */
  18288. BoundingInfo.prototype.centerOn = function (center, extend) {
  18289. this.minimum = center.subtract(extend);
  18290. this.maximum = center.add(extend);
  18291. this.boundingBox = new BABYLON.BoundingBox(this.minimum, this.maximum);
  18292. this.boundingSphere = new BABYLON.BoundingSphere(this.minimum, this.maximum);
  18293. return this;
  18294. };
  18295. BoundingInfo.prototype.isInFrustum = function (frustumPlanes) {
  18296. if (!this.boundingSphere.isInFrustum(frustumPlanes))
  18297. return false;
  18298. return this.boundingBox.isInFrustum(frustumPlanes);
  18299. };
  18300. Object.defineProperty(BoundingInfo.prototype, "diagonalLength", {
  18301. /**
  18302. * Gets the world distance between the min and max points of the bounding box
  18303. */
  18304. get: function () {
  18305. var boundingBox = this.boundingBox;
  18306. var size = boundingBox.maximumWorld.subtract(boundingBox.minimumWorld);
  18307. return size.length();
  18308. },
  18309. enumerable: true,
  18310. configurable: true
  18311. });
  18312. BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  18313. return this.boundingBox.isCompletelyInFrustum(frustumPlanes);
  18314. };
  18315. BoundingInfo.prototype._checkCollision = function (collider) {
  18316. return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
  18317. };
  18318. BoundingInfo.prototype.intersectsPoint = function (point) {
  18319. if (!this.boundingSphere.centerWorld) {
  18320. return false;
  18321. }
  18322. if (!this.boundingSphere.intersectsPoint(point)) {
  18323. return false;
  18324. }
  18325. if (!this.boundingBox.intersectsPoint(point)) {
  18326. return false;
  18327. }
  18328. return true;
  18329. };
  18330. BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
  18331. if (!this.boundingSphere.centerWorld || !boundingInfo.boundingSphere.centerWorld) {
  18332. return false;
  18333. }
  18334. if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
  18335. return false;
  18336. }
  18337. if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
  18338. return false;
  18339. }
  18340. if (!precise) {
  18341. return true;
  18342. }
  18343. var box0 = this.boundingBox;
  18344. var box1 = boundingInfo.boundingBox;
  18345. if (!axisOverlap(box0.directions[0], box0, box1))
  18346. return false;
  18347. if (!axisOverlap(box0.directions[1], box0, box1))
  18348. return false;
  18349. if (!axisOverlap(box0.directions[2], box0, box1))
  18350. return false;
  18351. if (!axisOverlap(box1.directions[0], box0, box1))
  18352. return false;
  18353. if (!axisOverlap(box1.directions[1], box0, box1))
  18354. return false;
  18355. if (!axisOverlap(box1.directions[2], box0, box1))
  18356. return false;
  18357. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1))
  18358. return false;
  18359. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1))
  18360. return false;
  18361. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1))
  18362. return false;
  18363. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1))
  18364. return false;
  18365. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1))
  18366. return false;
  18367. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1))
  18368. return false;
  18369. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1))
  18370. return false;
  18371. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1))
  18372. return false;
  18373. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1))
  18374. return false;
  18375. return true;
  18376. };
  18377. return BoundingInfo;
  18378. }());
  18379. BABYLON.BoundingInfo = BoundingInfo;
  18380. })(BABYLON || (BABYLON = {}));
  18381. //# sourceMappingURL=babylon.boundingInfo.js.map
  18382. var BABYLON;
  18383. (function (BABYLON) {
  18384. var TransformNode = /** @class */ (function (_super) {
  18385. __extends(TransformNode, _super);
  18386. function TransformNode(name, scene, isPure) {
  18387. if (scene === void 0) { scene = null; }
  18388. if (isPure === void 0) { isPure = true; }
  18389. var _this = _super.call(this, name, scene) || this;
  18390. _this._forward = new BABYLON.Vector3(0, 0, 1);
  18391. _this._forwardInverted = new BABYLON.Vector3(0, 0, -1);
  18392. _this._up = new BABYLON.Vector3(0, 1, 0);
  18393. _this._right = new BABYLON.Vector3(1, 0, 0);
  18394. _this._rightInverted = new BABYLON.Vector3(-1, 0, 0);
  18395. // Properties
  18396. _this._rotation = BABYLON.Vector3.Zero();
  18397. _this._scaling = BABYLON.Vector3.One();
  18398. _this._isDirty = false;
  18399. _this.billboardMode = TransformNode.BILLBOARDMODE_NONE;
  18400. _this.scalingDeterminant = 1;
  18401. _this.infiniteDistance = false;
  18402. _this.position = BABYLON.Vector3.Zero();
  18403. _this._localWorld = BABYLON.Matrix.Zero();
  18404. _this._worldMatrix = BABYLON.Matrix.Zero();
  18405. _this._worldMatrixDeterminant = 0;
  18406. _this._absolutePosition = BABYLON.Vector3.Zero();
  18407. _this._pivotMatrix = BABYLON.Matrix.Identity();
  18408. _this._postMultiplyPivotMatrix = false;
  18409. _this._isWorldMatrixFrozen = false;
  18410. /**
  18411. * An event triggered after the world matrix is updated
  18412. */
  18413. _this.onAfterWorldMatrixUpdateObservable = new BABYLON.Observable();
  18414. _this._nonUniformScaling = false;
  18415. if (isPure) {
  18416. _this.getScene().addTransformNode(_this);
  18417. }
  18418. return _this;
  18419. }
  18420. /**
  18421. * Gets a string idenfifying the name of the class
  18422. * @returns "TransformNode" string
  18423. */
  18424. TransformNode.prototype.getClassName = function () {
  18425. return "TransformNode";
  18426. };
  18427. Object.defineProperty(TransformNode.prototype, "rotation", {
  18428. /**
  18429. * Rotation property : a Vector3 depicting the rotation value in radians around each local axis X, Y, Z.
  18430. * If rotation quaternion is set, this Vector3 will (almost always) be the Zero vector!
  18431. * Default : (0.0, 0.0, 0.0)
  18432. */
  18433. get: function () {
  18434. return this._rotation;
  18435. },
  18436. set: function (newRotation) {
  18437. this._rotation = newRotation;
  18438. },
  18439. enumerable: true,
  18440. configurable: true
  18441. });
  18442. Object.defineProperty(TransformNode.prototype, "scaling", {
  18443. /**
  18444. * Scaling property : a Vector3 depicting the mesh scaling along each local axis X, Y, Z.
  18445. * Default : (1.0, 1.0, 1.0)
  18446. */
  18447. get: function () {
  18448. return this._scaling;
  18449. },
  18450. /**
  18451. * Scaling property : a Vector3 depicting the mesh scaling along each local axis X, Y, Z.
  18452. * Default : (1.0, 1.0, 1.0)
  18453. */
  18454. set: function (newScaling) {
  18455. this._scaling = newScaling;
  18456. },
  18457. enumerable: true,
  18458. configurable: true
  18459. });
  18460. Object.defineProperty(TransformNode.prototype, "rotationQuaternion", {
  18461. /**
  18462. * Rotation Quaternion property : this a Quaternion object depicting the mesh rotation by using a unit quaternion.
  18463. * It's null by default.
  18464. * If set, only the rotationQuaternion is then used to compute the mesh rotation and its property `.rotation\ is then ignored and set to (0.0, 0.0, 0.0)
  18465. */
  18466. get: function () {
  18467. return this._rotationQuaternion;
  18468. },
  18469. set: function (quaternion) {
  18470. this._rotationQuaternion = quaternion;
  18471. //reset the rotation vector.
  18472. if (quaternion && this.rotation.length()) {
  18473. this.rotation.copyFromFloats(0.0, 0.0, 0.0);
  18474. }
  18475. },
  18476. enumerable: true,
  18477. configurable: true
  18478. });
  18479. Object.defineProperty(TransformNode.prototype, "forward", {
  18480. /**
  18481. * The forward direction of that transform in world space.
  18482. */
  18483. get: function () {
  18484. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._forwardInverted : this._forward, this.getWorldMatrix()));
  18485. },
  18486. enumerable: true,
  18487. configurable: true
  18488. });
  18489. Object.defineProperty(TransformNode.prototype, "up", {
  18490. /**
  18491. * The up direction of that transform in world space.
  18492. */
  18493. get: function () {
  18494. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this._up, this.getWorldMatrix()));
  18495. },
  18496. enumerable: true,
  18497. configurable: true
  18498. });
  18499. Object.defineProperty(TransformNode.prototype, "right", {
  18500. /**
  18501. * The right direction of that transform in world space.
  18502. */
  18503. get: function () {
  18504. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._rightInverted : this._right, this.getWorldMatrix()));
  18505. },
  18506. enumerable: true,
  18507. configurable: true
  18508. });
  18509. /**
  18510. * Returns the latest update of the World matrix
  18511. * Returns a Matrix.
  18512. */
  18513. TransformNode.prototype.getWorldMatrix = function () {
  18514. if (this._currentRenderId !== this.getScene().getRenderId()) {
  18515. this.computeWorldMatrix();
  18516. }
  18517. return this._worldMatrix;
  18518. };
  18519. /** @hidden */
  18520. TransformNode.prototype._getWorldMatrixDeterminant = function () {
  18521. return this._worldMatrixDeterminant;
  18522. };
  18523. Object.defineProperty(TransformNode.prototype, "worldMatrixFromCache", {
  18524. /**
  18525. * Returns directly the latest state of the mesh World matrix.
  18526. * A Matrix is returned.
  18527. */
  18528. get: function () {
  18529. return this._worldMatrix;
  18530. },
  18531. enumerable: true,
  18532. configurable: true
  18533. });
  18534. /**
  18535. * Copies the paramater passed Matrix into the mesh Pose matrix.
  18536. * Returns the TransformNode.
  18537. */
  18538. TransformNode.prototype.updatePoseMatrix = function (matrix) {
  18539. this._poseMatrix.copyFrom(matrix);
  18540. return this;
  18541. };
  18542. /**
  18543. * Returns the mesh Pose matrix.
  18544. * Returned object : Matrix
  18545. */
  18546. TransformNode.prototype.getPoseMatrix = function () {
  18547. return this._poseMatrix;
  18548. };
  18549. TransformNode.prototype._isSynchronized = function () {
  18550. if (this._isDirty) {
  18551. return false;
  18552. }
  18553. if (this.billboardMode !== this._cache.billboardMode || this.billboardMode !== TransformNode.BILLBOARDMODE_NONE)
  18554. return false;
  18555. if (this._cache.pivotMatrixUpdated) {
  18556. return false;
  18557. }
  18558. if (this.infiniteDistance) {
  18559. return false;
  18560. }
  18561. if (!this._cache.position.equals(this.position))
  18562. return false;
  18563. if (this.rotationQuaternion) {
  18564. if (!this._cache.rotationQuaternion.equals(this.rotationQuaternion))
  18565. return false;
  18566. }
  18567. if (!this._cache.rotation.equals(this.rotation))
  18568. return false;
  18569. if (!this._cache.scaling.equals(this.scaling))
  18570. return false;
  18571. return true;
  18572. };
  18573. TransformNode.prototype._initCache = function () {
  18574. _super.prototype._initCache.call(this);
  18575. this._cache.localMatrixUpdated = false;
  18576. this._cache.position = BABYLON.Vector3.Zero();
  18577. this._cache.scaling = BABYLON.Vector3.Zero();
  18578. this._cache.rotation = BABYLON.Vector3.Zero();
  18579. this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
  18580. this._cache.billboardMode = -1;
  18581. };
  18582. TransformNode.prototype.markAsDirty = function (property) {
  18583. if (property === "rotation") {
  18584. this.rotationQuaternion = null;
  18585. }
  18586. this._currentRenderId = Number.MAX_VALUE;
  18587. this._isDirty = true;
  18588. return this;
  18589. };
  18590. Object.defineProperty(TransformNode.prototype, "absolutePosition", {
  18591. /**
  18592. * Returns the current mesh absolute position.
  18593. * Retuns a Vector3.
  18594. */
  18595. get: function () {
  18596. return this._absolutePosition;
  18597. },
  18598. enumerable: true,
  18599. configurable: true
  18600. });
  18601. /**
  18602. * Sets a new matrix to apply before all other transformation
  18603. * @param matrix defines the transform matrix
  18604. * @returns the current TransformNode
  18605. */
  18606. TransformNode.prototype.setPreTransformMatrix = function (matrix) {
  18607. return this.setPivotMatrix(matrix, false);
  18608. };
  18609. /**
  18610. * Sets a new pivot matrix to the current node
  18611. * @param matrix defines the new pivot matrix to use
  18612. * @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
  18613. * @returns the current TransformNode
  18614. */
  18615. TransformNode.prototype.setPivotMatrix = function (matrix, postMultiplyPivotMatrix) {
  18616. if (postMultiplyPivotMatrix === void 0) { postMultiplyPivotMatrix = true; }
  18617. this._pivotMatrix = matrix.clone();
  18618. this._cache.pivotMatrixUpdated = true;
  18619. this._postMultiplyPivotMatrix = postMultiplyPivotMatrix;
  18620. if (this._postMultiplyPivotMatrix) {
  18621. if (!this._pivotMatrixInverse) {
  18622. this._pivotMatrixInverse = BABYLON.Matrix.Invert(this._pivotMatrix);
  18623. }
  18624. else {
  18625. this._pivotMatrix.invertToRef(this._pivotMatrixInverse);
  18626. }
  18627. }
  18628. return this;
  18629. };
  18630. /**
  18631. * Returns the mesh pivot matrix.
  18632. * Default : Identity.
  18633. * A Matrix is returned.
  18634. */
  18635. TransformNode.prototype.getPivotMatrix = function () {
  18636. return this._pivotMatrix;
  18637. };
  18638. /**
  18639. * Prevents the World matrix to be computed any longer.
  18640. * Returns the TransformNode.
  18641. */
  18642. TransformNode.prototype.freezeWorldMatrix = function () {
  18643. this._isWorldMatrixFrozen = false; // no guarantee world is not already frozen, switch off temporarily
  18644. this.computeWorldMatrix(true);
  18645. this._isWorldMatrixFrozen = true;
  18646. return this;
  18647. };
  18648. /**
  18649. * Allows back the World matrix computation.
  18650. * Returns the TransformNode.
  18651. */
  18652. TransformNode.prototype.unfreezeWorldMatrix = function () {
  18653. this._isWorldMatrixFrozen = false;
  18654. this.computeWorldMatrix(true);
  18655. return this;
  18656. };
  18657. Object.defineProperty(TransformNode.prototype, "isWorldMatrixFrozen", {
  18658. /**
  18659. * True if the World matrix has been frozen.
  18660. * Returns a boolean.
  18661. */
  18662. get: function () {
  18663. return this._isWorldMatrixFrozen;
  18664. },
  18665. enumerable: true,
  18666. configurable: true
  18667. });
  18668. /**
  18669. * Retuns the mesh absolute position in the World.
  18670. * Returns a Vector3.
  18671. */
  18672. TransformNode.prototype.getAbsolutePosition = function () {
  18673. this.computeWorldMatrix();
  18674. return this._absolutePosition;
  18675. };
  18676. /**
  18677. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  18678. * Returns the TransformNode.
  18679. */
  18680. TransformNode.prototype.setAbsolutePosition = function (absolutePosition) {
  18681. if (!absolutePosition) {
  18682. return this;
  18683. }
  18684. var absolutePositionX;
  18685. var absolutePositionY;
  18686. var absolutePositionZ;
  18687. if (absolutePosition.x === undefined) {
  18688. if (arguments.length < 3) {
  18689. return this;
  18690. }
  18691. absolutePositionX = arguments[0];
  18692. absolutePositionY = arguments[1];
  18693. absolutePositionZ = arguments[2];
  18694. }
  18695. else {
  18696. absolutePositionX = absolutePosition.x;
  18697. absolutePositionY = absolutePosition.y;
  18698. absolutePositionZ = absolutePosition.z;
  18699. }
  18700. if (this.parent) {
  18701. var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
  18702. invertParentWorldMatrix.invert();
  18703. var worldPosition = new BABYLON.Vector3(absolutePositionX, absolutePositionY, absolutePositionZ);
  18704. this.position = BABYLON.Vector3.TransformCoordinates(worldPosition, invertParentWorldMatrix);
  18705. }
  18706. else {
  18707. this.position.x = absolutePositionX;
  18708. this.position.y = absolutePositionY;
  18709. this.position.z = absolutePositionZ;
  18710. }
  18711. return this;
  18712. };
  18713. /**
  18714. * Sets the mesh position in its local space.
  18715. * Returns the TransformNode.
  18716. */
  18717. TransformNode.prototype.setPositionWithLocalVector = function (vector3) {
  18718. this.computeWorldMatrix();
  18719. this.position = BABYLON.Vector3.TransformNormal(vector3, this._localWorld);
  18720. return this;
  18721. };
  18722. /**
  18723. * Returns the mesh position in the local space from the current World matrix values.
  18724. * Returns a new Vector3.
  18725. */
  18726. TransformNode.prototype.getPositionExpressedInLocalSpace = function () {
  18727. this.computeWorldMatrix();
  18728. var invLocalWorldMatrix = this._localWorld.clone();
  18729. invLocalWorldMatrix.invert();
  18730. return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
  18731. };
  18732. /**
  18733. * Translates the mesh along the passed Vector3 in its local space.
  18734. * Returns the TransformNode.
  18735. */
  18736. TransformNode.prototype.locallyTranslate = function (vector3) {
  18737. this.computeWorldMatrix(true);
  18738. this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld);
  18739. return this;
  18740. };
  18741. /**
  18742. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  18743. * @param targetPoint the position (must be in same space as current mesh) to look at
  18744. * @param yawCor optional yaw (y-axis) correction in radians
  18745. * @param pitchCor optional pitch (x-axis) correction in radians
  18746. * @param rollCor optional roll (z-axis) correction in radians
  18747. * @param space the choosen space of the target
  18748. * @returns the TransformNode.
  18749. */
  18750. TransformNode.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor, space) {
  18751. if (yawCor === void 0) { yawCor = 0; }
  18752. if (pitchCor === void 0) { pitchCor = 0; }
  18753. if (rollCor === void 0) { rollCor = 0; }
  18754. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  18755. var dv = TransformNode._lookAtVectorCache;
  18756. var pos = space === BABYLON.Space.LOCAL ? this.position : this.getAbsolutePosition();
  18757. targetPoint.subtractToRef(pos, dv);
  18758. var yaw = -Math.atan2(dv.z, dv.x) - Math.PI / 2;
  18759. var len = Math.sqrt(dv.x * dv.x + dv.z * dv.z);
  18760. var pitch = Math.atan2(dv.y, len);
  18761. if (this.rotationQuaternion) {
  18762. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw + yawCor, pitch + pitchCor, rollCor, this.rotationQuaternion);
  18763. }
  18764. else {
  18765. this.rotation.x = pitch + pitchCor;
  18766. this.rotation.y = yaw + yawCor;
  18767. this.rotation.z = rollCor;
  18768. }
  18769. return this;
  18770. };
  18771. /**
  18772. * Returns a new Vector3 what is the localAxis, expressed in the mesh local space, rotated like the mesh.
  18773. * This Vector3 is expressed in the World space.
  18774. */
  18775. TransformNode.prototype.getDirection = function (localAxis) {
  18776. var result = BABYLON.Vector3.Zero();
  18777. this.getDirectionToRef(localAxis, result);
  18778. return result;
  18779. };
  18780. /**
  18781. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  18782. * localAxis is expressed in the mesh local space.
  18783. * result is computed in the Wordl space from the mesh World matrix.
  18784. * Returns the TransformNode.
  18785. */
  18786. TransformNode.prototype.getDirectionToRef = function (localAxis, result) {
  18787. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  18788. return this;
  18789. };
  18790. /**
  18791. * Sets a new pivot point to the current node
  18792. * @param point defines the new pivot point to use
  18793. * @param space defines if the point is in world or local space (local by default)
  18794. * @returns the current TransformNode
  18795. */
  18796. TransformNode.prototype.setPivotPoint = function (point, space) {
  18797. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  18798. if (this.getScene().getRenderId() == 0) {
  18799. this.computeWorldMatrix(true);
  18800. }
  18801. var wm = this.getWorldMatrix();
  18802. if (space == BABYLON.Space.WORLD) {
  18803. var tmat = BABYLON.Tmp.Matrix[0];
  18804. wm.invertToRef(tmat);
  18805. point = BABYLON.Vector3.TransformCoordinates(point, tmat);
  18806. }
  18807. return this.setPivotMatrix(BABYLON.Matrix.Translation(-point.x, -point.y, -point.z), true);
  18808. };
  18809. /**
  18810. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  18811. */
  18812. TransformNode.prototype.getPivotPoint = function () {
  18813. var point = BABYLON.Vector3.Zero();
  18814. this.getPivotPointToRef(point);
  18815. return point;
  18816. };
  18817. /**
  18818. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  18819. * Returns the TransformNode.
  18820. */
  18821. TransformNode.prototype.getPivotPointToRef = function (result) {
  18822. result.x = -this._pivotMatrix.m[12];
  18823. result.y = -this._pivotMatrix.m[13];
  18824. result.z = -this._pivotMatrix.m[14];
  18825. return this;
  18826. };
  18827. /**
  18828. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  18829. */
  18830. TransformNode.prototype.getAbsolutePivotPoint = function () {
  18831. var point = BABYLON.Vector3.Zero();
  18832. this.getAbsolutePivotPointToRef(point);
  18833. return point;
  18834. };
  18835. /**
  18836. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  18837. * Returns the TransformNode.
  18838. */
  18839. TransformNode.prototype.getAbsolutePivotPointToRef = function (result) {
  18840. result.x = this._pivotMatrix.m[12];
  18841. result.y = this._pivotMatrix.m[13];
  18842. result.z = this._pivotMatrix.m[14];
  18843. this.getPivotPointToRef(result);
  18844. BABYLON.Vector3.TransformCoordinatesToRef(result, this.getWorldMatrix(), result);
  18845. return this;
  18846. };
  18847. /**
  18848. * Defines the passed node as the parent of the current node.
  18849. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  18850. * Returns the TransformNode.
  18851. */
  18852. TransformNode.prototype.setParent = function (node) {
  18853. if (node === null) {
  18854. var rotation = BABYLON.Tmp.Quaternion[0];
  18855. var position = BABYLON.Tmp.Vector3[0];
  18856. var scale = BABYLON.Tmp.Vector3[1];
  18857. if (this.parent && this.parent.computeWorldMatrix) {
  18858. this.parent.computeWorldMatrix(true);
  18859. }
  18860. this.computeWorldMatrix(true);
  18861. this.getWorldMatrix().decompose(scale, rotation, position);
  18862. if (this.rotationQuaternion) {
  18863. this.rotationQuaternion.copyFrom(rotation);
  18864. }
  18865. else {
  18866. rotation.toEulerAnglesToRef(this.rotation);
  18867. }
  18868. this.scaling.x = scale.x;
  18869. this.scaling.y = scale.y;
  18870. this.scaling.z = scale.z;
  18871. this.position.x = position.x;
  18872. this.position.y = position.y;
  18873. this.position.z = position.z;
  18874. }
  18875. else {
  18876. var rotation = BABYLON.Tmp.Quaternion[0];
  18877. var position = BABYLON.Tmp.Vector3[0];
  18878. var scale = BABYLON.Tmp.Vector3[1];
  18879. var diffMatrix = BABYLON.Tmp.Matrix[0];
  18880. var invParentMatrix = BABYLON.Tmp.Matrix[1];
  18881. this.computeWorldMatrix(true);
  18882. node.computeWorldMatrix(true);
  18883. node.getWorldMatrix().invertToRef(invParentMatrix);
  18884. this.getWorldMatrix().multiplyToRef(invParentMatrix, diffMatrix);
  18885. diffMatrix.decompose(scale, rotation, position);
  18886. if (this.rotationQuaternion) {
  18887. this.rotationQuaternion.copyFrom(rotation);
  18888. }
  18889. else {
  18890. rotation.toEulerAnglesToRef(this.rotation);
  18891. }
  18892. this.position.x = position.x;
  18893. this.position.y = position.y;
  18894. this.position.z = position.z;
  18895. this.scaling.x = scale.x;
  18896. this.scaling.y = scale.y;
  18897. this.scaling.z = scale.z;
  18898. }
  18899. this.parent = node;
  18900. return this;
  18901. };
  18902. Object.defineProperty(TransformNode.prototype, "nonUniformScaling", {
  18903. get: function () {
  18904. return this._nonUniformScaling;
  18905. },
  18906. enumerable: true,
  18907. configurable: true
  18908. });
  18909. TransformNode.prototype._updateNonUniformScalingState = function (value) {
  18910. if (this._nonUniformScaling === value) {
  18911. return false;
  18912. }
  18913. this._nonUniformScaling = true;
  18914. return true;
  18915. };
  18916. /**
  18917. * Attach the current TransformNode to another TransformNode associated with a bone
  18918. * @param bone Bone affecting the TransformNode
  18919. * @param affectedTransformNode TransformNode associated with the bone
  18920. */
  18921. TransformNode.prototype.attachToBone = function (bone, affectedTransformNode) {
  18922. this._transformToBoneReferal = affectedTransformNode;
  18923. this.parent = bone;
  18924. if (bone.getWorldMatrix().determinant() < 0) {
  18925. this.scalingDeterminant *= -1;
  18926. }
  18927. return this;
  18928. };
  18929. TransformNode.prototype.detachFromBone = function () {
  18930. if (!this.parent) {
  18931. return this;
  18932. }
  18933. if (this.parent.getWorldMatrix().determinant() < 0) {
  18934. this.scalingDeterminant *= -1;
  18935. }
  18936. this._transformToBoneReferal = null;
  18937. this.parent = null;
  18938. return this;
  18939. };
  18940. /**
  18941. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  18942. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  18943. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  18944. * The passed axis is also normalized.
  18945. * Returns the TransformNode.
  18946. */
  18947. TransformNode.prototype.rotate = function (axis, amount, space) {
  18948. axis.normalize();
  18949. if (!this.rotationQuaternion) {
  18950. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  18951. this.rotation = BABYLON.Vector3.Zero();
  18952. }
  18953. var rotationQuaternion;
  18954. if (!space || space === BABYLON.Space.LOCAL) {
  18955. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  18956. this.rotationQuaternion.multiplyToRef(rotationQuaternion, this.rotationQuaternion);
  18957. }
  18958. else {
  18959. if (this.parent) {
  18960. var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
  18961. invertParentWorldMatrix.invert();
  18962. axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
  18963. }
  18964. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  18965. rotationQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  18966. }
  18967. return this;
  18968. };
  18969. /**
  18970. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  18971. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  18972. * The passed axis is also normalized.
  18973. * Returns the TransformNode.
  18974. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  18975. */
  18976. TransformNode.prototype.rotateAround = function (point, axis, amount) {
  18977. axis.normalize();
  18978. if (!this.rotationQuaternion) {
  18979. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  18980. this.rotation.copyFromFloats(0, 0, 0);
  18981. }
  18982. point.subtractToRef(this.position, BABYLON.Tmp.Vector3[0]);
  18983. BABYLON.Matrix.TranslationToRef(BABYLON.Tmp.Vector3[0].x, BABYLON.Tmp.Vector3[0].y, BABYLON.Tmp.Vector3[0].z, BABYLON.Tmp.Matrix[0]);
  18984. BABYLON.Tmp.Matrix[0].invertToRef(BABYLON.Tmp.Matrix[2]);
  18985. BABYLON.Matrix.RotationAxisToRef(axis, amount, BABYLON.Tmp.Matrix[1]);
  18986. BABYLON.Tmp.Matrix[2].multiplyToRef(BABYLON.Tmp.Matrix[1], BABYLON.Tmp.Matrix[2]);
  18987. BABYLON.Tmp.Matrix[2].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[2]);
  18988. BABYLON.Tmp.Matrix[2].decompose(BABYLON.Tmp.Vector3[0], BABYLON.Tmp.Quaternion[0], BABYLON.Tmp.Vector3[1]);
  18989. this.position.addInPlace(BABYLON.Tmp.Vector3[1]);
  18990. BABYLON.Tmp.Quaternion[0].multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  18991. return this;
  18992. };
  18993. /**
  18994. * Translates the mesh along the axis vector for the passed distance in the given space.
  18995. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  18996. * Returns the TransformNode.
  18997. */
  18998. TransformNode.prototype.translate = function (axis, distance, space) {
  18999. var displacementVector = axis.scale(distance);
  19000. if (!space || space === BABYLON.Space.LOCAL) {
  19001. var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
  19002. this.setPositionWithLocalVector(tempV3);
  19003. }
  19004. else {
  19005. this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
  19006. }
  19007. return this;
  19008. };
  19009. /**
  19010. * Adds a rotation step to the mesh current rotation.
  19011. * x, y, z are Euler angles expressed in radians.
  19012. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  19013. * This means this rotation is made in the mesh local space only.
  19014. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  19015. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  19016. * ```javascript
  19017. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  19018. * ```
  19019. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  19020. * 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.
  19021. * Returns the TransformNode.
  19022. */
  19023. TransformNode.prototype.addRotation = function (x, y, z) {
  19024. var rotationQuaternion;
  19025. if (this.rotationQuaternion) {
  19026. rotationQuaternion = this.rotationQuaternion;
  19027. }
  19028. else {
  19029. rotationQuaternion = BABYLON.Tmp.Quaternion[1];
  19030. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, rotationQuaternion);
  19031. }
  19032. var accumulation = BABYLON.Tmp.Quaternion[0];
  19033. BABYLON.Quaternion.RotationYawPitchRollToRef(y, x, z, accumulation);
  19034. rotationQuaternion.multiplyInPlace(accumulation);
  19035. if (!this.rotationQuaternion) {
  19036. rotationQuaternion.toEulerAnglesToRef(this.rotation);
  19037. }
  19038. return this;
  19039. };
  19040. /**
  19041. * Computes the mesh World matrix and returns it.
  19042. * If the mesh world matrix is frozen, this computation does nothing more than returning the last frozen values.
  19043. * If the parameter `force` is let to `false` (default), the current cached World matrix is returned.
  19044. * If the parameter `force`is set to `true`, the actual computation is done.
  19045. * Returns the mesh World Matrix.
  19046. */
  19047. TransformNode.prototype.computeWorldMatrix = function (force) {
  19048. if (this._isWorldMatrixFrozen) {
  19049. return this._worldMatrix;
  19050. }
  19051. if (!force && this.isSynchronized(true)) {
  19052. this._currentRenderId = this.getScene().getRenderId();
  19053. return this._worldMatrix;
  19054. }
  19055. this._cache.position.copyFrom(this.position);
  19056. this._cache.scaling.copyFrom(this.scaling);
  19057. this._cache.pivotMatrixUpdated = false;
  19058. this._cache.billboardMode = this.billboardMode;
  19059. this._currentRenderId = this.getScene().getRenderId();
  19060. this._childRenderId = this.getScene().getRenderId();
  19061. this._isDirty = false;
  19062. // Scaling
  19063. BABYLON.Matrix.ScalingToRef(this.scaling.x * this.scalingDeterminant, this.scaling.y * this.scalingDeterminant, this.scaling.z * this.scalingDeterminant, BABYLON.Tmp.Matrix[1]);
  19064. // Rotation
  19065. //rotate, if quaternion is set and rotation was used
  19066. if (this.rotationQuaternion) {
  19067. var len = this.rotation.length();
  19068. if (len) {
  19069. this.rotationQuaternion.multiplyInPlace(BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z));
  19070. this.rotation.copyFromFloats(0, 0, 0);
  19071. }
  19072. }
  19073. if (this.rotationQuaternion) {
  19074. this.rotationQuaternion.toRotationMatrix(BABYLON.Tmp.Matrix[0]);
  19075. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  19076. }
  19077. else {
  19078. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, BABYLON.Tmp.Matrix[0]);
  19079. this._cache.rotation.copyFrom(this.rotation);
  19080. }
  19081. // Translation
  19082. var camera = this.getScene().activeCamera;
  19083. if (this.infiniteDistance && !this.parent && camera) {
  19084. var cameraWorldMatrix = camera.getWorldMatrix();
  19085. var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
  19086. BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, BABYLON.Tmp.Matrix[2]);
  19087. }
  19088. else {
  19089. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, BABYLON.Tmp.Matrix[2]);
  19090. }
  19091. // Composing transformations
  19092. this._pivotMatrix.multiplyToRef(BABYLON.Tmp.Matrix[1], BABYLON.Tmp.Matrix[4]);
  19093. BABYLON.Tmp.Matrix[4].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  19094. // Billboarding (testing PG:http://www.babylonjs-playground.com/#UJEIL#13)
  19095. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE && camera) {
  19096. if ((this.billboardMode & TransformNode.BILLBOARDMODE_ALL) !== TransformNode.BILLBOARDMODE_ALL) {
  19097. // Need to decompose each rotation here
  19098. var currentPosition = BABYLON.Tmp.Vector3[3];
  19099. if (this.parent && this.parent.getWorldMatrix) {
  19100. if (this._transformToBoneReferal) {
  19101. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  19102. BABYLON.Vector3.TransformCoordinatesToRef(this.position, BABYLON.Tmp.Matrix[6], currentPosition);
  19103. }
  19104. else {
  19105. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), currentPosition);
  19106. }
  19107. }
  19108. else {
  19109. currentPosition.copyFrom(this.position);
  19110. }
  19111. currentPosition.subtractInPlace(camera.globalPosition);
  19112. var finalEuler = BABYLON.Tmp.Vector3[4].copyFromFloats(0, 0, 0);
  19113. if ((this.billboardMode & TransformNode.BILLBOARDMODE_X) === TransformNode.BILLBOARDMODE_X) {
  19114. finalEuler.x = Math.atan2(-currentPosition.y, currentPosition.z);
  19115. }
  19116. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Y) === TransformNode.BILLBOARDMODE_Y) {
  19117. finalEuler.y = Math.atan2(currentPosition.x, currentPosition.z);
  19118. }
  19119. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Z) === TransformNode.BILLBOARDMODE_Z) {
  19120. finalEuler.z = Math.atan2(currentPosition.y, currentPosition.x);
  19121. }
  19122. BABYLON.Matrix.RotationYawPitchRollToRef(finalEuler.y, finalEuler.x, finalEuler.z, BABYLON.Tmp.Matrix[0]);
  19123. }
  19124. else {
  19125. BABYLON.Tmp.Matrix[1].copyFrom(camera.getViewMatrix());
  19126. BABYLON.Tmp.Matrix[1].setTranslationFromFloats(0, 0, 0);
  19127. BABYLON.Tmp.Matrix[1].invertToRef(BABYLON.Tmp.Matrix[0]);
  19128. }
  19129. BABYLON.Tmp.Matrix[1].copyFrom(BABYLON.Tmp.Matrix[5]);
  19130. BABYLON.Tmp.Matrix[1].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  19131. }
  19132. // Local world
  19133. BABYLON.Tmp.Matrix[5].multiplyToRef(BABYLON.Tmp.Matrix[2], this._localWorld);
  19134. // Parent
  19135. if (this.parent && this.parent.getWorldMatrix) {
  19136. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  19137. if (this._transformToBoneReferal) {
  19138. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  19139. BABYLON.Tmp.Matrix[5].copyFrom(BABYLON.Tmp.Matrix[6]);
  19140. }
  19141. else {
  19142. BABYLON.Tmp.Matrix[5].copyFrom(this.parent.getWorldMatrix());
  19143. }
  19144. this._localWorld.getTranslationToRef(BABYLON.Tmp.Vector3[5]);
  19145. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Tmp.Vector3[5], BABYLON.Tmp.Matrix[5], BABYLON.Tmp.Vector3[5]);
  19146. this._worldMatrix.copyFrom(this._localWorld);
  19147. this._worldMatrix.setTranslation(BABYLON.Tmp.Vector3[5]);
  19148. }
  19149. else {
  19150. if (this._transformToBoneReferal) {
  19151. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  19152. BABYLON.Tmp.Matrix[6].multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), this._worldMatrix);
  19153. }
  19154. else {
  19155. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  19156. }
  19157. }
  19158. this._markSyncedWithParent();
  19159. }
  19160. else {
  19161. this._worldMatrix.copyFrom(this._localWorld);
  19162. }
  19163. // Post multiply inverse of pivotMatrix
  19164. if (this._postMultiplyPivotMatrix) {
  19165. this._worldMatrix.multiplyToRef(this._pivotMatrixInverse, this._worldMatrix);
  19166. }
  19167. // Normal matrix
  19168. if (this.scaling.isNonUniform) {
  19169. this._updateNonUniformScalingState(true);
  19170. }
  19171. else if (this.parent && this.parent._nonUniformScaling) {
  19172. this._updateNonUniformScalingState(this.parent._nonUniformScaling);
  19173. }
  19174. else {
  19175. this._updateNonUniformScalingState(false);
  19176. }
  19177. this._afterComputeWorldMatrix();
  19178. // Absolute position
  19179. this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
  19180. // Callbacks
  19181. this.onAfterWorldMatrixUpdateObservable.notifyObservers(this);
  19182. if (!this._poseMatrix) {
  19183. this._poseMatrix = BABYLON.Matrix.Invert(this._worldMatrix);
  19184. }
  19185. // Cache the determinant
  19186. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  19187. return this._worldMatrix;
  19188. };
  19189. TransformNode.prototype._afterComputeWorldMatrix = function () {
  19190. };
  19191. /**
  19192. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  19193. * @param func: callback function to add
  19194. *
  19195. * Returns the TransformNode.
  19196. */
  19197. TransformNode.prototype.registerAfterWorldMatrixUpdate = function (func) {
  19198. this.onAfterWorldMatrixUpdateObservable.add(func);
  19199. return this;
  19200. };
  19201. /**
  19202. * Removes a registered callback function.
  19203. * Returns the TransformNode.
  19204. */
  19205. TransformNode.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
  19206. this.onAfterWorldMatrixUpdateObservable.removeCallback(func);
  19207. return this;
  19208. };
  19209. /**
  19210. * Clone the current transform node
  19211. * Returns the new transform node
  19212. * @param name Name of the new clone
  19213. * @param newParent New parent for the clone
  19214. * @param doNotCloneChildren Do not clone children hierarchy
  19215. */
  19216. TransformNode.prototype.clone = function (name, newParent, doNotCloneChildren) {
  19217. var _this = this;
  19218. var result = BABYLON.SerializationHelper.Clone(function () { return new TransformNode(name, _this.getScene()); }, this);
  19219. result.name = name;
  19220. result.id = name;
  19221. if (newParent) {
  19222. result.parent = newParent;
  19223. }
  19224. if (!doNotCloneChildren) {
  19225. // Children
  19226. var directDescendants = this.getDescendants(true);
  19227. for (var index = 0; index < directDescendants.length; index++) {
  19228. var child = directDescendants[index];
  19229. if (child.clone) {
  19230. child.clone(name + "." + child.name, result);
  19231. }
  19232. }
  19233. }
  19234. return result;
  19235. };
  19236. TransformNode.prototype.serialize = function (currentSerializationObject) {
  19237. var serializationObject = BABYLON.SerializationHelper.Serialize(this, currentSerializationObject);
  19238. serializationObject.type = this.getClassName();
  19239. // Parent
  19240. if (this.parent) {
  19241. serializationObject.parentId = this.parent.id;
  19242. }
  19243. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  19244. serializationObject.tags = BABYLON.Tags.GetTags(this);
  19245. }
  19246. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  19247. serializationObject.isEnabled = this.isEnabled();
  19248. // Parent
  19249. if (this.parent) {
  19250. serializationObject.parentId = this.parent.id;
  19251. }
  19252. return serializationObject;
  19253. };
  19254. // Statics
  19255. /**
  19256. * Returns a new TransformNode object parsed from the source provided.
  19257. * The parameter `parsedMesh` is the source.
  19258. * The parameter `rootUrl` is a string, it's the root URL to prefix the `delayLoadingFile` property with
  19259. */
  19260. TransformNode.Parse = function (parsedTransformNode, scene, rootUrl) {
  19261. var transformNode = BABYLON.SerializationHelper.Parse(function () { return new TransformNode(parsedTransformNode.name, scene); }, parsedTransformNode, scene, rootUrl);
  19262. if (BABYLON.Tags) {
  19263. BABYLON.Tags.AddTagsTo(transformNode, parsedTransformNode.tags);
  19264. }
  19265. if (parsedTransformNode.localMatrix) {
  19266. transformNode.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.localMatrix));
  19267. }
  19268. else if (parsedTransformNode.pivotMatrix) {
  19269. transformNode.setPivotMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.pivotMatrix));
  19270. }
  19271. transformNode.setEnabled(parsedTransformNode.isEnabled);
  19272. // Parent
  19273. if (parsedTransformNode.parentId) {
  19274. transformNode._waitingParentId = parsedTransformNode.parentId;
  19275. }
  19276. return transformNode;
  19277. };
  19278. /**
  19279. * Releases resources associated with this transform node.
  19280. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  19281. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  19282. */
  19283. TransformNode.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  19284. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  19285. // Animations
  19286. this.getScene().stopAnimation(this);
  19287. // Remove from scene
  19288. this.getScene().removeTransformNode(this);
  19289. this.onAfterWorldMatrixUpdateObservable.clear();
  19290. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  19291. };
  19292. // Statics
  19293. TransformNode.BILLBOARDMODE_NONE = 0;
  19294. TransformNode.BILLBOARDMODE_X = 1;
  19295. TransformNode.BILLBOARDMODE_Y = 2;
  19296. TransformNode.BILLBOARDMODE_Z = 4;
  19297. TransformNode.BILLBOARDMODE_ALL = 7;
  19298. TransformNode._lookAtVectorCache = new BABYLON.Vector3(0, 0, 0);
  19299. TransformNode._rotationAxisCache = new BABYLON.Quaternion();
  19300. __decorate([
  19301. BABYLON.serializeAsVector3()
  19302. ], TransformNode.prototype, "_rotation", void 0);
  19303. __decorate([
  19304. BABYLON.serializeAsQuaternion()
  19305. ], TransformNode.prototype, "_rotationQuaternion", void 0);
  19306. __decorate([
  19307. BABYLON.serializeAsVector3()
  19308. ], TransformNode.prototype, "_scaling", void 0);
  19309. __decorate([
  19310. BABYLON.serialize()
  19311. ], TransformNode.prototype, "billboardMode", void 0);
  19312. __decorate([
  19313. BABYLON.serialize()
  19314. ], TransformNode.prototype, "scalingDeterminant", void 0);
  19315. __decorate([
  19316. BABYLON.serialize()
  19317. ], TransformNode.prototype, "infiniteDistance", void 0);
  19318. __decorate([
  19319. BABYLON.serializeAsVector3()
  19320. ], TransformNode.prototype, "position", void 0);
  19321. return TransformNode;
  19322. }(BABYLON.Node));
  19323. BABYLON.TransformNode = TransformNode;
  19324. })(BABYLON || (BABYLON = {}));
  19325. //# sourceMappingURL=babylon.transformNode.js.map
  19326. var BABYLON;
  19327. (function (BABYLON) {
  19328. /**
  19329. * Class used to store all common mesh properties
  19330. */
  19331. var AbstractMesh = /** @class */ (function (_super) {
  19332. __extends(AbstractMesh, _super);
  19333. // Constructor
  19334. /**
  19335. * Creates a new AbstractMesh
  19336. * @param name defines the name of the mesh
  19337. * @param scene defines the hosting scene
  19338. */
  19339. function AbstractMesh(name, scene) {
  19340. if (scene === void 0) { scene = null; }
  19341. var _this = _super.call(this, name, scene, false) || this;
  19342. _this._facetNb = 0; // facet number
  19343. _this._partitioningSubdivisions = 10; // number of subdivisions per axis in the partioning space
  19344. _this._partitioningBBoxRatio = 1.01; // the partioning array space is by default 1% bigger than the bounding box
  19345. _this._facetDataEnabled = false; // is the facet data feature enabled on this mesh ?
  19346. _this._facetParameters = {}; // keep a reference to the object parameters to avoid memory re-allocation
  19347. _this._bbSize = BABYLON.Vector3.Zero(); // bbox size approximated for facet data
  19348. _this._subDiv = {
  19349. max: 1,
  19350. X: 1,
  19351. Y: 1,
  19352. Z: 1
  19353. };
  19354. _this._facetDepthSort = false; // is the facet depth sort to be computed
  19355. _this._facetDepthSortEnabled = false; // is the facet depth sort initialized
  19356. // Events
  19357. /**
  19358. * An event triggered when this mesh collides with another one
  19359. */
  19360. _this.onCollideObservable = new BABYLON.Observable();
  19361. /**
  19362. * An event triggered when the collision's position changes
  19363. */
  19364. _this.onCollisionPositionChangeObservable = new BABYLON.Observable();
  19365. /**
  19366. * An event triggered when material is changed
  19367. */
  19368. _this.onMaterialChangedObservable = new BABYLON.Observable();
  19369. // Properties
  19370. /**
  19371. * Gets or sets the orientation for POV movement & rotation
  19372. */
  19373. _this.definedFacingForward = true;
  19374. /**
  19375. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  19376. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  19377. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE (Default Value) which is mapped to GL_ANY_SAMPLES_PASSED_CONSERVATIVE which is a false positive algorithm that is faster than GL_ANY_SAMPLES_PASSED but less accurate.
  19378. * @see http://doc.babylonjs.com/features/occlusionquery
  19379. */
  19380. _this.occlusionQueryAlgorithmType = AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE;
  19381. /**
  19382. * This property is responsible for starting the occlusion query within the Mesh or not, this property is also used to determine what should happen when the occlusionRetryCount is reached. It has supports 3 values:
  19383. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  19384. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  19385. * * OCCLUSION_TYPE_STRICT: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken restore the last state of the mesh occlusion if the mesh was visible then show the mesh if was hidden then hide don't show.
  19386. * @see http://doc.babylonjs.com/features/occlusionquery
  19387. */
  19388. _this.occlusionType = AbstractMesh.OCCLUSION_TYPE_NONE;
  19389. /**
  19390. * This number indicates the number of allowed retries before stop the occlusion query, this is useful if the occlusion query is taking long time before to the query result is retireved, the query result indicates if the object is visible within the scene or not and based on that Babylon.Js engine decideds to show or hide the object.
  19391. * The default value is -1 which means don't break the query and wait till the result
  19392. * @see http://doc.babylonjs.com/features/occlusionquery
  19393. */
  19394. _this.occlusionRetryCount = -1;
  19395. _this._occlusionInternalRetryCounter = 0;
  19396. _this._isOccluded = false;
  19397. _this._isOcclusionQueryInProgress = false;
  19398. _this._visibility = 1.0;
  19399. /** Gets or sets the alpha index used to sort transparent meshes
  19400. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  19401. */
  19402. _this.alphaIndex = Number.MAX_VALUE;
  19403. /**
  19404. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  19405. */
  19406. _this.isVisible = true;
  19407. /**
  19408. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  19409. */
  19410. _this.isPickable = true;
  19411. /**
  19412. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  19413. */
  19414. _this.showBoundingBox = false;
  19415. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  19416. _this.showSubMeshesBoundingBox = false;
  19417. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  19418. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  19419. */
  19420. _this.isBlocker = false;
  19421. /**
  19422. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  19423. */
  19424. _this.enablePointerMoveEvents = false;
  19425. /**
  19426. * Specifies the rendering group id for this mesh (0 by default)
  19427. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  19428. */
  19429. _this.renderingGroupId = 0;
  19430. _this._receiveShadows = false;
  19431. /**
  19432. * Gets or sets a boolean indicating if the outline must be rendered as well
  19433. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  19434. */
  19435. _this.renderOutline = false;
  19436. /** Defines color to use when rendering outline */
  19437. _this.outlineColor = BABYLON.Color3.Red();
  19438. /** Define width to use when rendering outline */
  19439. _this.outlineWidth = 0.02;
  19440. /**
  19441. * Gets or sets a boolean indicating if the overlay must be rendered as well
  19442. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  19443. */
  19444. _this.renderOverlay = false;
  19445. /** Defines color to use when rendering overlay */
  19446. _this.overlayColor = BABYLON.Color3.Red();
  19447. /** Defines alpha to use when rendering overlay */
  19448. _this.overlayAlpha = 0.5;
  19449. _this._hasVertexAlpha = false;
  19450. _this._useVertexColors = true;
  19451. _this._computeBonesUsingShaders = true;
  19452. _this._numBoneInfluencers = 4;
  19453. _this._applyFog = true;
  19454. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  19455. _this.useOctreeForRenderingSelection = true;
  19456. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  19457. _this.useOctreeForPicking = true;
  19458. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  19459. _this.useOctreeForCollisions = true;
  19460. _this._layerMask = 0x0FFFFFFF;
  19461. /**
  19462. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  19463. */
  19464. _this.alwaysSelectAsActiveMesh = false;
  19465. /**
  19466. * Gets or sets the current action manager
  19467. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  19468. */
  19469. _this.actionManager = null;
  19470. /**
  19471. * Gets or sets impostor used for physic simulation
  19472. * @see http://doc.babylonjs.com/features/physics_engine
  19473. */
  19474. _this.physicsImpostor = null;
  19475. // Collisions
  19476. _this._checkCollisions = false;
  19477. _this._collisionMask = -1;
  19478. _this._collisionGroup = -1;
  19479. /**
  19480. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  19481. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  19482. */
  19483. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  19484. /**
  19485. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  19486. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  19487. */
  19488. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  19489. _this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  19490. _this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  19491. // Edges
  19492. /**
  19493. * Defines edge width used when edgesRenderer is enabled
  19494. * @see https://www.babylonjs-playground.com/#10OJSG#13
  19495. */
  19496. _this.edgesWidth = 1;
  19497. /**
  19498. * Defines edge color used when edgesRenderer is enabled
  19499. * @see https://www.babylonjs-playground.com/#10OJSG#13
  19500. */
  19501. _this.edgesColor = new BABYLON.Color4(1, 0, 0, 1);
  19502. // Cache
  19503. _this._collisionsTransformMatrix = BABYLON.Matrix.Zero();
  19504. _this._collisionsScalingMatrix = BABYLON.Matrix.Zero();
  19505. /** @hidden */
  19506. _this._renderId = 0;
  19507. /** @hidden */
  19508. _this._intersectionsInProgress = new Array();
  19509. /** @hidden */
  19510. _this._unIndexed = false;
  19511. /** @hidden */
  19512. _this._lightSources = new Array();
  19513. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  19514. if (collidedMesh === void 0) { collidedMesh = null; }
  19515. //TODO move this to the collision coordinator!
  19516. if (_this.getScene().workerCollisions)
  19517. newPosition.multiplyInPlace(_this._collider._radius);
  19518. newPosition.subtractToRef(_this._oldPositionForCollisions, _this._diffPositionForCollisions);
  19519. if (_this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
  19520. _this.position.addInPlace(_this._diffPositionForCollisions);
  19521. }
  19522. if (collidedMesh) {
  19523. _this.onCollideObservable.notifyObservers(collidedMesh);
  19524. }
  19525. _this.onCollisionPositionChangeObservable.notifyObservers(_this.position);
  19526. };
  19527. _this.getScene().addMesh(_this);
  19528. _this._resyncLightSources();
  19529. return _this;
  19530. }
  19531. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
  19532. /**
  19533. * No billboard
  19534. */
  19535. get: function () {
  19536. return BABYLON.TransformNode.BILLBOARDMODE_NONE;
  19537. },
  19538. enumerable: true,
  19539. configurable: true
  19540. });
  19541. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
  19542. /** Billboard on X axis */
  19543. get: function () {
  19544. return BABYLON.TransformNode.BILLBOARDMODE_X;
  19545. },
  19546. enumerable: true,
  19547. configurable: true
  19548. });
  19549. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
  19550. /** Billboard on Y axis */
  19551. get: function () {
  19552. return BABYLON.TransformNode.BILLBOARDMODE_Y;
  19553. },
  19554. enumerable: true,
  19555. configurable: true
  19556. });
  19557. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
  19558. /** Billboard on Z axis */
  19559. get: function () {
  19560. return BABYLON.TransformNode.BILLBOARDMODE_Z;
  19561. },
  19562. enumerable: true,
  19563. configurable: true
  19564. });
  19565. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
  19566. /** Billboard on all axes */
  19567. get: function () {
  19568. return BABYLON.TransformNode.BILLBOARDMODE_ALL;
  19569. },
  19570. enumerable: true,
  19571. configurable: true
  19572. });
  19573. Object.defineProperty(AbstractMesh.prototype, "facetNb", {
  19574. /**
  19575. * Gets the number of facets in the mesh
  19576. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  19577. */
  19578. get: function () {
  19579. return this._facetNb;
  19580. },
  19581. enumerable: true,
  19582. configurable: true
  19583. });
  19584. Object.defineProperty(AbstractMesh.prototype, "partitioningSubdivisions", {
  19585. /**
  19586. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  19587. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  19588. */
  19589. get: function () {
  19590. return this._partitioningSubdivisions;
  19591. },
  19592. set: function (nb) {
  19593. this._partitioningSubdivisions = nb;
  19594. },
  19595. enumerable: true,
  19596. configurable: true
  19597. });
  19598. Object.defineProperty(AbstractMesh.prototype, "partitioningBBoxRatio", {
  19599. /**
  19600. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  19601. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  19602. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  19603. */
  19604. get: function () {
  19605. return this._partitioningBBoxRatio;
  19606. },
  19607. set: function (ratio) {
  19608. this._partitioningBBoxRatio = ratio;
  19609. },
  19610. enumerable: true,
  19611. configurable: true
  19612. });
  19613. Object.defineProperty(AbstractMesh.prototype, "mustDepthSortFacets", {
  19614. /**
  19615. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  19616. * Works only for updatable meshes.
  19617. * Doesn't work with multi-materials
  19618. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  19619. */
  19620. get: function () {
  19621. return this._facetDepthSort;
  19622. },
  19623. set: function (sort) {
  19624. this._facetDepthSort = sort;
  19625. },
  19626. enumerable: true,
  19627. configurable: true
  19628. });
  19629. Object.defineProperty(AbstractMesh.prototype, "facetDepthSortFrom", {
  19630. /**
  19631. * The location (Vector3) where the facet depth sort must be computed from.
  19632. * By default, the active camera position.
  19633. * Used only when facet depth sort is enabled
  19634. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  19635. */
  19636. get: function () {
  19637. return this._facetDepthSortFrom;
  19638. },
  19639. set: function (location) {
  19640. this._facetDepthSortFrom = location;
  19641. },
  19642. enumerable: true,
  19643. configurable: true
  19644. });
  19645. Object.defineProperty(AbstractMesh.prototype, "isFacetDataEnabled", {
  19646. /**
  19647. * gets a boolean indicating if facetData is enabled
  19648. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  19649. */
  19650. get: function () {
  19651. return this._facetDataEnabled;
  19652. },
  19653. enumerable: true,
  19654. configurable: true
  19655. });
  19656. /** @hidden */
  19657. AbstractMesh.prototype._updateNonUniformScalingState = function (value) {
  19658. if (!_super.prototype._updateNonUniformScalingState.call(this, value)) {
  19659. return false;
  19660. }
  19661. this._markSubMeshesAsMiscDirty();
  19662. return true;
  19663. };
  19664. Object.defineProperty(AbstractMesh.prototype, "onCollide", {
  19665. /** Set a function to call when this mesh collides with another one */
  19666. set: function (callback) {
  19667. if (this._onCollideObserver) {
  19668. this.onCollideObservable.remove(this._onCollideObserver);
  19669. }
  19670. this._onCollideObserver = this.onCollideObservable.add(callback);
  19671. },
  19672. enumerable: true,
  19673. configurable: true
  19674. });
  19675. Object.defineProperty(AbstractMesh.prototype, "onCollisionPositionChange", {
  19676. /** Set a function to call when the collision's position changes */
  19677. set: function (callback) {
  19678. if (this._onCollisionPositionChangeObserver) {
  19679. this.onCollisionPositionChangeObservable.remove(this._onCollisionPositionChangeObserver);
  19680. }
  19681. this._onCollisionPositionChangeObserver = this.onCollisionPositionChangeObservable.add(callback);
  19682. },
  19683. enumerable: true,
  19684. configurable: true
  19685. });
  19686. Object.defineProperty(AbstractMesh.prototype, "isOccluded", {
  19687. /**
  19688. * Gets or sets whether the mesh is occluded or not, it is used also to set the intial state of the mesh to be occluded or not
  19689. * @see http://doc.babylonjs.com/features/occlusionquery
  19690. */
  19691. get: function () {
  19692. return this._isOccluded;
  19693. },
  19694. set: function (value) {
  19695. this._isOccluded = value;
  19696. },
  19697. enumerable: true,
  19698. configurable: true
  19699. });
  19700. Object.defineProperty(AbstractMesh.prototype, "isOcclusionQueryInProgress", {
  19701. /**
  19702. * Flag to check the progress status of the query
  19703. * @see http://doc.babylonjs.com/features/occlusionquery
  19704. */
  19705. get: function () {
  19706. return this._isOcclusionQueryInProgress;
  19707. },
  19708. enumerable: true,
  19709. configurable: true
  19710. });
  19711. Object.defineProperty(AbstractMesh.prototype, "visibility", {
  19712. /**
  19713. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  19714. */
  19715. get: function () {
  19716. return this._visibility;
  19717. },
  19718. /**
  19719. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  19720. */
  19721. set: function (value) {
  19722. if (this._visibility === value) {
  19723. return;
  19724. }
  19725. this._visibility = value;
  19726. this._markSubMeshesAsMiscDirty();
  19727. },
  19728. enumerable: true,
  19729. configurable: true
  19730. });
  19731. Object.defineProperty(AbstractMesh.prototype, "material", {
  19732. /** Gets or sets current material */
  19733. get: function () {
  19734. return this._material;
  19735. },
  19736. set: function (value) {
  19737. if (this._material === value) {
  19738. return;
  19739. }
  19740. this._material = value;
  19741. if (this.onMaterialChangedObservable.hasObservers) {
  19742. this.onMaterialChangedObservable.notifyObservers(this);
  19743. }
  19744. if (!this.subMeshes) {
  19745. return;
  19746. }
  19747. this._unBindEffect();
  19748. },
  19749. enumerable: true,
  19750. configurable: true
  19751. });
  19752. Object.defineProperty(AbstractMesh.prototype, "receiveShadows", {
  19753. /**
  19754. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  19755. * @see http://doc.babylonjs.com/babylon101/shadows
  19756. */
  19757. get: function () {
  19758. return this._receiveShadows;
  19759. },
  19760. set: function (value) {
  19761. if (this._receiveShadows === value) {
  19762. return;
  19763. }
  19764. this._receiveShadows = value;
  19765. this._markSubMeshesAsLightDirty();
  19766. },
  19767. enumerable: true,
  19768. configurable: true
  19769. });
  19770. Object.defineProperty(AbstractMesh.prototype, "hasVertexAlpha", {
  19771. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  19772. get: function () {
  19773. return this._hasVertexAlpha;
  19774. },
  19775. set: function (value) {
  19776. if (this._hasVertexAlpha === value) {
  19777. return;
  19778. }
  19779. this._hasVertexAlpha = value;
  19780. this._markSubMeshesAsAttributesDirty();
  19781. this._markSubMeshesAsMiscDirty();
  19782. },
  19783. enumerable: true,
  19784. configurable: true
  19785. });
  19786. Object.defineProperty(AbstractMesh.prototype, "useVertexColors", {
  19787. /** 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) */
  19788. get: function () {
  19789. return this._useVertexColors;
  19790. },
  19791. set: function (value) {
  19792. if (this._useVertexColors === value) {
  19793. return;
  19794. }
  19795. this._useVertexColors = value;
  19796. this._markSubMeshesAsAttributesDirty();
  19797. },
  19798. enumerable: true,
  19799. configurable: true
  19800. });
  19801. Object.defineProperty(AbstractMesh.prototype, "computeBonesUsingShaders", {
  19802. /**
  19803. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  19804. */
  19805. get: function () {
  19806. return this._computeBonesUsingShaders;
  19807. },
  19808. set: function (value) {
  19809. if (this._computeBonesUsingShaders === value) {
  19810. return;
  19811. }
  19812. this._computeBonesUsingShaders = value;
  19813. this._markSubMeshesAsAttributesDirty();
  19814. },
  19815. enumerable: true,
  19816. configurable: true
  19817. });
  19818. Object.defineProperty(AbstractMesh.prototype, "numBoneInfluencers", {
  19819. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  19820. get: function () {
  19821. return this._numBoneInfluencers;
  19822. },
  19823. set: function (value) {
  19824. if (this._numBoneInfluencers === value) {
  19825. return;
  19826. }
  19827. this._numBoneInfluencers = value;
  19828. this._markSubMeshesAsAttributesDirty();
  19829. },
  19830. enumerable: true,
  19831. configurable: true
  19832. });
  19833. Object.defineProperty(AbstractMesh.prototype, "applyFog", {
  19834. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  19835. get: function () {
  19836. return this._applyFog;
  19837. },
  19838. set: function (value) {
  19839. if (this._applyFog === value) {
  19840. return;
  19841. }
  19842. this._applyFog = value;
  19843. this._markSubMeshesAsMiscDirty();
  19844. },
  19845. enumerable: true,
  19846. configurable: true
  19847. });
  19848. Object.defineProperty(AbstractMesh.prototype, "layerMask", {
  19849. /**
  19850. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  19851. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  19852. */
  19853. get: function () {
  19854. return this._layerMask;
  19855. },
  19856. set: function (value) {
  19857. if (value === this._layerMask) {
  19858. return;
  19859. }
  19860. this._layerMask = value;
  19861. this._resyncLightSources();
  19862. },
  19863. enumerable: true,
  19864. configurable: true
  19865. });
  19866. Object.defineProperty(AbstractMesh.prototype, "collisionMask", {
  19867. /**
  19868. * Gets or sets a collision mask used to mask collisions (default is -1).
  19869. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  19870. */
  19871. get: function () {
  19872. return this._collisionMask;
  19873. },
  19874. set: function (mask) {
  19875. this._collisionMask = !isNaN(mask) ? mask : -1;
  19876. },
  19877. enumerable: true,
  19878. configurable: true
  19879. });
  19880. Object.defineProperty(AbstractMesh.prototype, "collisionGroup", {
  19881. /**
  19882. * Gets or sets the current collision group mask (-1 by default).
  19883. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  19884. */
  19885. get: function () {
  19886. return this._collisionGroup;
  19887. },
  19888. set: function (mask) {
  19889. this._collisionGroup = !isNaN(mask) ? mask : -1;
  19890. },
  19891. enumerable: true,
  19892. configurable: true
  19893. });
  19894. Object.defineProperty(AbstractMesh.prototype, "_positions", {
  19895. /** @hidden */
  19896. get: function () {
  19897. return null;
  19898. },
  19899. enumerable: true,
  19900. configurable: true
  19901. });
  19902. Object.defineProperty(AbstractMesh.prototype, "skeleton", {
  19903. get: function () {
  19904. return this._skeleton;
  19905. },
  19906. /**
  19907. * Gets or sets a skeleton to apply skining transformations
  19908. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  19909. */
  19910. set: function (value) {
  19911. if (this._skeleton && this._skeleton.needInitialSkinMatrix) {
  19912. this._skeleton._unregisterMeshWithPoseMatrix(this);
  19913. }
  19914. if (value && value.needInitialSkinMatrix) {
  19915. value._registerMeshWithPoseMatrix(this);
  19916. }
  19917. this._skeleton = value;
  19918. if (!this._skeleton) {
  19919. this._bonesTransformMatrices = null;
  19920. }
  19921. this._markSubMeshesAsAttributesDirty();
  19922. },
  19923. enumerable: true,
  19924. configurable: true
  19925. });
  19926. /**
  19927. * Returns the string "AbstractMesh"
  19928. * @returns "AbstractMesh"
  19929. */
  19930. AbstractMesh.prototype.getClassName = function () {
  19931. return "AbstractMesh";
  19932. };
  19933. /**
  19934. * Gets a string representation of the current mesh
  19935. * @param fullDetails defines a boolean indicating if full details must be included
  19936. * @returns a string representation of the current mesh
  19937. */
  19938. AbstractMesh.prototype.toString = function (fullDetails) {
  19939. var ret = "Name: " + this.name + ", isInstance: " + (this instanceof BABYLON.InstancedMesh ? "YES" : "NO");
  19940. ret += ", # of submeshes: " + (this.subMeshes ? this.subMeshes.length : 0);
  19941. if (this._skeleton) {
  19942. ret += ", skeleton: " + this._skeleton.name;
  19943. }
  19944. if (fullDetails) {
  19945. ret += ", billboard mode: " + (["NONE", "X", "Y", null, "Z", null, null, "ALL"])[this.billboardMode];
  19946. ret += ", freeze wrld mat: " + (this._isWorldMatrixFrozen || this._waitingFreezeWorldMatrix ? "YES" : "NO");
  19947. }
  19948. return ret;
  19949. };
  19950. /** @hidden */
  19951. AbstractMesh.prototype._rebuild = function () {
  19952. if (this._occlusionQuery) {
  19953. this._occlusionQuery = null;
  19954. }
  19955. if (this._edgesRenderer) {
  19956. this._edgesRenderer._rebuild();
  19957. }
  19958. if (!this.subMeshes) {
  19959. return;
  19960. }
  19961. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  19962. var subMesh = _a[_i];
  19963. subMesh._rebuild();
  19964. }
  19965. };
  19966. /** @hidden */
  19967. AbstractMesh.prototype._resyncLightSources = function () {
  19968. this._lightSources.length = 0;
  19969. for (var _i = 0, _a = this.getScene().lights; _i < _a.length; _i++) {
  19970. var light = _a[_i];
  19971. if (!light.isEnabled()) {
  19972. continue;
  19973. }
  19974. if (light.canAffectMesh(this)) {
  19975. this._lightSources.push(light);
  19976. }
  19977. }
  19978. this._markSubMeshesAsLightDirty();
  19979. };
  19980. /** @hidden */
  19981. AbstractMesh.prototype._resyncLighSource = function (light) {
  19982. var isIn = light.isEnabled() && light.canAffectMesh(this);
  19983. var index = this._lightSources.indexOf(light);
  19984. if (index === -1) {
  19985. if (!isIn) {
  19986. return;
  19987. }
  19988. this._lightSources.push(light);
  19989. }
  19990. else {
  19991. if (isIn) {
  19992. return;
  19993. }
  19994. this._lightSources.splice(index, 1);
  19995. }
  19996. this._markSubMeshesAsLightDirty();
  19997. };
  19998. /** @hidden */
  19999. AbstractMesh.prototype._unBindEffect = function () {
  20000. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  20001. var subMesh = _a[_i];
  20002. subMesh.setEffect(null);
  20003. }
  20004. };
  20005. /** @hidden */
  20006. AbstractMesh.prototype._removeLightSource = function (light) {
  20007. var index = this._lightSources.indexOf(light);
  20008. if (index === -1) {
  20009. return;
  20010. }
  20011. this._lightSources.splice(index, 1);
  20012. this._markSubMeshesAsLightDirty();
  20013. };
  20014. AbstractMesh.prototype._markSubMeshesAsDirty = function (func) {
  20015. if (!this.subMeshes) {
  20016. return;
  20017. }
  20018. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  20019. var subMesh = _a[_i];
  20020. if (subMesh._materialDefines) {
  20021. func(subMesh._materialDefines);
  20022. }
  20023. }
  20024. };
  20025. /** @hidden */
  20026. AbstractMesh.prototype._markSubMeshesAsLightDirty = function () {
  20027. this._markSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });
  20028. };
  20029. /** @hidden */
  20030. AbstractMesh.prototype._markSubMeshesAsAttributesDirty = function () {
  20031. this._markSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });
  20032. };
  20033. /** @hidden */
  20034. AbstractMesh.prototype._markSubMeshesAsMiscDirty = function () {
  20035. if (!this.subMeshes) {
  20036. return;
  20037. }
  20038. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  20039. var subMesh = _a[_i];
  20040. var material = subMesh.getMaterial();
  20041. if (material) {
  20042. material.markAsDirty(BABYLON.Material.MiscDirtyFlag);
  20043. }
  20044. }
  20045. };
  20046. Object.defineProperty(AbstractMesh.prototype, "scaling", {
  20047. /**
  20048. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  20049. */
  20050. get: function () {
  20051. return this._scaling;
  20052. },
  20053. set: function (newScaling) {
  20054. this._scaling = newScaling;
  20055. if (this.physicsImpostor) {
  20056. this.physicsImpostor.forceUpdate();
  20057. }
  20058. },
  20059. enumerable: true,
  20060. configurable: true
  20061. });
  20062. // Methods
  20063. /**
  20064. * Disables the mesh edge rendering mode
  20065. * @returns the currentAbstractMesh
  20066. */
  20067. AbstractMesh.prototype.disableEdgesRendering = function () {
  20068. if (this._edgesRenderer) {
  20069. this._edgesRenderer.dispose();
  20070. this._edgesRenderer = null;
  20071. }
  20072. return this;
  20073. };
  20074. /**
  20075. * Enables the edge rendering mode on the mesh.
  20076. * This mode makes the mesh edges visible
  20077. * @param epsilon defines the maximal distance between two angles to detect a face
  20078. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20079. * @returns the currentAbstractMesh
  20080. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20081. */
  20082. AbstractMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  20083. if (epsilon === void 0) { epsilon = 0.95; }
  20084. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  20085. this.disableEdgesRendering();
  20086. this._edgesRenderer = new BABYLON.EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  20087. return this;
  20088. };
  20089. Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
  20090. /**
  20091. * Returns true if the mesh is blocked. Implemented by child classes
  20092. */
  20093. get: function () {
  20094. return false;
  20095. },
  20096. enumerable: true,
  20097. configurable: true
  20098. });
  20099. /**
  20100. * Returns the mesh itself by default. Implemented by child classes
  20101. * @param camera defines the camera to use to pick the right LOD level
  20102. * @returns the currentAbstractMesh
  20103. */
  20104. AbstractMesh.prototype.getLOD = function (camera) {
  20105. return this;
  20106. };
  20107. /**
  20108. * Returns 0 by default. Implemented by child classes
  20109. * @returns an integer
  20110. */
  20111. AbstractMesh.prototype.getTotalVertices = function () {
  20112. return 0;
  20113. };
  20114. /**
  20115. * Returns null by default. Implemented by child classes
  20116. * @returns null
  20117. */
  20118. AbstractMesh.prototype.getIndices = function () {
  20119. return null;
  20120. };
  20121. /**
  20122. * Returns the array of the requested vertex data kind. Implemented by child classes
  20123. * @param kind defines the vertex data kind to use
  20124. * @returns null
  20125. */
  20126. AbstractMesh.prototype.getVerticesData = function (kind) {
  20127. return null;
  20128. };
  20129. /**
  20130. * Sets the vertex data of the mesh geometry for the requested `kind`.
  20131. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  20132. * Note that a new underlying VertexBuffer object is created each call.
  20133. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  20134. * @param kind defines vertex data kind:
  20135. * * BABYLON.VertexBuffer.PositionKind
  20136. * * BABYLON.VertexBuffer.UVKind
  20137. * * BABYLON.VertexBuffer.UV2Kind
  20138. * * BABYLON.VertexBuffer.UV3Kind
  20139. * * BABYLON.VertexBuffer.UV4Kind
  20140. * * BABYLON.VertexBuffer.UV5Kind
  20141. * * BABYLON.VertexBuffer.UV6Kind
  20142. * * BABYLON.VertexBuffer.ColorKind
  20143. * * BABYLON.VertexBuffer.MatricesIndicesKind
  20144. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  20145. * * BABYLON.VertexBuffer.MatricesWeightsKind
  20146. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  20147. * @param data defines the data source
  20148. * @param updatable defines if the data must be flagged as updatable (or static)
  20149. * @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
  20150. * @returns the current mesh
  20151. */
  20152. AbstractMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  20153. return this;
  20154. };
  20155. /**
  20156. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  20157. * If the mesh has no geometry, it is simply returned as it is.
  20158. * @param kind defines vertex data kind:
  20159. * * BABYLON.VertexBuffer.PositionKind
  20160. * * BABYLON.VertexBuffer.UVKind
  20161. * * BABYLON.VertexBuffer.UV2Kind
  20162. * * BABYLON.VertexBuffer.UV3Kind
  20163. * * BABYLON.VertexBuffer.UV4Kind
  20164. * * BABYLON.VertexBuffer.UV5Kind
  20165. * * BABYLON.VertexBuffer.UV6Kind
  20166. * * BABYLON.VertexBuffer.ColorKind
  20167. * * BABYLON.VertexBuffer.MatricesIndicesKind
  20168. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  20169. * * BABYLON.VertexBuffer.MatricesWeightsKind
  20170. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  20171. * @param data defines the data source
  20172. * @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
  20173. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  20174. * @returns the current mesh
  20175. */
  20176. AbstractMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  20177. return this;
  20178. };
  20179. /**
  20180. * Sets the mesh indices,
  20181. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  20182. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  20183. * @param totalVertices Defines the total number of vertices
  20184. * @returns the current mesh
  20185. */
  20186. AbstractMesh.prototype.setIndices = function (indices, totalVertices) {
  20187. return this;
  20188. };
  20189. /**
  20190. * Gets a boolean indicating if specific vertex data is present
  20191. * @param kind defines the vertex data kind to use
  20192. * @returns true is data kind is present
  20193. */
  20194. AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
  20195. return false;
  20196. };
  20197. /**
  20198. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined
  20199. * @returns a BoundingInfo
  20200. */
  20201. AbstractMesh.prototype.getBoundingInfo = function () {
  20202. if (this._masterMesh) {
  20203. return this._masterMesh.getBoundingInfo();
  20204. }
  20205. if (!this._boundingInfo) {
  20206. // this._boundingInfo is being created here
  20207. this._updateBoundingInfo();
  20208. }
  20209. // cannot be null.
  20210. return this._boundingInfo;
  20211. };
  20212. /**
  20213. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  20214. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box
  20215. * @returns the current mesh
  20216. */
  20217. AbstractMesh.prototype.normalizeToUnitCube = function (includeDescendants) {
  20218. if (includeDescendants === void 0) { includeDescendants = true; }
  20219. var boundingVectors = this.getHierarchyBoundingVectors(includeDescendants);
  20220. var sizeVec = boundingVectors.max.subtract(boundingVectors.min);
  20221. var maxDimension = Math.max(sizeVec.x, sizeVec.y, sizeVec.z);
  20222. if (maxDimension === 0) {
  20223. return this;
  20224. }
  20225. var scale = 1 / maxDimension;
  20226. this.scaling.scaleInPlace(scale);
  20227. return this;
  20228. };
  20229. /**
  20230. * Overwrite the current bounding info
  20231. * @param boundingInfo defines the new bounding info
  20232. * @returns the current mesh
  20233. */
  20234. AbstractMesh.prototype.setBoundingInfo = function (boundingInfo) {
  20235. this._boundingInfo = boundingInfo;
  20236. return this;
  20237. };
  20238. Object.defineProperty(AbstractMesh.prototype, "useBones", {
  20239. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  20240. get: function () {
  20241. return (this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind));
  20242. },
  20243. enumerable: true,
  20244. configurable: true
  20245. });
  20246. /** @hidden */
  20247. AbstractMesh.prototype._preActivate = function () {
  20248. };
  20249. /** @hidden */
  20250. AbstractMesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  20251. };
  20252. /** @hidden */
  20253. AbstractMesh.prototype._activate = function (renderId) {
  20254. this._renderId = renderId;
  20255. };
  20256. /**
  20257. * Gets the current world matrix
  20258. * @returns a Matrix
  20259. */
  20260. AbstractMesh.prototype.getWorldMatrix = function () {
  20261. if (this._masterMesh) {
  20262. return this._masterMesh.getWorldMatrix();
  20263. }
  20264. return _super.prototype.getWorldMatrix.call(this);
  20265. };
  20266. /** @hidden */
  20267. AbstractMesh.prototype._getWorldMatrixDeterminant = function () {
  20268. if (this._masterMesh) {
  20269. return this._masterMesh._getWorldMatrixDeterminant();
  20270. }
  20271. return _super.prototype._getWorldMatrixDeterminant.call(this);
  20272. };
  20273. // ================================== Point of View Movement =================================
  20274. /**
  20275. * Perform relative position change from the point of view of behind the front of the mesh.
  20276. * This is performed taking into account the meshes current rotation, so you do not have to care.
  20277. * Supports definition of mesh facing forward or backward
  20278. * @param amountRight defines the distance on the right axis
  20279. * @param amountUp defines the distance on the up axis
  20280. * @param amountForward defines the distance on the forward axis
  20281. * @returns the current mesh
  20282. */
  20283. AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {
  20284. this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
  20285. return this;
  20286. };
  20287. /**
  20288. * Calculate relative position change from the point of view of behind the front of the mesh.
  20289. * This is performed taking into account the meshes current rotation, so you do not have to care.
  20290. * Supports definition of mesh facing forward or backward
  20291. * @param amountRight defines the distance on the right axis
  20292. * @param amountUp defines the distance on the up axis
  20293. * @param amountForward defines the distance on the forward axis
  20294. * @returns the new displacement vector
  20295. */
  20296. AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {
  20297. var rotMatrix = new BABYLON.Matrix();
  20298. var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  20299. rotQuaternion.toRotationMatrix(rotMatrix);
  20300. var translationDelta = BABYLON.Vector3.Zero();
  20301. var defForwardMult = this.definedFacingForward ? -1 : 1;
  20302. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
  20303. return translationDelta;
  20304. };
  20305. // ================================== Point of View Rotation =================================
  20306. /**
  20307. * Perform relative rotation change from the point of view of behind the front of the mesh.
  20308. * Supports definition of mesh facing forward or backward
  20309. * @param flipBack defines the flip
  20310. * @param twirlClockwise defines the twirl
  20311. * @param tiltRight defines the tilt
  20312. * @returns the current mesh
  20313. */
  20314. AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  20315. this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
  20316. return this;
  20317. };
  20318. /**
  20319. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  20320. * Supports definition of mesh facing forward or backward.
  20321. * @param flipBack defines the flip
  20322. * @param twirlClockwise defines the twirl
  20323. * @param tiltRight defines the tilt
  20324. * @returns the new rotation vector
  20325. */
  20326. AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  20327. var defForwardMult = this.definedFacingForward ? 1 : -1;
  20328. return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
  20329. };
  20330. /**
  20331. * Return the minimum and maximum world vectors of the entire hierarchy under current mesh
  20332. * @param includeDescendants Include bounding info from descendants as well (true by default)
  20333. * @returns the new bounding vectors
  20334. */
  20335. AbstractMesh.prototype.getHierarchyBoundingVectors = function (includeDescendants) {
  20336. if (includeDescendants === void 0) { includeDescendants = true; }
  20337. this.computeWorldMatrix(true);
  20338. var min;
  20339. var max;
  20340. var boundingInfo = this.getBoundingInfo();
  20341. if (!this.subMeshes) {
  20342. min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  20343. max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  20344. }
  20345. else {
  20346. min = boundingInfo.boundingBox.minimumWorld;
  20347. max = boundingInfo.boundingBox.maximumWorld;
  20348. }
  20349. if (includeDescendants) {
  20350. var descendants = this.getDescendants(false);
  20351. for (var _i = 0, descendants_1 = descendants; _i < descendants_1.length; _i++) {
  20352. var descendant = descendants_1[_i];
  20353. var childMesh = descendant;
  20354. childMesh.computeWorldMatrix(true);
  20355. //make sure we have the needed params to get mix and max
  20356. if (!childMesh.getBoundingInfo || childMesh.getTotalVertices() === 0) {
  20357. continue;
  20358. }
  20359. var childBoundingInfo = childMesh.getBoundingInfo();
  20360. var boundingBox = childBoundingInfo.boundingBox;
  20361. var minBox = boundingBox.minimumWorld;
  20362. var maxBox = boundingBox.maximumWorld;
  20363. BABYLON.Tools.CheckExtends(minBox, min, max);
  20364. BABYLON.Tools.CheckExtends(maxBox, min, max);
  20365. }
  20366. }
  20367. return {
  20368. min: min,
  20369. max: max
  20370. };
  20371. };
  20372. /** @hidden */
  20373. AbstractMesh.prototype._updateBoundingInfo = function () {
  20374. this._boundingInfo = this._boundingInfo || new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition);
  20375. this._boundingInfo.update(this.worldMatrixFromCache);
  20376. this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  20377. return this;
  20378. };
  20379. /** @hidden */
  20380. AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
  20381. if (!this.subMeshes) {
  20382. return this;
  20383. }
  20384. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  20385. var subMesh = this.subMeshes[subIndex];
  20386. if (!subMesh.IsGlobal) {
  20387. subMesh.updateBoundingInfo(matrix);
  20388. }
  20389. }
  20390. return this;
  20391. };
  20392. /** @hidden */
  20393. AbstractMesh.prototype._afterComputeWorldMatrix = function () {
  20394. // Bounding info
  20395. this._updateBoundingInfo();
  20396. };
  20397. /**
  20398. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  20399. * A mesh is in the frustum if its bounding box intersects the frustum
  20400. * @param frustumPlanes defines the frustum to test
  20401. * @returns true if the mesh is in the frustum planes
  20402. */
  20403. AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
  20404. return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes);
  20405. };
  20406. /**
  20407. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  20408. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  20409. * @param frustumPlanes defines the frustum to test
  20410. * @returns true if the mesh is completely in the frustum planes
  20411. */
  20412. AbstractMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  20413. return this._boundingInfo !== null && this._boundingInfo.isCompletelyInFrustum(frustumPlanes);
  20414. ;
  20415. };
  20416. /**
  20417. * True if the mesh intersects another mesh or a SolidParticle object
  20418. * @param mesh defines a target mesh or SolidParticle to test
  20419. * @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)
  20420. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  20421. * @returns true if there is an intersection
  20422. */
  20423. AbstractMesh.prototype.intersectsMesh = function (mesh, precise, includeDescendants) {
  20424. if (precise === void 0) { precise = false; }
  20425. if (!this._boundingInfo || !mesh._boundingInfo) {
  20426. return false;
  20427. }
  20428. if (this._boundingInfo.intersects(mesh._boundingInfo, precise)) {
  20429. return true;
  20430. }
  20431. if (includeDescendants) {
  20432. for (var _i = 0, _a = this.getChildMeshes(); _i < _a.length; _i++) {
  20433. var child = _a[_i];
  20434. if (child.intersectsMesh(mesh, precise, true)) {
  20435. return true;
  20436. }
  20437. }
  20438. }
  20439. return false;
  20440. };
  20441. /**
  20442. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  20443. * @param point defines the point to test
  20444. * @returns true if there is an intersection
  20445. */
  20446. AbstractMesh.prototype.intersectsPoint = function (point) {
  20447. if (!this._boundingInfo) {
  20448. return false;
  20449. }
  20450. return this._boundingInfo.intersectsPoint(point);
  20451. };
  20452. /**
  20453. * Gets the current physics impostor
  20454. * @see http://doc.babylonjs.com/features/physics_engine
  20455. * @returns a physics impostor or null
  20456. */
  20457. AbstractMesh.prototype.getPhysicsImpostor = function () {
  20458. return this.physicsImpostor;
  20459. };
  20460. /**
  20461. * Gets the position of the current mesh in camera space
  20462. * @param camera defines the camera to use
  20463. * @returns a position
  20464. */
  20465. AbstractMesh.prototype.getPositionInCameraSpace = function (camera) {
  20466. if (camera === void 0) { camera = null; }
  20467. if (!camera) {
  20468. camera = this.getScene().activeCamera;
  20469. }
  20470. return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
  20471. };
  20472. /**
  20473. * Returns the distance from the mesh to the active camera
  20474. * @param camera defines the camera to use
  20475. * @returns the distance
  20476. */
  20477. AbstractMesh.prototype.getDistanceToCamera = function (camera) {
  20478. if (camera === void 0) { camera = null; }
  20479. if (!camera) {
  20480. camera = this.getScene().activeCamera;
  20481. }
  20482. return this.absolutePosition.subtract(camera.position).length();
  20483. };
  20484. /**
  20485. * Apply a physic impulse to the mesh
  20486. * @param force defines the force to apply
  20487. * @param contactPoint defines where to apply the force
  20488. * @returns the current mesh
  20489. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  20490. */
  20491. AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
  20492. if (!this.physicsImpostor) {
  20493. return this;
  20494. }
  20495. this.physicsImpostor.applyImpulse(force, contactPoint);
  20496. return this;
  20497. };
  20498. /**
  20499. * Creates a physic joint between two meshes
  20500. * @param otherMesh defines the other mesh to use
  20501. * @param pivot1 defines the pivot to use on this mesh
  20502. * @param pivot2 defines the pivot to use on the other mesh
  20503. * @param options defines additional options (can be plugin dependent)
  20504. * @returns the current mesh
  20505. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  20506. */
  20507. AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
  20508. if (!this.physicsImpostor || !otherMesh.physicsImpostor) {
  20509. return this;
  20510. }
  20511. this.physicsImpostor.createJoint(otherMesh.physicsImpostor, BABYLON.PhysicsJoint.HingeJoint, {
  20512. mainPivot: pivot1,
  20513. connectedPivot: pivot2,
  20514. nativeParams: options
  20515. });
  20516. return this;
  20517. };
  20518. Object.defineProperty(AbstractMesh.prototype, "checkCollisions", {
  20519. // Collisions
  20520. /**
  20521. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  20522. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  20523. */
  20524. get: function () {
  20525. return this._checkCollisions;
  20526. },
  20527. set: function (collisionEnabled) {
  20528. this._checkCollisions = collisionEnabled;
  20529. if (this.getScene().workerCollisions) {
  20530. this.getScene().collisionCoordinator.onMeshUpdated(this);
  20531. }
  20532. },
  20533. enumerable: true,
  20534. configurable: true
  20535. });
  20536. Object.defineProperty(AbstractMesh.prototype, "collider", {
  20537. /**
  20538. * Gets Collider object used to compute collisions (not physics)
  20539. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  20540. */
  20541. get: function () {
  20542. return this._collider;
  20543. },
  20544. enumerable: true,
  20545. configurable: true
  20546. });
  20547. /**
  20548. * Move the mesh using collision engine
  20549. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  20550. * @param displacement defines the requested displacement vector
  20551. * @returns the current mesh
  20552. */
  20553. AbstractMesh.prototype.moveWithCollisions = function (displacement) {
  20554. var globalPosition = this.getAbsolutePosition();
  20555. globalPosition.addToRef(this.ellipsoidOffset, this._oldPositionForCollisions);
  20556. if (!this._collider) {
  20557. this._collider = new BABYLON.Collider();
  20558. }
  20559. this._collider._radius = this.ellipsoid;
  20560. this.getScene().collisionCoordinator.getNewPosition(this._oldPositionForCollisions, displacement, this._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);
  20561. return this;
  20562. };
  20563. // Submeshes octree
  20564. /**
  20565. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  20566. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  20567. * @param maxCapacity defines the maximum size of each block (64 by default)
  20568. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  20569. * @returns the new octree
  20570. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  20571. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  20572. */
  20573. AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
  20574. if (maxCapacity === void 0) { maxCapacity = 64; }
  20575. if (maxDepth === void 0) { maxDepth = 2; }
  20576. if (!this._submeshesOctree) {
  20577. this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
  20578. }
  20579. this.computeWorldMatrix(true);
  20580. var boundingInfo = this.getBoundingInfo();
  20581. // Update octree
  20582. var bbox = boundingInfo.boundingBox;
  20583. this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
  20584. return this._submeshesOctree;
  20585. };
  20586. // Collisions
  20587. /** @hidden */
  20588. AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
  20589. this._generatePointsArray();
  20590. if (!this._positions) {
  20591. return this;
  20592. }
  20593. // Transformation
  20594. if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
  20595. subMesh._lastColliderTransformMatrix = transformMatrix.clone();
  20596. subMesh._lastColliderWorldVertices = [];
  20597. subMesh._trianglePlanes = [];
  20598. var start = subMesh.verticesStart;
  20599. var end = (subMesh.verticesStart + subMesh.verticesCount);
  20600. for (var i = start; i < end; i++) {
  20601. subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
  20602. }
  20603. }
  20604. // Collide
  20605. collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial());
  20606. if (collider.collisionFound) {
  20607. collider.collidedMesh = this;
  20608. }
  20609. return this;
  20610. };
  20611. /** @hidden */
  20612. AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
  20613. var subMeshes;
  20614. var len;
  20615. // Octrees
  20616. if (this._submeshesOctree && this.useOctreeForCollisions) {
  20617. var radius = collider._velocityWorldLength + Math.max(collider._radius.x, collider._radius.y, collider._radius.z);
  20618. var intersections = this._submeshesOctree.intersects(collider._basePointWorld, radius);
  20619. len = intersections.length;
  20620. subMeshes = intersections.data;
  20621. }
  20622. else {
  20623. subMeshes = this.subMeshes;
  20624. len = subMeshes.length;
  20625. }
  20626. for (var index = 0; index < len; index++) {
  20627. var subMesh = subMeshes[index];
  20628. // Bounding test
  20629. if (len > 1 && !subMesh._checkCollision(collider))
  20630. continue;
  20631. this._collideForSubMesh(subMesh, transformMatrix, collider);
  20632. }
  20633. return this;
  20634. };
  20635. /** @hidden */
  20636. AbstractMesh.prototype._checkCollision = function (collider) {
  20637. // Bounding box test
  20638. if (!this._boundingInfo || !this._boundingInfo._checkCollision(collider))
  20639. return this;
  20640. // Transformation matrix
  20641. BABYLON.Matrix.ScalingToRef(1.0 / collider._radius.x, 1.0 / collider._radius.y, 1.0 / collider._radius.z, this._collisionsScalingMatrix);
  20642. this.worldMatrixFromCache.multiplyToRef(this._collisionsScalingMatrix, this._collisionsTransformMatrix);
  20643. this._processCollisionsForSubMeshes(collider, this._collisionsTransformMatrix);
  20644. return this;
  20645. };
  20646. // Picking
  20647. /** @hidden */
  20648. AbstractMesh.prototype._generatePointsArray = function () {
  20649. return false;
  20650. };
  20651. /**
  20652. * Checks if the passed Ray intersects with the mesh
  20653. * @param ray defines the ray to use
  20654. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  20655. * @returns the picking info
  20656. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  20657. */
  20658. AbstractMesh.prototype.intersects = function (ray, fastCheck) {
  20659. var pickingInfo = new BABYLON.PickingInfo();
  20660. if (!this.subMeshes || !this._boundingInfo || !ray.intersectsSphere(this._boundingInfo.boundingSphere) || !ray.intersectsBox(this._boundingInfo.boundingBox)) {
  20661. return pickingInfo;
  20662. }
  20663. if (!this._generatePointsArray()) {
  20664. return pickingInfo;
  20665. }
  20666. var intersectInfo = null;
  20667. // Octrees
  20668. var subMeshes;
  20669. var len;
  20670. if (this._submeshesOctree && this.useOctreeForPicking) {
  20671. var worldRay = BABYLON.Ray.Transform(ray, this.getWorldMatrix());
  20672. var intersections = this._submeshesOctree.intersectsRay(worldRay);
  20673. len = intersections.length;
  20674. subMeshes = intersections.data;
  20675. }
  20676. else {
  20677. subMeshes = this.subMeshes;
  20678. len = subMeshes.length;
  20679. }
  20680. for (var index = 0; index < len; index++) {
  20681. var subMesh = subMeshes[index];
  20682. // Bounding test
  20683. if (len > 1 && !subMesh.canIntersects(ray))
  20684. continue;
  20685. var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
  20686. if (currentIntersectInfo) {
  20687. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  20688. intersectInfo = currentIntersectInfo;
  20689. intersectInfo.subMeshId = index;
  20690. if (fastCheck) {
  20691. break;
  20692. }
  20693. }
  20694. }
  20695. }
  20696. if (intersectInfo) {
  20697. // Get picked point
  20698. var world = this.getWorldMatrix();
  20699. var worldOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, world);
  20700. var direction = ray.direction.clone();
  20701. direction = direction.scale(intersectInfo.distance);
  20702. var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
  20703. var pickedPoint = worldOrigin.add(worldDirection);
  20704. // Return result
  20705. pickingInfo.hit = true;
  20706. pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
  20707. pickingInfo.pickedPoint = pickedPoint;
  20708. pickingInfo.pickedMesh = this;
  20709. pickingInfo.bu = intersectInfo.bu || 0;
  20710. pickingInfo.bv = intersectInfo.bv || 0;
  20711. pickingInfo.faceId = intersectInfo.faceId;
  20712. pickingInfo.subMeshId = intersectInfo.subMeshId;
  20713. return pickingInfo;
  20714. }
  20715. return pickingInfo;
  20716. };
  20717. /**
  20718. * Clones the current mesh
  20719. * @param name defines the mesh name
  20720. * @param newParent defines the new mesh parent
  20721. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  20722. * @returns the new mesh
  20723. */
  20724. AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  20725. return null;
  20726. };
  20727. /**
  20728. * Disposes all the submeshes of the current meshnp
  20729. * @returns the current mesh
  20730. */
  20731. AbstractMesh.prototype.releaseSubMeshes = function () {
  20732. if (this.subMeshes) {
  20733. while (this.subMeshes.length) {
  20734. this.subMeshes[0].dispose();
  20735. }
  20736. }
  20737. else {
  20738. this.subMeshes = new Array();
  20739. }
  20740. return this;
  20741. };
  20742. /**
  20743. * Releases resources associated with this abstract mesh.
  20744. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  20745. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  20746. */
  20747. AbstractMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  20748. var _this = this;
  20749. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  20750. var index;
  20751. // Smart Array Retainers.
  20752. this.getScene().freeActiveMeshes();
  20753. this.getScene().freeRenderingGroups();
  20754. // Action manager
  20755. if (this.actionManager !== undefined && this.actionManager !== null) {
  20756. this.actionManager.dispose();
  20757. this.actionManager = null;
  20758. }
  20759. // Skeleton
  20760. this._skeleton = null;
  20761. // Physics
  20762. if (this.physicsImpostor) {
  20763. this.physicsImpostor.dispose( /*!doNotRecurse*/);
  20764. }
  20765. // Intersections in progress
  20766. for (index = 0; index < this._intersectionsInProgress.length; index++) {
  20767. var other = this._intersectionsInProgress[index];
  20768. var pos = other._intersectionsInProgress.indexOf(this);
  20769. other._intersectionsInProgress.splice(pos, 1);
  20770. }
  20771. this._intersectionsInProgress = [];
  20772. // Lights
  20773. var lights = this.getScene().lights;
  20774. lights.forEach(function (light) {
  20775. var meshIndex = light.includedOnlyMeshes.indexOf(_this);
  20776. if (meshIndex !== -1) {
  20777. light.includedOnlyMeshes.splice(meshIndex, 1);
  20778. }
  20779. meshIndex = light.excludedMeshes.indexOf(_this);
  20780. if (meshIndex !== -1) {
  20781. light.excludedMeshes.splice(meshIndex, 1);
  20782. }
  20783. // Shadow generators
  20784. var generator = light.getShadowGenerator();
  20785. if (generator) {
  20786. var shadowMap = generator.getShadowMap();
  20787. if (shadowMap && shadowMap.renderList) {
  20788. meshIndex = shadowMap.renderList.indexOf(_this);
  20789. if (meshIndex !== -1) {
  20790. shadowMap.renderList.splice(meshIndex, 1);
  20791. }
  20792. }
  20793. }
  20794. });
  20795. // Edges
  20796. if (this._edgesRenderer) {
  20797. this._edgesRenderer.dispose();
  20798. this._edgesRenderer = null;
  20799. }
  20800. // SubMeshes
  20801. if (this.getClassName() !== "InstancedMesh") {
  20802. this.releaseSubMeshes();
  20803. }
  20804. // Octree
  20805. var sceneOctree = this.getScene().selectionOctree;
  20806. if (sceneOctree !== undefined && sceneOctree !== null) {
  20807. var index = sceneOctree.dynamicContent.indexOf(this);
  20808. if (index !== -1) {
  20809. sceneOctree.dynamicContent.splice(index, 1);
  20810. }
  20811. }
  20812. // Query
  20813. var engine = this.getScene().getEngine();
  20814. if (this._occlusionQuery) {
  20815. this._isOcclusionQueryInProgress = false;
  20816. engine.deleteQuery(this._occlusionQuery);
  20817. this._occlusionQuery = null;
  20818. }
  20819. // Engine
  20820. engine.wipeCaches();
  20821. // Remove from scene
  20822. this.getScene().removeMesh(this);
  20823. if (disposeMaterialAndTextures) {
  20824. if (this.material) {
  20825. this.material.dispose(false, true);
  20826. }
  20827. }
  20828. if (!doNotRecurse) {
  20829. // Particles
  20830. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  20831. if (this.getScene().particleSystems[index].emitter === this) {
  20832. this.getScene().particleSystems[index].dispose();
  20833. index--;
  20834. }
  20835. }
  20836. }
  20837. // facet data
  20838. if (this._facetDataEnabled) {
  20839. this.disableFacetData();
  20840. }
  20841. this.onAfterWorldMatrixUpdateObservable.clear();
  20842. this.onCollideObservable.clear();
  20843. this.onCollisionPositionChangeObservable.clear();
  20844. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  20845. };
  20846. /**
  20847. * Adds the passed mesh as a child to the current mesh
  20848. * @param mesh defines the child mesh
  20849. * @returns the current mesh
  20850. */
  20851. AbstractMesh.prototype.addChild = function (mesh) {
  20852. mesh.setParent(this);
  20853. return this;
  20854. };
  20855. /**
  20856. * Removes the passed mesh from the current mesh children list
  20857. * @param mesh defines the child mesh
  20858. * @returns the current mesh
  20859. */
  20860. AbstractMesh.prototype.removeChild = function (mesh) {
  20861. mesh.setParent(null);
  20862. return this;
  20863. };
  20864. // Facet data
  20865. /** @hidden */
  20866. AbstractMesh.prototype._initFacetData = function () {
  20867. if (!this._facetNormals) {
  20868. this._facetNormals = new Array();
  20869. }
  20870. if (!this._facetPositions) {
  20871. this._facetPositions = new Array();
  20872. }
  20873. if (!this._facetPartitioning) {
  20874. this._facetPartitioning = new Array();
  20875. }
  20876. this._facetNb = (this.getIndices().length / 3) | 0;
  20877. this._partitioningSubdivisions = (this._partitioningSubdivisions) ? this._partitioningSubdivisions : 10; // default nb of partitioning subdivisions = 10
  20878. this._partitioningBBoxRatio = (this._partitioningBBoxRatio) ? this._partitioningBBoxRatio : 1.01; // default ratio 1.01 = the partitioning is 1% bigger than the bounding box
  20879. for (var f = 0; f < this._facetNb; f++) {
  20880. this._facetNormals[f] = BABYLON.Vector3.Zero();
  20881. this._facetPositions[f] = BABYLON.Vector3.Zero();
  20882. }
  20883. this._facetDataEnabled = true;
  20884. return this;
  20885. };
  20886. /**
  20887. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  20888. * This method can be called within the render loop.
  20889. * 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
  20890. * @returns the current mesh
  20891. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  20892. */
  20893. AbstractMesh.prototype.updateFacetData = function () {
  20894. if (!this._facetDataEnabled) {
  20895. this._initFacetData();
  20896. }
  20897. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  20898. var indices = this.getIndices();
  20899. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  20900. var bInfo = this.getBoundingInfo();
  20901. if (this._facetDepthSort && !this._facetDepthSortEnabled) {
  20902. // init arrays, matrix and sort function on first call
  20903. this._facetDepthSortEnabled = true;
  20904. if (indices instanceof Uint16Array) {
  20905. this._depthSortedIndices = new Uint16Array(indices);
  20906. }
  20907. else if (indices instanceof Uint32Array) {
  20908. this._depthSortedIndices = new Uint32Array(indices);
  20909. }
  20910. else {
  20911. var needs32bits = false;
  20912. for (var i = 0; i < indices.length; i++) {
  20913. if (indices[i] > 65535) {
  20914. needs32bits = true;
  20915. break;
  20916. }
  20917. }
  20918. if (needs32bits) {
  20919. this._depthSortedIndices = new Uint32Array(indices);
  20920. }
  20921. else {
  20922. this._depthSortedIndices = new Uint16Array(indices);
  20923. }
  20924. }
  20925. this._facetDepthSortFunction = function (f1, f2) {
  20926. return (f2.sqDistance - f1.sqDistance);
  20927. };
  20928. if (!this._facetDepthSortFrom) {
  20929. var camera = this.getScene().activeCamera;
  20930. this._facetDepthSortFrom = (camera) ? camera.position : BABYLON.Vector3.Zero();
  20931. }
  20932. this._depthSortedFacets = [];
  20933. for (var f = 0; f < this._facetNb; f++) {
  20934. var depthSortedFacet = { ind: f * 3, sqDistance: 0.0 };
  20935. this._depthSortedFacets.push(depthSortedFacet);
  20936. }
  20937. this._invertedMatrix = BABYLON.Matrix.Identity();
  20938. this._facetDepthSortOrigin = BABYLON.Vector3.Zero();
  20939. }
  20940. this._bbSize.x = (bInfo.maximum.x - bInfo.minimum.x > BABYLON.Epsilon) ? bInfo.maximum.x - bInfo.minimum.x : BABYLON.Epsilon;
  20941. this._bbSize.y = (bInfo.maximum.y - bInfo.minimum.y > BABYLON.Epsilon) ? bInfo.maximum.y - bInfo.minimum.y : BABYLON.Epsilon;
  20942. this._bbSize.z = (bInfo.maximum.z - bInfo.minimum.z > BABYLON.Epsilon) ? bInfo.maximum.z - bInfo.minimum.z : BABYLON.Epsilon;
  20943. var bbSizeMax = (this._bbSize.x > this._bbSize.y) ? this._bbSize.x : this._bbSize.y;
  20944. bbSizeMax = (bbSizeMax > this._bbSize.z) ? bbSizeMax : this._bbSize.z;
  20945. this._subDiv.max = this._partitioningSubdivisions;
  20946. this._subDiv.X = Math.floor(this._subDiv.max * this._bbSize.x / bbSizeMax); // adjust the number of subdivisions per axis
  20947. this._subDiv.Y = Math.floor(this._subDiv.max * this._bbSize.y / bbSizeMax); // according to each bbox size per axis
  20948. this._subDiv.Z = Math.floor(this._subDiv.max * this._bbSize.z / bbSizeMax);
  20949. this._subDiv.X = this._subDiv.X < 1 ? 1 : this._subDiv.X; // at least one subdivision
  20950. this._subDiv.Y = this._subDiv.Y < 1 ? 1 : this._subDiv.Y;
  20951. this._subDiv.Z = this._subDiv.Z < 1 ? 1 : this._subDiv.Z;
  20952. // set the parameters for ComputeNormals()
  20953. this._facetParameters.facetNormals = this.getFacetLocalNormals();
  20954. this._facetParameters.facetPositions = this.getFacetLocalPositions();
  20955. this._facetParameters.facetPartitioning = this.getFacetLocalPartitioning();
  20956. this._facetParameters.bInfo = bInfo;
  20957. this._facetParameters.bbSize = this._bbSize;
  20958. this._facetParameters.subDiv = this._subDiv;
  20959. this._facetParameters.ratio = this.partitioningBBoxRatio;
  20960. this._facetParameters.depthSort = this._facetDepthSort;
  20961. if (this._facetDepthSort && this._facetDepthSortEnabled) {
  20962. this.computeWorldMatrix(true);
  20963. this._worldMatrix.invertToRef(this._invertedMatrix);
  20964. BABYLON.Vector3.TransformCoordinatesToRef(this._facetDepthSortFrom, this._invertedMatrix, this._facetDepthSortOrigin);
  20965. this._facetParameters.distanceTo = this._facetDepthSortOrigin;
  20966. }
  20967. this._facetParameters.depthSortedFacets = this._depthSortedFacets;
  20968. BABYLON.VertexData.ComputeNormals(positions, indices, normals, this._facetParameters);
  20969. if (this._facetDepthSort && this._facetDepthSortEnabled) {
  20970. this._depthSortedFacets.sort(this._facetDepthSortFunction);
  20971. var l = (this._depthSortedIndices.length / 3) | 0;
  20972. for (var f = 0; f < l; f++) {
  20973. var sind = this._depthSortedFacets[f].ind;
  20974. this._depthSortedIndices[f * 3] = indices[sind];
  20975. this._depthSortedIndices[f * 3 + 1] = indices[sind + 1];
  20976. this._depthSortedIndices[f * 3 + 2] = indices[sind + 2];
  20977. }
  20978. this.updateIndices(this._depthSortedIndices);
  20979. }
  20980. return this;
  20981. };
  20982. /**
  20983. * Returns the facetLocalNormals array.
  20984. * The normals are expressed in the mesh local spac
  20985. * @returns an array of Vector3
  20986. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  20987. */
  20988. AbstractMesh.prototype.getFacetLocalNormals = function () {
  20989. if (!this._facetNormals) {
  20990. this.updateFacetData();
  20991. }
  20992. return this._facetNormals;
  20993. };
  20994. /**
  20995. * Returns the facetLocalPositions array.
  20996. * The facet positions are expressed in the mesh local space
  20997. * @returns an array of Vector3
  20998. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  20999. */
  21000. AbstractMesh.prototype.getFacetLocalPositions = function () {
  21001. if (!this._facetPositions) {
  21002. this.updateFacetData();
  21003. }
  21004. return this._facetPositions;
  21005. };
  21006. /**
  21007. * Returns the facetLocalPartioning array
  21008. * @returns an array of array of numbers
  21009. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  21010. */
  21011. AbstractMesh.prototype.getFacetLocalPartitioning = function () {
  21012. if (!this._facetPartitioning) {
  21013. this.updateFacetData();
  21014. }
  21015. return this._facetPartitioning;
  21016. };
  21017. /**
  21018. * Returns the i-th facet position in the world system.
  21019. * This method allocates a new Vector3 per call
  21020. * @param i defines the facet index
  21021. * @returns a new Vector3
  21022. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  21023. */
  21024. AbstractMesh.prototype.getFacetPosition = function (i) {
  21025. var pos = BABYLON.Vector3.Zero();
  21026. this.getFacetPositionToRef(i, pos);
  21027. return pos;
  21028. };
  21029. /**
  21030. * Sets the reference Vector3 with the i-th facet position in the world system
  21031. * @param i defines the facet index
  21032. * @param ref defines the target vector
  21033. * @returns the current mesh
  21034. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  21035. */
  21036. AbstractMesh.prototype.getFacetPositionToRef = function (i, ref) {
  21037. var localPos = (this.getFacetLocalPositions())[i];
  21038. var world = this.getWorldMatrix();
  21039. BABYLON.Vector3.TransformCoordinatesToRef(localPos, world, ref);
  21040. return this;
  21041. };
  21042. /**
  21043. * Returns the i-th facet normal in the world system.
  21044. * This method allocates a new Vector3 per call
  21045. * @param i defines the facet index
  21046. * @returns a new Vector3
  21047. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  21048. */
  21049. AbstractMesh.prototype.getFacetNormal = function (i) {
  21050. var norm = BABYLON.Vector3.Zero();
  21051. this.getFacetNormalToRef(i, norm);
  21052. return norm;
  21053. };
  21054. /**
  21055. * Sets the reference Vector3 with the i-th facet normal in the world system
  21056. * @param i defines the facet index
  21057. * @param ref defines the target vector
  21058. * @returns the current mesh
  21059. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  21060. */
  21061. AbstractMesh.prototype.getFacetNormalToRef = function (i, ref) {
  21062. var localNorm = (this.getFacetLocalNormals())[i];
  21063. BABYLON.Vector3.TransformNormalToRef(localNorm, this.getWorldMatrix(), ref);
  21064. return this;
  21065. };
  21066. /**
  21067. * 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)
  21068. * @param x defines x coordinate
  21069. * @param y defines y coordinate
  21070. * @param z defines z coordinate
  21071. * @returns the array of facet indexes
  21072. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  21073. */
  21074. AbstractMesh.prototype.getFacetsAtLocalCoordinates = function (x, y, z) {
  21075. var bInfo = this.getBoundingInfo();
  21076. var ox = Math.floor((x - bInfo.minimum.x * this._partitioningBBoxRatio) * this._subDiv.X * this._partitioningBBoxRatio / this._bbSize.x);
  21077. var oy = Math.floor((y - bInfo.minimum.y * this._partitioningBBoxRatio) * this._subDiv.Y * this._partitioningBBoxRatio / this._bbSize.y);
  21078. var oz = Math.floor((z - bInfo.minimum.z * this._partitioningBBoxRatio) * this._subDiv.Z * this._partitioningBBoxRatio / this._bbSize.z);
  21079. if (ox < 0 || ox > this._subDiv.max || oy < 0 || oy > this._subDiv.max || oz < 0 || oz > this._subDiv.max) {
  21080. return null;
  21081. }
  21082. return this._facetPartitioning[ox + this._subDiv.max * oy + this._subDiv.max * this._subDiv.max * oz];
  21083. };
  21084. /**
  21085. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  21086. * @param projected sets as the (x,y,z) world projection on the facet
  21087. * @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
  21088. * @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
  21089. * @param x defines x coordinate
  21090. * @param y defines y coordinate
  21091. * @param z defines z coordinate
  21092. * @returns the face index if found (or null instead)
  21093. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  21094. */
  21095. AbstractMesh.prototype.getClosestFacetAtCoordinates = function (x, y, z, projected, checkFace, facing) {
  21096. if (checkFace === void 0) { checkFace = false; }
  21097. if (facing === void 0) { facing = true; }
  21098. var world = this.getWorldMatrix();
  21099. var invMat = BABYLON.Tmp.Matrix[5];
  21100. world.invertToRef(invMat);
  21101. var invVect = BABYLON.Tmp.Vector3[8];
  21102. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, invMat, invVect); // transform (x,y,z) to coordinates in the mesh local space
  21103. var closest = this.getClosestFacetAtLocalCoordinates(invVect.x, invVect.y, invVect.z, projected, checkFace, facing);
  21104. if (projected) {
  21105. // tranform the local computed projected vector to world coordinates
  21106. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(projected.x, projected.y, projected.z, world, projected);
  21107. }
  21108. return closest;
  21109. };
  21110. /**
  21111. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  21112. * @param projected sets as the (x,y,z) local projection on the facet
  21113. * @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
  21114. * @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
  21115. * @param x defines x coordinate
  21116. * @param y defines y coordinate
  21117. * @param z defines z coordinate
  21118. * @returns the face index if found (or null instead)
  21119. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  21120. */
  21121. AbstractMesh.prototype.getClosestFacetAtLocalCoordinates = function (x, y, z, projected, checkFace, facing) {
  21122. if (checkFace === void 0) { checkFace = false; }
  21123. if (facing === void 0) { facing = true; }
  21124. var closest = null;
  21125. var tmpx = 0.0;
  21126. var tmpy = 0.0;
  21127. var tmpz = 0.0;
  21128. var d = 0.0; // tmp dot facet normal * facet position
  21129. var t0 = 0.0;
  21130. var projx = 0.0;
  21131. var projy = 0.0;
  21132. var projz = 0.0;
  21133. // Get all the facets in the same partitioning block than (x, y, z)
  21134. var facetPositions = this.getFacetLocalPositions();
  21135. var facetNormals = this.getFacetLocalNormals();
  21136. var facetsInBlock = this.getFacetsAtLocalCoordinates(x, y, z);
  21137. if (!facetsInBlock) {
  21138. return null;
  21139. }
  21140. // Get the closest facet to (x, y, z)
  21141. var shortest = Number.MAX_VALUE; // init distance vars
  21142. var tmpDistance = shortest;
  21143. var fib; // current facet in the block
  21144. var norm; // current facet normal
  21145. var p0; // current facet barycenter position
  21146. // loop on all the facets in the current partitioning block
  21147. for (var idx = 0; idx < facetsInBlock.length; idx++) {
  21148. fib = facetsInBlock[idx];
  21149. norm = facetNormals[fib];
  21150. p0 = facetPositions[fib];
  21151. d = (x - p0.x) * norm.x + (y - p0.y) * norm.y + (z - p0.z) * norm.z;
  21152. if (!checkFace || (checkFace && facing && d >= 0.0) || (checkFace && !facing && d <= 0.0)) {
  21153. // compute (x,y,z) projection on the facet = (projx, projy, projz)
  21154. d = norm.x * p0.x + norm.y * p0.y + norm.z * p0.z;
  21155. t0 = -(norm.x * x + norm.y * y + norm.z * z - d) / (norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);
  21156. projx = x + norm.x * t0;
  21157. projy = y + norm.y * t0;
  21158. projz = z + norm.z * t0;
  21159. tmpx = projx - x;
  21160. tmpy = projy - y;
  21161. tmpz = projz - z;
  21162. tmpDistance = tmpx * tmpx + tmpy * tmpy + tmpz * tmpz; // compute length between (x, y, z) and its projection on the facet
  21163. if (tmpDistance < shortest) { // just keep the closest facet to (x, y, z)
  21164. shortest = tmpDistance;
  21165. closest = fib;
  21166. if (projected) {
  21167. projected.x = projx;
  21168. projected.y = projy;
  21169. projected.z = projz;
  21170. }
  21171. }
  21172. }
  21173. }
  21174. return closest;
  21175. };
  21176. /**
  21177. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  21178. * @returns the parameters
  21179. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  21180. */
  21181. AbstractMesh.prototype.getFacetDataParameters = function () {
  21182. return this._facetParameters;
  21183. };
  21184. /**
  21185. * Disables the feature FacetData and frees the related memory
  21186. * @returns the current mesh
  21187. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  21188. */
  21189. AbstractMesh.prototype.disableFacetData = function () {
  21190. if (this._facetDataEnabled) {
  21191. this._facetDataEnabled = false;
  21192. this._facetPositions = new Array();
  21193. this._facetNormals = new Array();
  21194. this._facetPartitioning = new Array();
  21195. this._facetParameters = null;
  21196. this._depthSortedIndices = new Uint32Array(0);
  21197. }
  21198. return this;
  21199. };
  21200. /**
  21201. * Updates the AbstractMesh indices array
  21202. * @param indices defines the data source
  21203. * @returns the current mesh
  21204. */
  21205. AbstractMesh.prototype.updateIndices = function (indices) {
  21206. return this;
  21207. };
  21208. /**
  21209. * Creates new normals data for the mesh
  21210. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  21211. * @returns the current mesh
  21212. */
  21213. AbstractMesh.prototype.createNormals = function (updatable) {
  21214. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  21215. var indices = this.getIndices();
  21216. var normals;
  21217. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  21218. normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  21219. }
  21220. else {
  21221. normals = [];
  21222. }
  21223. BABYLON.VertexData.ComputeNormals(positions, indices, normals, { useRightHandedSystem: this.getScene().useRightHandedSystem });
  21224. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  21225. return this;
  21226. };
  21227. /**
  21228. * Align the mesh with a normal
  21229. * @param normal defines the normal to use
  21230. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  21231. * @returns the current mesh
  21232. */
  21233. AbstractMesh.prototype.alignWithNormal = function (normal, upDirection) {
  21234. if (!upDirection) {
  21235. upDirection = BABYLON.Axis.Y;
  21236. }
  21237. var axisX = BABYLON.Tmp.Vector3[0];
  21238. var axisZ = BABYLON.Tmp.Vector3[1];
  21239. BABYLON.Vector3.CrossToRef(upDirection, normal, axisZ);
  21240. BABYLON.Vector3.CrossToRef(normal, axisZ, axisX);
  21241. if (this.rotationQuaternion) {
  21242. BABYLON.Quaternion.RotationQuaternionFromAxisToRef(axisX, normal, axisZ, this.rotationQuaternion);
  21243. }
  21244. else {
  21245. BABYLON.Vector3.RotationFromAxisToRef(axisX, normal, axisZ, this.rotation);
  21246. }
  21247. return this;
  21248. };
  21249. /** @hidden */
  21250. AbstractMesh.prototype._checkOcclusionQuery = function () {
  21251. var engine = this.getEngine();
  21252. if (engine.webGLVersion < 2 || this.occlusionType === AbstractMesh.OCCLUSION_TYPE_NONE) {
  21253. this._isOccluded = false;
  21254. return;
  21255. }
  21256. if (this.isOcclusionQueryInProgress && this._occlusionQuery) {
  21257. var isOcclusionQueryAvailable = engine.isQueryResultAvailable(this._occlusionQuery);
  21258. if (isOcclusionQueryAvailable) {
  21259. var occlusionQueryResult = engine.getQueryResult(this._occlusionQuery);
  21260. this._isOcclusionQueryInProgress = false;
  21261. this._occlusionInternalRetryCounter = 0;
  21262. this._isOccluded = occlusionQueryResult === 1 ? false : true;
  21263. }
  21264. else {
  21265. this._occlusionInternalRetryCounter++;
  21266. if (this.occlusionRetryCount !== -1 && this._occlusionInternalRetryCounter > this.occlusionRetryCount) {
  21267. this._isOcclusionQueryInProgress = false;
  21268. this._occlusionInternalRetryCounter = 0;
  21269. // if optimistic set isOccluded to false regardless of the status of isOccluded. (Render in the current render loop)
  21270. // if strict continue the last state of the object.
  21271. this._isOccluded = this.occlusionType === AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC ? false : this._isOccluded;
  21272. }
  21273. else {
  21274. return;
  21275. }
  21276. }
  21277. }
  21278. var scene = this.getScene();
  21279. var occlusionBoundingBoxRenderer = scene.getBoundingBoxRenderer();
  21280. if (!this._occlusionQuery) {
  21281. this._occlusionQuery = engine.createQuery();
  21282. }
  21283. engine.beginOcclusionQuery(this.occlusionQueryAlgorithmType, this._occlusionQuery);
  21284. occlusionBoundingBoxRenderer.renderOcclusionBoundingBox(this);
  21285. engine.endOcclusionQuery(this.occlusionQueryAlgorithmType);
  21286. this._isOcclusionQueryInProgress = true;
  21287. };
  21288. /** No occlusion */
  21289. AbstractMesh.OCCLUSION_TYPE_NONE = 0;
  21290. /** Occlusion set to optimisitic */
  21291. AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC = 1;
  21292. /** Occlusion set to strict */
  21293. AbstractMesh.OCCLUSION_TYPE_STRICT = 2;
  21294. /** Use an accurante occlusion algorithm */
  21295. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE = 0;
  21296. /** Use a conservative occlusion algorithm */
  21297. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE = 1;
  21298. return AbstractMesh;
  21299. }(BABYLON.TransformNode));
  21300. BABYLON.AbstractMesh = AbstractMesh;
  21301. })(BABYLON || (BABYLON = {}));
  21302. //# sourceMappingURL=babylon.abstractMesh.js.map
  21303. var BABYLON;
  21304. (function (BABYLON) {
  21305. /**
  21306. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  21307. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  21308. * 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.
  21309. */
  21310. var Light = /** @class */ (function (_super) {
  21311. __extends(Light, _super);
  21312. /**
  21313. * Creates a Light object in the scene.
  21314. * Documentation : http://doc.babylonjs.com/tutorials/lights
  21315. * @param name The firendly name of the light
  21316. * @param scene The scene the light belongs too
  21317. */
  21318. function Light(name, scene) {
  21319. var _this = _super.call(this, name, scene) || this;
  21320. /**
  21321. * Diffuse gives the basic color to an object.
  21322. */
  21323. _this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
  21324. /**
  21325. * Specular produces a highlight color on an object.
  21326. * Note: This is note affecting PBR materials.
  21327. */
  21328. _this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
  21329. /**
  21330. * Strength of the light.
  21331. * Note: By default it is define in the framework own unit.
  21332. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  21333. */
  21334. _this.intensity = 1.0;
  21335. /**
  21336. * Defines how far from the source the light is impacting in scene units.
  21337. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  21338. */
  21339. _this.range = Number.MAX_VALUE;
  21340. /**
  21341. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  21342. * of light.
  21343. */
  21344. _this._photometricScale = 1.0;
  21345. _this._intensityMode = Light.INTENSITYMODE_AUTOMATIC;
  21346. _this._radius = 0.00001;
  21347. /**
  21348. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  21349. * exceeding the number allowed of the materials.
  21350. */
  21351. _this.renderPriority = 0;
  21352. /**
  21353. * Defines wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  21354. * the current shadow generator.
  21355. */
  21356. _this.shadowEnabled = true;
  21357. _this._excludeWithLayerMask = 0;
  21358. _this._includeOnlyWithLayerMask = 0;
  21359. _this._lightmapMode = 0;
  21360. /**
  21361. * @hidden Internal use only.
  21362. */
  21363. _this._excludedMeshesIds = new Array();
  21364. /**
  21365. * @hidden Internal use only.
  21366. */
  21367. _this._includedOnlyMeshesIds = new Array();
  21368. _this.getScene().addLight(_this);
  21369. _this._uniformBuffer = new BABYLON.UniformBuffer(_this.getScene().getEngine());
  21370. _this._buildUniformLayout();
  21371. _this.includedOnlyMeshes = new Array();
  21372. _this.excludedMeshes = new Array();
  21373. _this._resyncMeshes();
  21374. return _this;
  21375. }
  21376. Object.defineProperty(Light, "LIGHTMAP_DEFAULT", {
  21377. /**
  21378. * If every light affecting the material is in this lightmapMode,
  21379. * material.lightmapTexture adds or multiplies
  21380. * (depends on material.useLightmapAsShadowmap)
  21381. * after every other light calculations.
  21382. */
  21383. get: function () {
  21384. return Light._LIGHTMAP_DEFAULT;
  21385. },
  21386. enumerable: true,
  21387. configurable: true
  21388. });
  21389. Object.defineProperty(Light, "LIGHTMAP_SPECULAR", {
  21390. /**
  21391. * material.lightmapTexture as only diffuse lighting from this light
  21392. * adds only specular lighting from this light
  21393. * adds dynamic shadows
  21394. */
  21395. get: function () {
  21396. return Light._LIGHTMAP_SPECULAR;
  21397. },
  21398. enumerable: true,
  21399. configurable: true
  21400. });
  21401. Object.defineProperty(Light, "LIGHTMAP_SHADOWSONLY", {
  21402. /**
  21403. * material.lightmapTexture as only lighting
  21404. * no light calculation from this light
  21405. * only adds dynamic shadows from this light
  21406. */
  21407. get: function () {
  21408. return Light._LIGHTMAP_SHADOWSONLY;
  21409. },
  21410. enumerable: true,
  21411. configurable: true
  21412. });
  21413. Object.defineProperty(Light, "INTENSITYMODE_AUTOMATIC", {
  21414. /**
  21415. * Each light type uses the default quantity according to its type:
  21416. * point/spot lights use luminous intensity
  21417. * directional lights use illuminance
  21418. */
  21419. get: function () {
  21420. return Light._INTENSITYMODE_AUTOMATIC;
  21421. },
  21422. enumerable: true,
  21423. configurable: true
  21424. });
  21425. Object.defineProperty(Light, "INTENSITYMODE_LUMINOUSPOWER", {
  21426. /**
  21427. * lumen (lm)
  21428. */
  21429. get: function () {
  21430. return Light._INTENSITYMODE_LUMINOUSPOWER;
  21431. },
  21432. enumerable: true,
  21433. configurable: true
  21434. });
  21435. Object.defineProperty(Light, "INTENSITYMODE_LUMINOUSINTENSITY", {
  21436. /**
  21437. * candela (lm/sr)
  21438. */
  21439. get: function () {
  21440. return Light._INTENSITYMODE_LUMINOUSINTENSITY;
  21441. },
  21442. enumerable: true,
  21443. configurable: true
  21444. });
  21445. Object.defineProperty(Light, "INTENSITYMODE_ILLUMINANCE", {
  21446. /**
  21447. * lux (lm/m^2)
  21448. */
  21449. get: function () {
  21450. return Light._INTENSITYMODE_ILLUMINANCE;
  21451. },
  21452. enumerable: true,
  21453. configurable: true
  21454. });
  21455. Object.defineProperty(Light, "INTENSITYMODE_LUMINANCE", {
  21456. /**
  21457. * nit (cd/m^2)
  21458. */
  21459. get: function () {
  21460. return Light._INTENSITYMODE_LUMINANCE;
  21461. },
  21462. enumerable: true,
  21463. configurable: true
  21464. });
  21465. Object.defineProperty(Light, "LIGHTTYPEID_POINTLIGHT", {
  21466. /**
  21467. * Light type const id of the point light.
  21468. */
  21469. get: function () {
  21470. return Light._LIGHTTYPEID_POINTLIGHT;
  21471. },
  21472. enumerable: true,
  21473. configurable: true
  21474. });
  21475. Object.defineProperty(Light, "LIGHTTYPEID_DIRECTIONALLIGHT", {
  21476. /**
  21477. * Light type const id of the directional light.
  21478. */
  21479. get: function () {
  21480. return Light._LIGHTTYPEID_DIRECTIONALLIGHT;
  21481. },
  21482. enumerable: true,
  21483. configurable: true
  21484. });
  21485. Object.defineProperty(Light, "LIGHTTYPEID_SPOTLIGHT", {
  21486. /**
  21487. * Light type const id of the spot light.
  21488. */
  21489. get: function () {
  21490. return Light._LIGHTTYPEID_SPOTLIGHT;
  21491. },
  21492. enumerable: true,
  21493. configurable: true
  21494. });
  21495. Object.defineProperty(Light, "LIGHTTYPEID_HEMISPHERICLIGHT", {
  21496. /**
  21497. * Light type const id of the hemispheric light.
  21498. */
  21499. get: function () {
  21500. return Light._LIGHTTYPEID_HEMISPHERICLIGHT;
  21501. },
  21502. enumerable: true,
  21503. configurable: true
  21504. });
  21505. Object.defineProperty(Light.prototype, "intensityMode", {
  21506. /**
  21507. * Gets the photometric scale used to interpret the intensity.
  21508. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  21509. */
  21510. get: function () {
  21511. return this._intensityMode;
  21512. },
  21513. /**
  21514. * Sets the photometric scale used to interpret the intensity.
  21515. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  21516. */
  21517. set: function (value) {
  21518. this._intensityMode = value;
  21519. this._computePhotometricScale();
  21520. },
  21521. enumerable: true,
  21522. configurable: true
  21523. });
  21524. ;
  21525. ;
  21526. Object.defineProperty(Light.prototype, "radius", {
  21527. /**
  21528. * Gets the light radius used by PBR Materials to simulate soft area lights.
  21529. */
  21530. get: function () {
  21531. return this._radius;
  21532. },
  21533. /**
  21534. * sets the light radius used by PBR Materials to simulate soft area lights.
  21535. */
  21536. set: function (value) {
  21537. this._radius = value;
  21538. this._computePhotometricScale();
  21539. },
  21540. enumerable: true,
  21541. configurable: true
  21542. });
  21543. ;
  21544. ;
  21545. Object.defineProperty(Light.prototype, "includedOnlyMeshes", {
  21546. /**
  21547. * Gets the only meshes impacted by this light.
  21548. */
  21549. get: function () {
  21550. return this._includedOnlyMeshes;
  21551. },
  21552. /**
  21553. * Sets the only meshes impacted by this light.
  21554. */
  21555. set: function (value) {
  21556. this._includedOnlyMeshes = value;
  21557. this._hookArrayForIncludedOnly(value);
  21558. },
  21559. enumerable: true,
  21560. configurable: true
  21561. });
  21562. Object.defineProperty(Light.prototype, "excludedMeshes", {
  21563. /**
  21564. * Gets the meshes not impacted by this light.
  21565. */
  21566. get: function () {
  21567. return this._excludedMeshes;
  21568. },
  21569. /**
  21570. * Sets the meshes not impacted by this light.
  21571. */
  21572. set: function (value) {
  21573. this._excludedMeshes = value;
  21574. this._hookArrayForExcluded(value);
  21575. },
  21576. enumerable: true,
  21577. configurable: true
  21578. });
  21579. Object.defineProperty(Light.prototype, "excludeWithLayerMask", {
  21580. /**
  21581. * Gets the layer id use to find what meshes are not impacted by the light.
  21582. * Inactive if 0
  21583. */
  21584. get: function () {
  21585. return this._excludeWithLayerMask;
  21586. },
  21587. /**
  21588. * Sets the layer id use to find what meshes are not impacted by the light.
  21589. * Inactive if 0
  21590. */
  21591. set: function (value) {
  21592. this._excludeWithLayerMask = value;
  21593. this._resyncMeshes();
  21594. },
  21595. enumerable: true,
  21596. configurable: true
  21597. });
  21598. Object.defineProperty(Light.prototype, "includeOnlyWithLayerMask", {
  21599. /**
  21600. * Gets the layer id use to find what meshes are impacted by the light.
  21601. * Inactive if 0
  21602. */
  21603. get: function () {
  21604. return this._includeOnlyWithLayerMask;
  21605. },
  21606. /**
  21607. * Sets the layer id use to find what meshes are impacted by the light.
  21608. * Inactive if 0
  21609. */
  21610. set: function (value) {
  21611. this._includeOnlyWithLayerMask = value;
  21612. this._resyncMeshes();
  21613. },
  21614. enumerable: true,
  21615. configurable: true
  21616. });
  21617. Object.defineProperty(Light.prototype, "lightmapMode", {
  21618. /**
  21619. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  21620. */
  21621. get: function () {
  21622. return this._lightmapMode;
  21623. },
  21624. /**
  21625. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  21626. */
  21627. set: function (value) {
  21628. if (this._lightmapMode === value) {
  21629. return;
  21630. }
  21631. this._lightmapMode = value;
  21632. this._markMeshesAsLightDirty();
  21633. },
  21634. enumerable: true,
  21635. configurable: true
  21636. });
  21637. /**
  21638. * Returns the string "Light".
  21639. * @returns the class name
  21640. */
  21641. Light.prototype.getClassName = function () {
  21642. return "Light";
  21643. };
  21644. /**
  21645. * Converts the light information to a readable string for debug purpose.
  21646. * @param fullDetails Supports for multiple levels of logging within scene loading
  21647. * @returns the human readable light info
  21648. */
  21649. Light.prototype.toString = function (fullDetails) {
  21650. var ret = "Name: " + this.name;
  21651. ret += ", type: " + (["Point", "Directional", "Spot", "Hemispheric"])[this.getTypeID()];
  21652. if (this.animations) {
  21653. for (var i = 0; i < this.animations.length; i++) {
  21654. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  21655. }
  21656. }
  21657. if (fullDetails) {
  21658. }
  21659. return ret;
  21660. };
  21661. /**
  21662. * Set the enabled state of this node.
  21663. * @param value - the new enabled state
  21664. */
  21665. Light.prototype.setEnabled = function (value) {
  21666. _super.prototype.setEnabled.call(this, value);
  21667. this._resyncMeshes();
  21668. };
  21669. /**
  21670. * Returns the Light associated shadow generator if any.
  21671. * @return the associated shadow generator.
  21672. */
  21673. Light.prototype.getShadowGenerator = function () {
  21674. return this._shadowGenerator;
  21675. };
  21676. /**
  21677. * Returns a Vector3, the absolute light position in the World.
  21678. * @returns the world space position of the light
  21679. */
  21680. Light.prototype.getAbsolutePosition = function () {
  21681. return BABYLON.Vector3.Zero();
  21682. };
  21683. /**
  21684. * Specifies if the light will affect the passed mesh.
  21685. * @param mesh The mesh to test against the light
  21686. * @return true the mesh is affected otherwise, false.
  21687. */
  21688. Light.prototype.canAffectMesh = function (mesh) {
  21689. if (!mesh) {
  21690. return true;
  21691. }
  21692. if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
  21693. return false;
  21694. }
  21695. if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  21696. return false;
  21697. }
  21698. if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {
  21699. return false;
  21700. }
  21701. if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {
  21702. return false;
  21703. }
  21704. return true;
  21705. };
  21706. /**
  21707. * Computes and Returns the light World matrix.
  21708. * @returns the world matrix
  21709. */
  21710. Light.prototype.getWorldMatrix = function () {
  21711. this._currentRenderId = this.getScene().getRenderId();
  21712. this._childRenderId = this._currentRenderId;
  21713. var worldMatrix = this._getWorldMatrix();
  21714. if (this.parent && this.parent.getWorldMatrix) {
  21715. if (!this._parentedWorldMatrix) {
  21716. this._parentedWorldMatrix = BABYLON.Matrix.Identity();
  21717. }
  21718. worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._parentedWorldMatrix);
  21719. this._markSyncedWithParent();
  21720. return this._parentedWorldMatrix;
  21721. }
  21722. return worldMatrix;
  21723. };
  21724. /**
  21725. * Sort function to order lights for rendering.
  21726. * @param a First Light object to compare to second.
  21727. * @param b Second Light object to compare first.
  21728. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  21729. */
  21730. Light.CompareLightsPriority = function (a, b) {
  21731. //shadow-casting lights have priority over non-shadow-casting lights
  21732. //the renderPrioirty is a secondary sort criterion
  21733. if (a.shadowEnabled !== b.shadowEnabled) {
  21734. return (b.shadowEnabled ? 1 : 0) - (a.shadowEnabled ? 1 : 0);
  21735. }
  21736. return b.renderPriority - a.renderPriority;
  21737. };
  21738. /**
  21739. * Releases resources associated with this node.
  21740. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  21741. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  21742. */
  21743. Light.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  21744. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  21745. if (this._shadowGenerator) {
  21746. this._shadowGenerator.dispose();
  21747. this._shadowGenerator = null;
  21748. }
  21749. // Animations
  21750. this.getScene().stopAnimation(this);
  21751. // Remove from meshes
  21752. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  21753. var mesh = _a[_i];
  21754. mesh._removeLightSource(this);
  21755. }
  21756. this._uniformBuffer.dispose();
  21757. // Remove from scene
  21758. this.getScene().removeLight(this);
  21759. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  21760. };
  21761. /**
  21762. * Returns the light type ID (integer).
  21763. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  21764. */
  21765. Light.prototype.getTypeID = function () {
  21766. return 0;
  21767. };
  21768. /**
  21769. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  21770. * @returns the scaled intensity in intensity mode unit
  21771. */
  21772. Light.prototype.getScaledIntensity = function () {
  21773. return this._photometricScale * this.intensity;
  21774. };
  21775. /**
  21776. * Returns a new Light object, named "name", from the current one.
  21777. * @param name The name of the cloned light
  21778. * @returns the new created light
  21779. */
  21780. Light.prototype.clone = function (name) {
  21781. var constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());
  21782. if (!constructor) {
  21783. return null;
  21784. }
  21785. return BABYLON.SerializationHelper.Clone(constructor, this);
  21786. };
  21787. /**
  21788. * Serializes the current light into a Serialization object.
  21789. * @returns the serialized object.
  21790. */
  21791. Light.prototype.serialize = function () {
  21792. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  21793. // Type
  21794. serializationObject.type = this.getTypeID();
  21795. // Parent
  21796. if (this.parent) {
  21797. serializationObject.parentId = this.parent.id;
  21798. }
  21799. // Inclusion / exclusions
  21800. if (this.excludedMeshes.length > 0) {
  21801. serializationObject.excludedMeshesIds = [];
  21802. this.excludedMeshes.forEach(function (mesh) {
  21803. serializationObject.excludedMeshesIds.push(mesh.id);
  21804. });
  21805. }
  21806. if (this.includedOnlyMeshes.length > 0) {
  21807. serializationObject.includedOnlyMeshesIds = [];
  21808. this.includedOnlyMeshes.forEach(function (mesh) {
  21809. serializationObject.includedOnlyMeshesIds.push(mesh.id);
  21810. });
  21811. }
  21812. // Animations
  21813. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  21814. serializationObject.ranges = this.serializeAnimationRanges();
  21815. return serializationObject;
  21816. };
  21817. /**
  21818. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  21819. * This new light is named "name" and added to the passed scene.
  21820. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  21821. * @param name The friendly name of the light
  21822. * @param scene The scene the new light will belong to
  21823. * @returns the constructor function
  21824. */
  21825. Light.GetConstructorFromName = function (type, name, scene) {
  21826. switch (type) {
  21827. case 0:
  21828. return function () { return new BABYLON.PointLight(name, BABYLON.Vector3.Zero(), scene); };
  21829. case 1:
  21830. return function () { return new BABYLON.DirectionalLight(name, BABYLON.Vector3.Zero(), scene); };
  21831. case 2:
  21832. return function () { return new BABYLON.SpotLight(name, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, scene); };
  21833. case 3:
  21834. return function () { return new BABYLON.HemisphericLight(name, BABYLON.Vector3.Zero(), scene); };
  21835. }
  21836. return null;
  21837. };
  21838. /**
  21839. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  21840. * @param parsedLight The JSON representation of the light
  21841. * @param scene The scene to create the parsed light in
  21842. * @returns the created light after parsing
  21843. */
  21844. Light.Parse = function (parsedLight, scene) {
  21845. var constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);
  21846. if (!constructor) {
  21847. return null;
  21848. }
  21849. var light = BABYLON.SerializationHelper.Parse(constructor, parsedLight, scene);
  21850. // Inclusion / exclusions
  21851. if (parsedLight.excludedMeshesIds) {
  21852. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  21853. }
  21854. if (parsedLight.includedOnlyMeshesIds) {
  21855. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  21856. }
  21857. // Parent
  21858. if (parsedLight.parentId) {
  21859. light._waitingParentId = parsedLight.parentId;
  21860. }
  21861. // Animations
  21862. if (parsedLight.animations) {
  21863. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  21864. var parsedAnimation = parsedLight.animations[animationIndex];
  21865. light.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  21866. }
  21867. BABYLON.Node.ParseAnimationRanges(light, parsedLight, scene);
  21868. }
  21869. if (parsedLight.autoAnimate) {
  21870. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);
  21871. }
  21872. return light;
  21873. };
  21874. Light.prototype._hookArrayForExcluded = function (array) {
  21875. var _this = this;
  21876. var oldPush = array.push;
  21877. array.push = function () {
  21878. var items = [];
  21879. for (var _i = 0; _i < arguments.length; _i++) {
  21880. items[_i] = arguments[_i];
  21881. }
  21882. var result = oldPush.apply(array, items);
  21883. for (var _a = 0, items_1 = items; _a < items_1.length; _a++) {
  21884. var item = items_1[_a];
  21885. item._resyncLighSource(_this);
  21886. }
  21887. return result;
  21888. };
  21889. var oldSplice = array.splice;
  21890. array.splice = function (index, deleteCount) {
  21891. var deleted = oldSplice.apply(array, [index, deleteCount]);
  21892. for (var _i = 0, deleted_1 = deleted; _i < deleted_1.length; _i++) {
  21893. var item = deleted_1[_i];
  21894. item._resyncLighSource(_this);
  21895. }
  21896. return deleted;
  21897. };
  21898. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  21899. var item = array_1[_i];
  21900. item._resyncLighSource(this);
  21901. }
  21902. };
  21903. Light.prototype._hookArrayForIncludedOnly = function (array) {
  21904. var _this = this;
  21905. var oldPush = array.push;
  21906. array.push = function () {
  21907. var items = [];
  21908. for (var _i = 0; _i < arguments.length; _i++) {
  21909. items[_i] = arguments[_i];
  21910. }
  21911. var result = oldPush.apply(array, items);
  21912. _this._resyncMeshes();
  21913. return result;
  21914. };
  21915. var oldSplice = array.splice;
  21916. array.splice = function (index, deleteCount) {
  21917. var deleted = oldSplice.apply(array, [index, deleteCount]);
  21918. _this._resyncMeshes();
  21919. return deleted;
  21920. };
  21921. this._resyncMeshes();
  21922. };
  21923. Light.prototype._resyncMeshes = function () {
  21924. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  21925. var mesh = _a[_i];
  21926. mesh._resyncLighSource(this);
  21927. }
  21928. };
  21929. /**
  21930. * Forces the meshes to update their light related information in their rendering used effects
  21931. * @hidden Internal Use Only
  21932. */
  21933. Light.prototype._markMeshesAsLightDirty = function () {
  21934. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  21935. var mesh = _a[_i];
  21936. if (mesh._lightSources.indexOf(this) !== -1) {
  21937. mesh._markSubMeshesAsLightDirty();
  21938. }
  21939. }
  21940. };
  21941. /**
  21942. * Recomputes the cached photometric scale if needed.
  21943. */
  21944. Light.prototype._computePhotometricScale = function () {
  21945. this._photometricScale = this._getPhotometricScale();
  21946. this.getScene().resetCachedMaterial();
  21947. };
  21948. /**
  21949. * Returns the Photometric Scale according to the light type and intensity mode.
  21950. */
  21951. Light.prototype._getPhotometricScale = function () {
  21952. var photometricScale = 0.0;
  21953. var lightTypeID = this.getTypeID();
  21954. //get photometric mode
  21955. var photometricMode = this.intensityMode;
  21956. if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {
  21957. if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  21958. photometricMode = Light.INTENSITYMODE_ILLUMINANCE;
  21959. }
  21960. else {
  21961. photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;
  21962. }
  21963. }
  21964. //compute photometric scale
  21965. switch (lightTypeID) {
  21966. case Light.LIGHTTYPEID_POINTLIGHT:
  21967. case Light.LIGHTTYPEID_SPOTLIGHT:
  21968. switch (photometricMode) {
  21969. case Light.INTENSITYMODE_LUMINOUSPOWER:
  21970. photometricScale = 1.0 / (4.0 * Math.PI);
  21971. break;
  21972. case Light.INTENSITYMODE_LUMINOUSINTENSITY:
  21973. photometricScale = 1.0;
  21974. break;
  21975. case Light.INTENSITYMODE_LUMINANCE:
  21976. photometricScale = this.radius * this.radius;
  21977. break;
  21978. }
  21979. break;
  21980. case Light.LIGHTTYPEID_DIRECTIONALLIGHT:
  21981. switch (photometricMode) {
  21982. case Light.INTENSITYMODE_ILLUMINANCE:
  21983. photometricScale = 1.0;
  21984. break;
  21985. case Light.INTENSITYMODE_LUMINANCE:
  21986. // When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.
  21987. // For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).
  21988. var apexAngleRadians = this.radius;
  21989. // Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).
  21990. apexAngleRadians = Math.max(apexAngleRadians, 0.001);
  21991. var solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));
  21992. photometricScale = solidAngle;
  21993. break;
  21994. }
  21995. break;
  21996. case Light.LIGHTTYPEID_HEMISPHERICLIGHT:
  21997. // No fall off in hemisperic light.
  21998. photometricScale = 1.0;
  21999. break;
  22000. }
  22001. return photometricScale;
  22002. };
  22003. /**
  22004. * Reorder the light in the scene according to their defined priority.
  22005. * @hidden Internal Use Only
  22006. */
  22007. Light.prototype._reorderLightsInScene = function () {
  22008. var scene = this.getScene();
  22009. if (this._renderPriority != 0) {
  22010. scene.requireLightSorting = true;
  22011. }
  22012. this.getScene().sortLightsByPriority();
  22013. };
  22014. //lightmapMode Consts
  22015. Light._LIGHTMAP_DEFAULT = 0;
  22016. Light._LIGHTMAP_SPECULAR = 1;
  22017. Light._LIGHTMAP_SHADOWSONLY = 2;
  22018. // Intensity Mode Consts
  22019. Light._INTENSITYMODE_AUTOMATIC = 0;
  22020. Light._INTENSITYMODE_LUMINOUSPOWER = 1;
  22021. Light._INTENSITYMODE_LUMINOUSINTENSITY = 2;
  22022. Light._INTENSITYMODE_ILLUMINANCE = 3;
  22023. Light._INTENSITYMODE_LUMINANCE = 4;
  22024. // Light types ids const.
  22025. Light._LIGHTTYPEID_POINTLIGHT = 0;
  22026. Light._LIGHTTYPEID_DIRECTIONALLIGHT = 1;
  22027. Light._LIGHTTYPEID_SPOTLIGHT = 2;
  22028. Light._LIGHTTYPEID_HEMISPHERICLIGHT = 3;
  22029. __decorate([
  22030. BABYLON.serializeAsColor3()
  22031. ], Light.prototype, "diffuse", void 0);
  22032. __decorate([
  22033. BABYLON.serializeAsColor3()
  22034. ], Light.prototype, "specular", void 0);
  22035. __decorate([
  22036. BABYLON.serialize()
  22037. ], Light.prototype, "intensity", void 0);
  22038. __decorate([
  22039. BABYLON.serialize()
  22040. ], Light.prototype, "range", void 0);
  22041. __decorate([
  22042. BABYLON.serialize()
  22043. ], Light.prototype, "intensityMode", null);
  22044. __decorate([
  22045. BABYLON.serialize()
  22046. ], Light.prototype, "radius", null);
  22047. __decorate([
  22048. BABYLON.serialize()
  22049. ], Light.prototype, "_renderPriority", void 0);
  22050. __decorate([
  22051. BABYLON.expandToProperty("_reorderLightsInScene")
  22052. ], Light.prototype, "renderPriority", void 0);
  22053. __decorate([
  22054. BABYLON.serialize()
  22055. ], Light.prototype, "shadowEnabled", void 0);
  22056. __decorate([
  22057. BABYLON.serialize("excludeWithLayerMask")
  22058. ], Light.prototype, "_excludeWithLayerMask", void 0);
  22059. __decorate([
  22060. BABYLON.serialize("includeOnlyWithLayerMask")
  22061. ], Light.prototype, "_includeOnlyWithLayerMask", void 0);
  22062. __decorate([
  22063. BABYLON.serialize("lightmapMode")
  22064. ], Light.prototype, "_lightmapMode", void 0);
  22065. return Light;
  22066. }(BABYLON.Node));
  22067. BABYLON.Light = Light;
  22068. })(BABYLON || (BABYLON = {}));
  22069. //# sourceMappingURL=babylon.light.js.map
  22070. var BABYLON;
  22071. (function (BABYLON) {
  22072. var Camera = /** @class */ (function (_super) {
  22073. __extends(Camera, _super);
  22074. function Camera(name, position, scene, setActiveOnSceneIfNoneActive) {
  22075. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  22076. var _this = _super.call(this, name, scene) || this;
  22077. /**
  22078. * The vector the camera should consider as up.
  22079. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  22080. */
  22081. _this.upVector = BABYLON.Vector3.Up();
  22082. _this.orthoLeft = null;
  22083. _this.orthoRight = null;
  22084. _this.orthoBottom = null;
  22085. _this.orthoTop = null;
  22086. /**
  22087. * FOV is set in Radians. (default is 0.8)
  22088. */
  22089. _this.fov = 0.8;
  22090. _this.minZ = 1;
  22091. _this.maxZ = 10000.0;
  22092. _this.inertia = 0.9;
  22093. _this.mode = Camera.PERSPECTIVE_CAMERA;
  22094. _this.isIntermediate = false;
  22095. _this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
  22096. /**
  22097. * Restricts the camera to viewing objects with the same layerMask.
  22098. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  22099. */
  22100. _this.layerMask = 0x0FFFFFFF;
  22101. /**
  22102. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  22103. */
  22104. _this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;
  22105. // Camera rig members
  22106. _this.cameraRigMode = Camera.RIG_MODE_NONE;
  22107. _this._rigCameras = new Array();
  22108. _this._webvrViewMatrix = BABYLON.Matrix.Identity();
  22109. _this._skipRendering = false;
  22110. _this.customRenderTargets = new Array();
  22111. // Observables
  22112. _this.onViewMatrixChangedObservable = new BABYLON.Observable();
  22113. _this.onProjectionMatrixChangedObservable = new BABYLON.Observable();
  22114. _this.onAfterCheckInputsObservable = new BABYLON.Observable();
  22115. _this.onRestoreStateObservable = new BABYLON.Observable();
  22116. // Cache
  22117. _this._computedViewMatrix = BABYLON.Matrix.Identity();
  22118. _this._projectionMatrix = new BABYLON.Matrix();
  22119. _this._doNotComputeProjectionMatrix = false;
  22120. _this._worldMatrix = BABYLON.Matrix.Identity();
  22121. _this._postProcesses = new Array();
  22122. _this._transformMatrix = BABYLON.Matrix.Zero();
  22123. _this._activeMeshes = new BABYLON.SmartArray(256);
  22124. _this._globalPosition = BABYLON.Vector3.Zero();
  22125. _this._refreshFrustumPlanes = true;
  22126. _this.getScene().addCamera(_this);
  22127. if (setActiveOnSceneIfNoneActive && !_this.getScene().activeCamera) {
  22128. _this.getScene().activeCamera = _this;
  22129. }
  22130. _this.position = position;
  22131. return _this;
  22132. }
  22133. Object.defineProperty(Camera, "PERSPECTIVE_CAMERA", {
  22134. get: function () {
  22135. return Camera._PERSPECTIVE_CAMERA;
  22136. },
  22137. enumerable: true,
  22138. configurable: true
  22139. });
  22140. Object.defineProperty(Camera, "ORTHOGRAPHIC_CAMERA", {
  22141. get: function () {
  22142. return Camera._ORTHOGRAPHIC_CAMERA;
  22143. },
  22144. enumerable: true,
  22145. configurable: true
  22146. });
  22147. Object.defineProperty(Camera, "FOVMODE_VERTICAL_FIXED", {
  22148. /**
  22149. * This is the default FOV mode for perspective cameras.
  22150. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  22151. *
  22152. */
  22153. get: function () {
  22154. return Camera._FOVMODE_VERTICAL_FIXED;
  22155. },
  22156. enumerable: true,
  22157. configurable: true
  22158. });
  22159. Object.defineProperty(Camera, "FOVMODE_HORIZONTAL_FIXED", {
  22160. /**
  22161. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  22162. *
  22163. */
  22164. get: function () {
  22165. return Camera._FOVMODE_HORIZONTAL_FIXED;
  22166. },
  22167. enumerable: true,
  22168. configurable: true
  22169. });
  22170. Object.defineProperty(Camera, "RIG_MODE_NONE", {
  22171. get: function () {
  22172. return Camera._RIG_MODE_NONE;
  22173. },
  22174. enumerable: true,
  22175. configurable: true
  22176. });
  22177. Object.defineProperty(Camera, "RIG_MODE_STEREOSCOPIC_ANAGLYPH", {
  22178. get: function () {
  22179. return Camera._RIG_MODE_STEREOSCOPIC_ANAGLYPH;
  22180. },
  22181. enumerable: true,
  22182. configurable: true
  22183. });
  22184. Object.defineProperty(Camera, "RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL", {
  22185. get: function () {
  22186. return Camera._RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL;
  22187. },
  22188. enumerable: true,
  22189. configurable: true
  22190. });
  22191. Object.defineProperty(Camera, "RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED", {
  22192. get: function () {
  22193. return Camera._RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED;
  22194. },
  22195. enumerable: true,
  22196. configurable: true
  22197. });
  22198. Object.defineProperty(Camera, "RIG_MODE_STEREOSCOPIC_OVERUNDER", {
  22199. get: function () {
  22200. return Camera._RIG_MODE_STEREOSCOPIC_OVERUNDER;
  22201. },
  22202. enumerable: true,
  22203. configurable: true
  22204. });
  22205. Object.defineProperty(Camera, "RIG_MODE_VR", {
  22206. get: function () {
  22207. return Camera._RIG_MODE_VR;
  22208. },
  22209. enumerable: true,
  22210. configurable: true
  22211. });
  22212. Object.defineProperty(Camera, "RIG_MODE_WEBVR", {
  22213. get: function () {
  22214. return Camera._RIG_MODE_WEBVR;
  22215. },
  22216. enumerable: true,
  22217. configurable: true
  22218. });
  22219. /**
  22220. * Store current camera state (fov, position, etc..)
  22221. */
  22222. Camera.prototype.storeState = function () {
  22223. this._stateStored = true;
  22224. this._storedFov = this.fov;
  22225. return this;
  22226. };
  22227. /**
  22228. * Restores the camera state values if it has been stored. You must call storeState() first
  22229. */
  22230. Camera.prototype._restoreStateValues = function () {
  22231. if (!this._stateStored) {
  22232. return false;
  22233. }
  22234. this.fov = this._storedFov;
  22235. return true;
  22236. };
  22237. /**
  22238. * Restored camera state. You must call storeState() first
  22239. */
  22240. Camera.prototype.restoreState = function () {
  22241. if (this._restoreStateValues()) {
  22242. this.onRestoreStateObservable.notifyObservers(this);
  22243. return true;
  22244. }
  22245. return false;
  22246. };
  22247. Camera.prototype.getClassName = function () {
  22248. return "Camera";
  22249. };
  22250. /**
  22251. * @param {boolean} fullDetails - support for multiple levels of logging within scene loading
  22252. */
  22253. Camera.prototype.toString = function (fullDetails) {
  22254. var ret = "Name: " + this.name;
  22255. ret += ", type: " + this.getClassName();
  22256. if (this.animations) {
  22257. for (var i = 0; i < this.animations.length; i++) {
  22258. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  22259. }
  22260. }
  22261. if (fullDetails) {
  22262. }
  22263. return ret;
  22264. };
  22265. Object.defineProperty(Camera.prototype, "globalPosition", {
  22266. get: function () {
  22267. return this._globalPosition;
  22268. },
  22269. enumerable: true,
  22270. configurable: true
  22271. });
  22272. Camera.prototype.getActiveMeshes = function () {
  22273. return this._activeMeshes;
  22274. };
  22275. Camera.prototype.isActiveMesh = function (mesh) {
  22276. return (this._activeMeshes.indexOf(mesh) !== -1);
  22277. };
  22278. /**
  22279. * Is this camera ready to be used/rendered
  22280. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  22281. * @return true if the camera is ready
  22282. */
  22283. Camera.prototype.isReady = function (completeCheck) {
  22284. if (completeCheck === void 0) { completeCheck = false; }
  22285. if (completeCheck) {
  22286. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  22287. var pp = _a[_i];
  22288. if (pp && !pp.isReady()) {
  22289. return false;
  22290. }
  22291. }
  22292. }
  22293. return _super.prototype.isReady.call(this, completeCheck);
  22294. };
  22295. //Cache
  22296. Camera.prototype._initCache = function () {
  22297. _super.prototype._initCache.call(this);
  22298. this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  22299. this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  22300. this._cache.mode = undefined;
  22301. this._cache.minZ = undefined;
  22302. this._cache.maxZ = undefined;
  22303. this._cache.fov = undefined;
  22304. this._cache.fovMode = undefined;
  22305. this._cache.aspectRatio = undefined;
  22306. this._cache.orthoLeft = undefined;
  22307. this._cache.orthoRight = undefined;
  22308. this._cache.orthoBottom = undefined;
  22309. this._cache.orthoTop = undefined;
  22310. this._cache.renderWidth = undefined;
  22311. this._cache.renderHeight = undefined;
  22312. };
  22313. Camera.prototype._updateCache = function (ignoreParentClass) {
  22314. if (!ignoreParentClass) {
  22315. _super.prototype._updateCache.call(this);
  22316. }
  22317. this._cache.position.copyFrom(this.position);
  22318. this._cache.upVector.copyFrom(this.upVector);
  22319. };
  22320. // Synchronized
  22321. Camera.prototype._isSynchronized = function () {
  22322. return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
  22323. };
  22324. Camera.prototype._isSynchronizedViewMatrix = function () {
  22325. if (!_super.prototype._isSynchronized.call(this))
  22326. return false;
  22327. return this._cache.position.equals(this.position)
  22328. && this._cache.upVector.equals(this.upVector)
  22329. && this.isSynchronizedWithParent();
  22330. };
  22331. Camera.prototype._isSynchronizedProjectionMatrix = function () {
  22332. var check = this._cache.mode === this.mode
  22333. && this._cache.minZ === this.minZ
  22334. && this._cache.maxZ === this.maxZ;
  22335. if (!check) {
  22336. return false;
  22337. }
  22338. var engine = this.getEngine();
  22339. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  22340. check = this._cache.fov === this.fov
  22341. && this._cache.fovMode === this.fovMode
  22342. && this._cache.aspectRatio === engine.getAspectRatio(this);
  22343. }
  22344. else {
  22345. check = this._cache.orthoLeft === this.orthoLeft
  22346. && this._cache.orthoRight === this.orthoRight
  22347. && this._cache.orthoBottom === this.orthoBottom
  22348. && this._cache.orthoTop === this.orthoTop
  22349. && this._cache.renderWidth === engine.getRenderWidth()
  22350. && this._cache.renderHeight === engine.getRenderHeight();
  22351. }
  22352. return check;
  22353. };
  22354. // Controls
  22355. Camera.prototype.attachControl = function (element, noPreventDefault) {
  22356. };
  22357. Camera.prototype.detachControl = function (element) {
  22358. };
  22359. Camera.prototype.update = function () {
  22360. this._checkInputs();
  22361. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  22362. this._updateRigCameras();
  22363. }
  22364. };
  22365. Camera.prototype._checkInputs = function () {
  22366. this.onAfterCheckInputsObservable.notifyObservers(this);
  22367. };
  22368. Object.defineProperty(Camera.prototype, "rigCameras", {
  22369. get: function () {
  22370. return this._rigCameras;
  22371. },
  22372. enumerable: true,
  22373. configurable: true
  22374. });
  22375. Object.defineProperty(Camera.prototype, "rigPostProcess", {
  22376. get: function () {
  22377. return this._rigPostProcess;
  22378. },
  22379. enumerable: true,
  22380. configurable: true
  22381. });
  22382. /**
  22383. * Internal, gets the first post proces.
  22384. * @returns the first post process to be run on this camera.
  22385. */
  22386. Camera.prototype._getFirstPostProcess = function () {
  22387. for (var ppIndex = 0; ppIndex < this._postProcesses.length; ppIndex++) {
  22388. if (this._postProcesses[ppIndex] !== null) {
  22389. return this._postProcesses[ppIndex];
  22390. }
  22391. }
  22392. return null;
  22393. };
  22394. Camera.prototype._cascadePostProcessesToRigCams = function () {
  22395. // invalidate framebuffer
  22396. var firstPostProcess = this._getFirstPostProcess();
  22397. if (firstPostProcess) {
  22398. firstPostProcess.markTextureDirty();
  22399. }
  22400. // glue the rigPostProcess to the end of the user postprocesses & assign to each sub-camera
  22401. for (var i = 0, len = this._rigCameras.length; i < len; i++) {
  22402. var cam = this._rigCameras[i];
  22403. var rigPostProcess = cam._rigPostProcess;
  22404. // for VR rig, there does not have to be a post process
  22405. if (rigPostProcess) {
  22406. var isPass = rigPostProcess instanceof BABYLON.PassPostProcess;
  22407. if (isPass) {
  22408. // any rig which has a PassPostProcess for rig[0], cannot be isIntermediate when there are also user postProcesses
  22409. cam.isIntermediate = this._postProcesses.length === 0;
  22410. }
  22411. cam._postProcesses = this._postProcesses.slice(0).concat(rigPostProcess);
  22412. rigPostProcess.markTextureDirty();
  22413. }
  22414. else {
  22415. cam._postProcesses = this._postProcesses.slice(0);
  22416. }
  22417. }
  22418. };
  22419. Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
  22420. if (insertAt === void 0) { insertAt = null; }
  22421. if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
  22422. BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
  22423. return 0;
  22424. }
  22425. if (insertAt == null || insertAt < 0) {
  22426. this._postProcesses.push(postProcess);
  22427. }
  22428. else if (this._postProcesses[insertAt] === null) {
  22429. this._postProcesses[insertAt] = postProcess;
  22430. }
  22431. else {
  22432. this._postProcesses.splice(insertAt, 0, postProcess);
  22433. }
  22434. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  22435. return this._postProcesses.indexOf(postProcess);
  22436. };
  22437. Camera.prototype.detachPostProcess = function (postProcess) {
  22438. var idx = this._postProcesses.indexOf(postProcess);
  22439. if (idx !== -1) {
  22440. this._postProcesses[idx] = null;
  22441. }
  22442. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  22443. };
  22444. Camera.prototype.getWorldMatrix = function () {
  22445. if (this._isSynchronizedViewMatrix()) {
  22446. return this._worldMatrix;
  22447. }
  22448. // Getting the the view matrix will also compute the world matrix.
  22449. this.getViewMatrix();
  22450. return this._worldMatrix;
  22451. };
  22452. Camera.prototype._getViewMatrix = function () {
  22453. return BABYLON.Matrix.Identity();
  22454. };
  22455. Camera.prototype.getViewMatrix = function (force) {
  22456. if (!force && this._isSynchronizedViewMatrix()) {
  22457. return this._computedViewMatrix;
  22458. }
  22459. this.updateCache();
  22460. this._computedViewMatrix = this._getViewMatrix();
  22461. this._currentRenderId = this.getScene().getRenderId();
  22462. this._childRenderId = this._currentRenderId;
  22463. this._refreshFrustumPlanes = true;
  22464. if (this._cameraRigParams && this._cameraRigParams.vrPreViewMatrix) {
  22465. this._computedViewMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix, this._computedViewMatrix);
  22466. }
  22467. this.onViewMatrixChangedObservable.notifyObservers(this);
  22468. this._computedViewMatrix.invertToRef(this._worldMatrix);
  22469. return this._computedViewMatrix;
  22470. };
  22471. Camera.prototype.freezeProjectionMatrix = function (projection) {
  22472. this._doNotComputeProjectionMatrix = true;
  22473. if (projection !== undefined) {
  22474. this._projectionMatrix = projection;
  22475. }
  22476. };
  22477. ;
  22478. Camera.prototype.unfreezeProjectionMatrix = function () {
  22479. this._doNotComputeProjectionMatrix = false;
  22480. };
  22481. ;
  22482. Camera.prototype.getProjectionMatrix = function (force) {
  22483. if (this._doNotComputeProjectionMatrix || (!force && this._isSynchronizedProjectionMatrix())) {
  22484. return this._projectionMatrix;
  22485. }
  22486. // Cache
  22487. this._cache.mode = this.mode;
  22488. this._cache.minZ = this.minZ;
  22489. this._cache.maxZ = this.maxZ;
  22490. // Matrix
  22491. this._refreshFrustumPlanes = true;
  22492. var engine = this.getEngine();
  22493. var scene = this.getScene();
  22494. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  22495. this._cache.fov = this.fov;
  22496. this._cache.fovMode = this.fovMode;
  22497. this._cache.aspectRatio = engine.getAspectRatio(this);
  22498. if (this.minZ <= 0) {
  22499. this.minZ = 0.1;
  22500. }
  22501. if (scene.useRightHandedSystem) {
  22502. BABYLON.Matrix.PerspectiveFovRHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  22503. }
  22504. else {
  22505. BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  22506. }
  22507. }
  22508. else {
  22509. var halfWidth = engine.getRenderWidth() / 2.0;
  22510. var halfHeight = engine.getRenderHeight() / 2.0;
  22511. if (scene.useRightHandedSystem) {
  22512. BABYLON.Matrix.OrthoOffCenterRHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  22513. }
  22514. else {
  22515. BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  22516. }
  22517. this._cache.orthoLeft = this.orthoLeft;
  22518. this._cache.orthoRight = this.orthoRight;
  22519. this._cache.orthoBottom = this.orthoBottom;
  22520. this._cache.orthoTop = this.orthoTop;
  22521. this._cache.renderWidth = engine.getRenderWidth();
  22522. this._cache.renderHeight = engine.getRenderHeight();
  22523. }
  22524. this.onProjectionMatrixChangedObservable.notifyObservers(this);
  22525. return this._projectionMatrix;
  22526. };
  22527. Camera.prototype.getTranformationMatrix = function () {
  22528. this._computedViewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  22529. return this._transformMatrix;
  22530. };
  22531. Camera.prototype.updateFrustumPlanes = function () {
  22532. if (!this._refreshFrustumPlanes) {
  22533. return;
  22534. }
  22535. this.getTranformationMatrix();
  22536. if (!this._frustumPlanes) {
  22537. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  22538. }
  22539. else {
  22540. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  22541. }
  22542. this._refreshFrustumPlanes = false;
  22543. };
  22544. Camera.prototype.isInFrustum = function (target) {
  22545. this.updateFrustumPlanes();
  22546. return target.isInFrustum(this._frustumPlanes);
  22547. };
  22548. Camera.prototype.isCompletelyInFrustum = function (target) {
  22549. this.updateFrustumPlanes();
  22550. return target.isCompletelyInFrustum(this._frustumPlanes);
  22551. };
  22552. Camera.prototype.getForwardRay = function (length, transform, origin) {
  22553. if (length === void 0) { length = 100; }
  22554. if (!transform) {
  22555. transform = this.getWorldMatrix();
  22556. }
  22557. if (!origin) {
  22558. origin = this.position;
  22559. }
  22560. var forward = new BABYLON.Vector3(0, 0, 1);
  22561. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, transform);
  22562. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  22563. return new BABYLON.Ray(origin, direction, length);
  22564. };
  22565. /**
  22566. * Releases resources associated with this node.
  22567. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  22568. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  22569. */
  22570. Camera.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  22571. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  22572. // Observables
  22573. this.onViewMatrixChangedObservable.clear();
  22574. this.onProjectionMatrixChangedObservable.clear();
  22575. this.onAfterCheckInputsObservable.clear();
  22576. this.onRestoreStateObservable.clear();
  22577. // Inputs
  22578. if (this.inputs) {
  22579. this.inputs.clear();
  22580. }
  22581. // Animations
  22582. this.getScene().stopAnimation(this);
  22583. // Remove from scene
  22584. this.getScene().removeCamera(this);
  22585. while (this._rigCameras.length > 0) {
  22586. var camera = this._rigCameras.pop();
  22587. if (camera) {
  22588. camera.dispose();
  22589. }
  22590. }
  22591. // Postprocesses
  22592. if (this._rigPostProcess) {
  22593. this._rigPostProcess.dispose(this);
  22594. this._rigPostProcess = null;
  22595. this._postProcesses = [];
  22596. }
  22597. else if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  22598. this._rigPostProcess = null;
  22599. this._postProcesses = [];
  22600. }
  22601. else {
  22602. var i = this._postProcesses.length;
  22603. while (--i >= 0) {
  22604. var postProcess = this._postProcesses[i];
  22605. if (postProcess) {
  22606. postProcess.dispose(this);
  22607. }
  22608. }
  22609. }
  22610. // Render targets
  22611. var i = this.customRenderTargets.length;
  22612. while (--i >= 0) {
  22613. this.customRenderTargets[i].dispose();
  22614. }
  22615. this.customRenderTargets = [];
  22616. // Active Meshes
  22617. this._activeMeshes.dispose();
  22618. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  22619. };
  22620. Object.defineProperty(Camera.prototype, "leftCamera", {
  22621. // ---- Camera rigs section ----
  22622. get: function () {
  22623. if (this._rigCameras.length < 1) {
  22624. return null;
  22625. }
  22626. return this._rigCameras[0];
  22627. },
  22628. enumerable: true,
  22629. configurable: true
  22630. });
  22631. Object.defineProperty(Camera.prototype, "rightCamera", {
  22632. get: function () {
  22633. if (this._rigCameras.length < 2) {
  22634. return null;
  22635. }
  22636. return this._rigCameras[1];
  22637. },
  22638. enumerable: true,
  22639. configurable: true
  22640. });
  22641. Camera.prototype.getLeftTarget = function () {
  22642. if (this._rigCameras.length < 1) {
  22643. return null;
  22644. }
  22645. return this._rigCameras[0].getTarget();
  22646. };
  22647. Camera.prototype.getRightTarget = function () {
  22648. if (this._rigCameras.length < 2) {
  22649. return null;
  22650. }
  22651. return this._rigCameras[1].getTarget();
  22652. };
  22653. Camera.prototype.setCameraRigMode = function (mode, rigParams) {
  22654. if (this.cameraRigMode === mode) {
  22655. return;
  22656. }
  22657. while (this._rigCameras.length > 0) {
  22658. var camera = this._rigCameras.pop();
  22659. if (camera) {
  22660. camera.dispose();
  22661. }
  22662. }
  22663. this.cameraRigMode = mode;
  22664. this._cameraRigParams = {};
  22665. //we have to implement stereo camera calcultating left and right viewpoints from interaxialDistance and target,
  22666. //not from a given angle as it is now, but until that complete code rewriting provisional stereoHalfAngle value is introduced
  22667. this._cameraRigParams.interaxialDistance = rigParams.interaxialDistance || 0.0637;
  22668. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(this._cameraRigParams.interaxialDistance / 0.0637);
  22669. // create the rig cameras, unless none
  22670. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  22671. var leftCamera = this.createRigCamera(this.name + "_L", 0);
  22672. var rightCamera = this.createRigCamera(this.name + "_R", 1);
  22673. if (leftCamera && rightCamera) {
  22674. this._rigCameras.push(leftCamera);
  22675. this._rigCameras.push(rightCamera);
  22676. }
  22677. }
  22678. switch (this.cameraRigMode) {
  22679. case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  22680. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  22681. this._rigCameras[1]._rigPostProcess = new BABYLON.AnaglyphPostProcess(this.name + "_anaglyph", 1.0, this._rigCameras);
  22682. break;
  22683. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  22684. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  22685. case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  22686. var isStereoscopicHoriz = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL || this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED;
  22687. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  22688. this._rigCameras[1]._rigPostProcess = new BABYLON.StereoscopicInterlacePostProcess(this.name + "_stereoInterlace", this._rigCameras, isStereoscopicHoriz);
  22689. break;
  22690. case Camera.RIG_MODE_VR:
  22691. var metrics = rigParams.vrCameraMetrics || BABYLON.VRCameraMetrics.GetDefault();
  22692. this._rigCameras[0]._cameraRigParams.vrMetrics = metrics;
  22693. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  22694. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  22695. this._rigCameras[0]._cameraRigParams.vrHMatrix = metrics.leftHMatrix;
  22696. this._rigCameras[0]._cameraRigParams.vrPreViewMatrix = metrics.leftPreViewMatrix;
  22697. this._rigCameras[0].getProjectionMatrix = this._rigCameras[0]._getVRProjectionMatrix;
  22698. this._rigCameras[1]._cameraRigParams.vrMetrics = metrics;
  22699. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  22700. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  22701. this._rigCameras[1]._cameraRigParams.vrHMatrix = metrics.rightHMatrix;
  22702. this._rigCameras[1]._cameraRigParams.vrPreViewMatrix = metrics.rightPreViewMatrix;
  22703. this._rigCameras[1].getProjectionMatrix = this._rigCameras[1]._getVRProjectionMatrix;
  22704. if (metrics.compensateDistortion) {
  22705. this._rigCameras[0]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Left", this._rigCameras[0], false, metrics);
  22706. this._rigCameras[1]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Right", this._rigCameras[1], true, metrics);
  22707. }
  22708. break;
  22709. case Camera.RIG_MODE_WEBVR:
  22710. if (rigParams.vrDisplay) {
  22711. var leftEye = rigParams.vrDisplay.getEyeParameters('left');
  22712. var rightEye = rigParams.vrDisplay.getEyeParameters('right');
  22713. //Left eye
  22714. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  22715. this._rigCameras[0].setCameraRigParameter("left", true);
  22716. //leaving this for future reference
  22717. this._rigCameras[0].setCameraRigParameter("specs", rigParams.specs);
  22718. this._rigCameras[0].setCameraRigParameter("eyeParameters", leftEye);
  22719. this._rigCameras[0].setCameraRigParameter("frameData", rigParams.frameData);
  22720. this._rigCameras[0].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  22721. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  22722. this._rigCameras[0].getProjectionMatrix = this._getWebVRProjectionMatrix;
  22723. this._rigCameras[0].parent = this;
  22724. this._rigCameras[0]._getViewMatrix = this._getWebVRViewMatrix;
  22725. //Right eye
  22726. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  22727. this._rigCameras[1].setCameraRigParameter('eyeParameters', rightEye);
  22728. this._rigCameras[1].setCameraRigParameter("specs", rigParams.specs);
  22729. this._rigCameras[1].setCameraRigParameter("frameData", rigParams.frameData);
  22730. this._rigCameras[1].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  22731. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  22732. this._rigCameras[1].getProjectionMatrix = this._getWebVRProjectionMatrix;
  22733. this._rigCameras[1].parent = this;
  22734. this._rigCameras[1]._getViewMatrix = this._getWebVRViewMatrix;
  22735. if (Camera.UseAlternateWebVRRendering) {
  22736. this._rigCameras[1]._skipRendering = true;
  22737. this._rigCameras[0]._alternateCamera = this._rigCameras[1];
  22738. }
  22739. }
  22740. break;
  22741. }
  22742. this._cascadePostProcessesToRigCams();
  22743. this.update();
  22744. };
  22745. Camera.prototype._getVRProjectionMatrix = function () {
  22746. BABYLON.Matrix.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov, this._cameraRigParams.vrMetrics.aspectRatio, this.minZ, this.maxZ, this._cameraRigParams.vrWorkMatrix);
  22747. this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix, this._projectionMatrix);
  22748. return this._projectionMatrix;
  22749. };
  22750. Camera.prototype._updateCameraRotationMatrix = function () {
  22751. //Here for WebVR
  22752. };
  22753. Camera.prototype._updateWebVRCameraRotationMatrix = function () {
  22754. //Here for WebVR
  22755. };
  22756. /**
  22757. * This function MUST be overwritten by the different WebVR cameras available.
  22758. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  22759. */
  22760. Camera.prototype._getWebVRProjectionMatrix = function () {
  22761. return BABYLON.Matrix.Identity();
  22762. };
  22763. /**
  22764. * This function MUST be overwritten by the different WebVR cameras available.
  22765. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  22766. */
  22767. Camera.prototype._getWebVRViewMatrix = function () {
  22768. return BABYLON.Matrix.Identity();
  22769. };
  22770. Camera.prototype.setCameraRigParameter = function (name, value) {
  22771. if (!this._cameraRigParams) {
  22772. this._cameraRigParams = {};
  22773. }
  22774. this._cameraRigParams[name] = value;
  22775. //provisionnally:
  22776. if (name === "interaxialDistance") {
  22777. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(value / 0.0637);
  22778. }
  22779. };
  22780. /**
  22781. * needs to be overridden by children so sub has required properties to be copied
  22782. */
  22783. Camera.prototype.createRigCamera = function (name, cameraIndex) {
  22784. return null;
  22785. };
  22786. /**
  22787. * May need to be overridden by children
  22788. */
  22789. Camera.prototype._updateRigCameras = function () {
  22790. for (var i = 0; i < this._rigCameras.length; i++) {
  22791. this._rigCameras[i].minZ = this.minZ;
  22792. this._rigCameras[i].maxZ = this.maxZ;
  22793. this._rigCameras[i].fov = this.fov;
  22794. }
  22795. // only update viewport when ANAGLYPH
  22796. if (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH) {
  22797. this._rigCameras[0].viewport = this._rigCameras[1].viewport = this.viewport;
  22798. }
  22799. };
  22800. Camera.prototype._setupInputs = function () {
  22801. };
  22802. Camera.prototype.serialize = function () {
  22803. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  22804. // Type
  22805. serializationObject.type = this.getClassName();
  22806. // Parent
  22807. if (this.parent) {
  22808. serializationObject.parentId = this.parent.id;
  22809. }
  22810. if (this.inputs) {
  22811. this.inputs.serialize(serializationObject);
  22812. }
  22813. // Animations
  22814. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  22815. serializationObject.ranges = this.serializeAnimationRanges();
  22816. return serializationObject;
  22817. };
  22818. Camera.prototype.clone = function (name) {
  22819. return BABYLON.SerializationHelper.Clone(Camera.GetConstructorFromName(this.getClassName(), name, this.getScene(), this.interaxialDistance, this.isStereoscopicSideBySide), this);
  22820. };
  22821. Camera.prototype.getDirection = function (localAxis) {
  22822. var result = BABYLON.Vector3.Zero();
  22823. this.getDirectionToRef(localAxis, result);
  22824. return result;
  22825. };
  22826. Camera.prototype.getDirectionToRef = function (localAxis, result) {
  22827. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  22828. };
  22829. Camera.GetConstructorFromName = function (type, name, scene, interaxial_distance, isStereoscopicSideBySide) {
  22830. if (interaxial_distance === void 0) { interaxial_distance = 0; }
  22831. if (isStereoscopicSideBySide === void 0) { isStereoscopicSideBySide = true; }
  22832. switch (type) {
  22833. case "ArcRotateCamera":
  22834. return function () { return new BABYLON.ArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  22835. case "DeviceOrientationCamera":
  22836. return function () { return new BABYLON.DeviceOrientationCamera(name, BABYLON.Vector3.Zero(), scene); };
  22837. case "FollowCamera":
  22838. return function () { return new BABYLON.FollowCamera(name, BABYLON.Vector3.Zero(), scene); };
  22839. case "ArcFollowCamera":
  22840. return function () { return new BABYLON.ArcFollowCamera(name, 0, 0, 1.0, null, scene); };
  22841. case "GamepadCamera":
  22842. return function () { return new BABYLON.GamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  22843. case "TouchCamera":
  22844. return function () { return new BABYLON.TouchCamera(name, BABYLON.Vector3.Zero(), scene); };
  22845. case "VirtualJoysticksCamera":
  22846. return function () { return new BABYLON.VirtualJoysticksCamera(name, BABYLON.Vector3.Zero(), scene); };
  22847. case "WebVRFreeCamera":
  22848. return function () { return new BABYLON.WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  22849. case "WebVRGamepadCamera":
  22850. return function () { return new BABYLON.WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  22851. case "VRDeviceOrientationFreeCamera":
  22852. return function () { return new BABYLON.VRDeviceOrientationFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  22853. case "VRDeviceOrientationGamepadCamera":
  22854. return function () { return new BABYLON.VRDeviceOrientationGamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  22855. case "AnaglyphArcRotateCamera":
  22856. return function () { return new BABYLON.AnaglyphArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), interaxial_distance, scene); };
  22857. case "AnaglyphFreeCamera":
  22858. return function () { return new BABYLON.AnaglyphFreeCamera(name, BABYLON.Vector3.Zero(), interaxial_distance, scene); };
  22859. case "AnaglyphGamepadCamera":
  22860. return function () { return new BABYLON.AnaglyphGamepadCamera(name, BABYLON.Vector3.Zero(), interaxial_distance, scene); };
  22861. case "AnaglyphUniversalCamera":
  22862. return function () { return new BABYLON.AnaglyphUniversalCamera(name, BABYLON.Vector3.Zero(), interaxial_distance, scene); };
  22863. case "StereoscopicArcRotateCamera":
  22864. return function () { return new BABYLON.StereoscopicArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), interaxial_distance, isStereoscopicSideBySide, scene); };
  22865. case "StereoscopicFreeCamera":
  22866. return function () { return new BABYLON.StereoscopicFreeCamera(name, BABYLON.Vector3.Zero(), interaxial_distance, isStereoscopicSideBySide, scene); };
  22867. case "StereoscopicGamepadCamera":
  22868. return function () { return new BABYLON.StereoscopicGamepadCamera(name, BABYLON.Vector3.Zero(), interaxial_distance, isStereoscopicSideBySide, scene); };
  22869. case "StereoscopicUniversalCamera":
  22870. return function () { return new BABYLON.StereoscopicUniversalCamera(name, BABYLON.Vector3.Zero(), interaxial_distance, isStereoscopicSideBySide, scene); };
  22871. case "FreeCamera": // Forcing Universal here
  22872. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  22873. default: // Universal Camera is the default value
  22874. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  22875. }
  22876. };
  22877. Camera.prototype.computeWorldMatrix = function () {
  22878. return this.getWorldMatrix();
  22879. };
  22880. Camera.Parse = function (parsedCamera, scene) {
  22881. var type = parsedCamera.type;
  22882. var construct = Camera.GetConstructorFromName(type, parsedCamera.name, scene, parsedCamera.interaxial_distance, parsedCamera.isStereoscopicSideBySide);
  22883. var camera = BABYLON.SerializationHelper.Parse(construct, parsedCamera, scene);
  22884. // Parent
  22885. if (parsedCamera.parentId) {
  22886. camera._waitingParentId = parsedCamera.parentId;
  22887. }
  22888. //If camera has an input manager, let it parse inputs settings
  22889. if (camera.inputs) {
  22890. camera.inputs.parse(parsedCamera);
  22891. camera._setupInputs();
  22892. }
  22893. if (camera.setPosition) { // need to force position
  22894. camera.position.copyFromFloats(0, 0, 0);
  22895. camera.setPosition(BABYLON.Vector3.FromArray(parsedCamera.position));
  22896. }
  22897. // Target
  22898. if (parsedCamera.target) {
  22899. if (camera.setTarget) {
  22900. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  22901. }
  22902. }
  22903. // Apply 3d rig, when found
  22904. if (parsedCamera.cameraRigMode) {
  22905. var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};
  22906. camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);
  22907. }
  22908. // Animations
  22909. if (parsedCamera.animations) {
  22910. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  22911. var parsedAnimation = parsedCamera.animations[animationIndex];
  22912. camera.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  22913. }
  22914. BABYLON.Node.ParseAnimationRanges(camera, parsedCamera, scene);
  22915. }
  22916. if (parsedCamera.autoAnimate) {
  22917. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, parsedCamera.autoAnimateSpeed || 1.0);
  22918. }
  22919. return camera;
  22920. };
  22921. // Statics
  22922. Camera._PERSPECTIVE_CAMERA = 0;
  22923. Camera._ORTHOGRAPHIC_CAMERA = 1;
  22924. Camera._FOVMODE_VERTICAL_FIXED = 0;
  22925. Camera._FOVMODE_HORIZONTAL_FIXED = 1;
  22926. Camera._RIG_MODE_NONE = 0;
  22927. Camera._RIG_MODE_STEREOSCOPIC_ANAGLYPH = 10;
  22928. Camera._RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL = 11;
  22929. Camera._RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED = 12;
  22930. Camera._RIG_MODE_STEREOSCOPIC_OVERUNDER = 13;
  22931. Camera._RIG_MODE_VR = 20;
  22932. Camera._RIG_MODE_WEBVR = 21;
  22933. Camera.ForceAttachControlToAlwaysPreventDefault = false;
  22934. Camera.UseAlternateWebVRRendering = false;
  22935. __decorate([
  22936. BABYLON.serializeAsVector3()
  22937. ], Camera.prototype, "position", void 0);
  22938. __decorate([
  22939. BABYLON.serializeAsVector3()
  22940. ], Camera.prototype, "upVector", void 0);
  22941. __decorate([
  22942. BABYLON.serialize()
  22943. ], Camera.prototype, "orthoLeft", void 0);
  22944. __decorate([
  22945. BABYLON.serialize()
  22946. ], Camera.prototype, "orthoRight", void 0);
  22947. __decorate([
  22948. BABYLON.serialize()
  22949. ], Camera.prototype, "orthoBottom", void 0);
  22950. __decorate([
  22951. BABYLON.serialize()
  22952. ], Camera.prototype, "orthoTop", void 0);
  22953. __decorate([
  22954. BABYLON.serialize()
  22955. ], Camera.prototype, "fov", void 0);
  22956. __decorate([
  22957. BABYLON.serialize()
  22958. ], Camera.prototype, "minZ", void 0);
  22959. __decorate([
  22960. BABYLON.serialize()
  22961. ], Camera.prototype, "maxZ", void 0);
  22962. __decorate([
  22963. BABYLON.serialize()
  22964. ], Camera.prototype, "inertia", void 0);
  22965. __decorate([
  22966. BABYLON.serialize()
  22967. ], Camera.prototype, "mode", void 0);
  22968. __decorate([
  22969. BABYLON.serialize()
  22970. ], Camera.prototype, "layerMask", void 0);
  22971. __decorate([
  22972. BABYLON.serialize()
  22973. ], Camera.prototype, "fovMode", void 0);
  22974. __decorate([
  22975. BABYLON.serialize()
  22976. ], Camera.prototype, "cameraRigMode", void 0);
  22977. __decorate([
  22978. BABYLON.serialize()
  22979. ], Camera.prototype, "interaxialDistance", void 0);
  22980. __decorate([
  22981. BABYLON.serialize()
  22982. ], Camera.prototype, "isStereoscopicSideBySide", void 0);
  22983. return Camera;
  22984. }(BABYLON.Node));
  22985. BABYLON.Camera = Camera;
  22986. })(BABYLON || (BABYLON = {}));
  22987. //# sourceMappingURL=babylon.camera.js.map
  22988. var BABYLON;
  22989. (function (BABYLON) {
  22990. var RenderingManager = /** @class */ (function () {
  22991. function RenderingManager(scene) {
  22992. this._renderingGroups = new Array();
  22993. this._autoClearDepthStencil = {};
  22994. this._customOpaqueSortCompareFn = {};
  22995. this._customAlphaTestSortCompareFn = {};
  22996. this._customTransparentSortCompareFn = {};
  22997. this._renderinGroupInfo = null;
  22998. this._scene = scene;
  22999. for (var i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {
  23000. this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };
  23001. }
  23002. }
  23003. RenderingManager.prototype._clearDepthStencilBuffer = function (depth, stencil) {
  23004. if (depth === void 0) { depth = true; }
  23005. if (stencil === void 0) { stencil = true; }
  23006. if (this._depthStencilBufferAlreadyCleaned) {
  23007. return;
  23008. }
  23009. this._scene.getEngine().clear(null, false, depth, stencil);
  23010. this._depthStencilBufferAlreadyCleaned = true;
  23011. };
  23012. RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
  23013. // Check if there's at least on observer on the onRenderingGroupObservable and initialize things to fire it
  23014. var observable = this._scene.onRenderingGroupObservable.hasObservers() ? this._scene.onRenderingGroupObservable : null;
  23015. var info = null;
  23016. if (observable) {
  23017. if (!this._renderinGroupInfo) {
  23018. this._renderinGroupInfo = new BABYLON.RenderingGroupInfo();
  23019. }
  23020. info = this._renderinGroupInfo;
  23021. info.scene = this._scene;
  23022. info.camera = this._scene.activeCamera;
  23023. }
  23024. // Dispatch sprites
  23025. if (renderSprites) {
  23026. for (var index = 0; index < this._scene.spriteManagers.length; index++) {
  23027. var manager = this._scene.spriteManagers[index];
  23028. this.dispatchSprites(manager);
  23029. }
  23030. }
  23031. // Render
  23032. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  23033. this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;
  23034. var renderingGroup = this._renderingGroups[index];
  23035. if (!renderingGroup && !observable)
  23036. continue;
  23037. var renderingGroupMask = 0;
  23038. // Fire PRECLEAR stage
  23039. if (observable && info) {
  23040. renderingGroupMask = Math.pow(2, index);
  23041. info.renderStage = BABYLON.RenderingGroupInfo.STAGE_PRECLEAR;
  23042. info.renderingGroupId = index;
  23043. observable.notifyObservers(info, renderingGroupMask);
  23044. }
  23045. // Clear depth/stencil if needed
  23046. if (RenderingManager.AUTOCLEAR) {
  23047. var autoClear = this._autoClearDepthStencil[index];
  23048. if (autoClear && autoClear.autoClear) {
  23049. this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);
  23050. }
  23051. }
  23052. if (observable && info) {
  23053. // Fire PREOPAQUE stage
  23054. info.renderStage = BABYLON.RenderingGroupInfo.STAGE_PREOPAQUE;
  23055. observable.notifyObservers(info, renderingGroupMask);
  23056. // Fire PRETRANSPARENT stage
  23057. info.renderStage = BABYLON.RenderingGroupInfo.STAGE_PRETRANSPARENT;
  23058. observable.notifyObservers(info, renderingGroupMask);
  23059. }
  23060. if (renderingGroup)
  23061. renderingGroup.render(customRenderFunction, renderSprites, renderParticles, activeMeshes);
  23062. // Fire POSTTRANSPARENT stage
  23063. if (observable && info) {
  23064. info.renderStage = BABYLON.RenderingGroupInfo.STAGE_POSTTRANSPARENT;
  23065. observable.notifyObservers(info, renderingGroupMask);
  23066. }
  23067. }
  23068. };
  23069. RenderingManager.prototype.reset = function () {
  23070. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  23071. var renderingGroup = this._renderingGroups[index];
  23072. if (renderingGroup) {
  23073. renderingGroup.prepare();
  23074. }
  23075. }
  23076. };
  23077. RenderingManager.prototype.dispose = function () {
  23078. this.freeRenderingGroups();
  23079. this._renderingGroups.length = 0;
  23080. };
  23081. /**
  23082. * Clear the info related to rendering groups preventing retention points during dispose.
  23083. */
  23084. RenderingManager.prototype.freeRenderingGroups = function () {
  23085. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  23086. var renderingGroup = this._renderingGroups[index];
  23087. if (renderingGroup) {
  23088. renderingGroup.dispose();
  23089. }
  23090. }
  23091. };
  23092. RenderingManager.prototype._prepareRenderingGroup = function (renderingGroupId) {
  23093. if (this._renderingGroups[renderingGroupId] === undefined) {
  23094. this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene, this._customOpaqueSortCompareFn[renderingGroupId], this._customAlphaTestSortCompareFn[renderingGroupId], this._customTransparentSortCompareFn[renderingGroupId]);
  23095. }
  23096. };
  23097. RenderingManager.prototype.dispatchSprites = function (spriteManager) {
  23098. var renderingGroupId = spriteManager.renderingGroupId || 0;
  23099. this._prepareRenderingGroup(renderingGroupId);
  23100. this._renderingGroups[renderingGroupId].dispatchSprites(spriteManager);
  23101. };
  23102. RenderingManager.prototype.dispatchParticles = function (particleSystem) {
  23103. var renderingGroupId = particleSystem.renderingGroupId || 0;
  23104. this._prepareRenderingGroup(renderingGroupId);
  23105. this._renderingGroups[renderingGroupId].dispatchParticles(particleSystem);
  23106. };
  23107. /**
  23108. * @param subMesh The submesh to dispatch
  23109. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  23110. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  23111. */
  23112. RenderingManager.prototype.dispatch = function (subMesh, mesh, material) {
  23113. if (mesh === undefined) {
  23114. mesh = subMesh.getMesh();
  23115. }
  23116. var renderingGroupId = mesh.renderingGroupId || 0;
  23117. this._prepareRenderingGroup(renderingGroupId);
  23118. this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);
  23119. };
  23120. /**
  23121. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  23122. * This allowed control for front to back rendering or reversly depending of the special needs.
  23123. *
  23124. * @param renderingGroupId The rendering group id corresponding to its index
  23125. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  23126. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  23127. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  23128. */
  23129. RenderingManager.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  23130. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  23131. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  23132. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  23133. this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;
  23134. this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;
  23135. this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;
  23136. if (this._renderingGroups[renderingGroupId]) {
  23137. var group = this._renderingGroups[renderingGroupId];
  23138. group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];
  23139. group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];
  23140. group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];
  23141. }
  23142. };
  23143. /**
  23144. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  23145. *
  23146. * @param renderingGroupId The rendering group id corresponding to its index
  23147. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  23148. * @param depth Automatically clears depth between groups if true and autoClear is true.
  23149. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  23150. */
  23151. RenderingManager.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  23152. if (depth === void 0) { depth = true; }
  23153. if (stencil === void 0) { stencil = true; }
  23154. this._autoClearDepthStencil[renderingGroupId] = {
  23155. autoClear: autoClearDepthStencil,
  23156. depth: depth,
  23157. stencil: stencil
  23158. };
  23159. };
  23160. /**
  23161. * The max id used for rendering groups (not included)
  23162. */
  23163. RenderingManager.MAX_RENDERINGGROUPS = 4;
  23164. /**
  23165. * The min id used for rendering groups (included)
  23166. */
  23167. RenderingManager.MIN_RENDERINGGROUPS = 0;
  23168. /**
  23169. * Used to globally prevent autoclearing scenes.
  23170. */
  23171. RenderingManager.AUTOCLEAR = true;
  23172. return RenderingManager;
  23173. }());
  23174. BABYLON.RenderingManager = RenderingManager;
  23175. })(BABYLON || (BABYLON = {}));
  23176. //# sourceMappingURL=babylon.renderingManager.js.map
  23177. var BABYLON;
  23178. (function (BABYLON) {
  23179. var RenderingGroup = /** @class */ (function () {
  23180. /**
  23181. * Creates a new rendering group.
  23182. * @param index The rendering group index
  23183. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  23184. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  23185. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  23186. */
  23187. function RenderingGroup(index, scene, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  23188. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  23189. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  23190. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  23191. this.index = index;
  23192. this._opaqueSubMeshes = new BABYLON.SmartArray(256);
  23193. this._transparentSubMeshes = new BABYLON.SmartArray(256);
  23194. this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
  23195. this._depthOnlySubMeshes = new BABYLON.SmartArray(256);
  23196. this._particleSystems = new BABYLON.SmartArray(256);
  23197. this._spriteManagers = new BABYLON.SmartArray(256);
  23198. this._edgesRenderers = new BABYLON.SmartArray(16);
  23199. this._scene = scene;
  23200. this.opaqueSortCompareFn = opaqueSortCompareFn;
  23201. this.alphaTestSortCompareFn = alphaTestSortCompareFn;
  23202. this.transparentSortCompareFn = transparentSortCompareFn;
  23203. }
  23204. Object.defineProperty(RenderingGroup.prototype, "opaqueSortCompareFn", {
  23205. /**
  23206. * Set the opaque sort comparison function.
  23207. * If null the sub meshes will be render in the order they were created
  23208. */
  23209. set: function (value) {
  23210. this._opaqueSortCompareFn = value;
  23211. if (value) {
  23212. this._renderOpaque = this.renderOpaqueSorted;
  23213. }
  23214. else {
  23215. this._renderOpaque = RenderingGroup.renderUnsorted;
  23216. }
  23217. },
  23218. enumerable: true,
  23219. configurable: true
  23220. });
  23221. Object.defineProperty(RenderingGroup.prototype, "alphaTestSortCompareFn", {
  23222. /**
  23223. * Set the alpha test sort comparison function.
  23224. * If null the sub meshes will be render in the order they were created
  23225. */
  23226. set: function (value) {
  23227. this._alphaTestSortCompareFn = value;
  23228. if (value) {
  23229. this._renderAlphaTest = this.renderAlphaTestSorted;
  23230. }
  23231. else {
  23232. this._renderAlphaTest = RenderingGroup.renderUnsorted;
  23233. }
  23234. },
  23235. enumerable: true,
  23236. configurable: true
  23237. });
  23238. Object.defineProperty(RenderingGroup.prototype, "transparentSortCompareFn", {
  23239. /**
  23240. * Set the transparent sort comparison function.
  23241. * If null the sub meshes will be render in the order they were created
  23242. */
  23243. set: function (value) {
  23244. if (value) {
  23245. this._transparentSortCompareFn = value;
  23246. }
  23247. else {
  23248. this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;
  23249. }
  23250. this._renderTransparent = this.renderTransparentSorted;
  23251. },
  23252. enumerable: true,
  23253. configurable: true
  23254. });
  23255. /**
  23256. * Render all the sub meshes contained in the group.
  23257. * @param customRenderFunction Used to override the default render behaviour of the group.
  23258. * @returns true if rendered some submeshes.
  23259. */
  23260. RenderingGroup.prototype.render = function (customRenderFunction, renderSprites, renderParticles, activeMeshes) {
  23261. if (customRenderFunction) {
  23262. customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);
  23263. return;
  23264. }
  23265. var engine = this._scene.getEngine();
  23266. // Depth only
  23267. if (this._depthOnlySubMeshes.length !== 0) {
  23268. engine.setColorWrite(false);
  23269. this._renderAlphaTest(this._depthOnlySubMeshes);
  23270. engine.setColorWrite(true);
  23271. }
  23272. // Opaque
  23273. if (this._opaqueSubMeshes.length !== 0) {
  23274. this._renderOpaque(this._opaqueSubMeshes);
  23275. }
  23276. // Alpha test
  23277. if (this._alphaTestSubMeshes.length !== 0) {
  23278. this._renderAlphaTest(this._alphaTestSubMeshes);
  23279. }
  23280. var stencilState = engine.getStencilBuffer();
  23281. engine.setStencilBuffer(false);
  23282. // Sprites
  23283. if (renderSprites) {
  23284. this._renderSprites();
  23285. }
  23286. // Particles
  23287. if (renderParticles) {
  23288. this._renderParticles(activeMeshes);
  23289. }
  23290. if (this.onBeforeTransparentRendering) {
  23291. this.onBeforeTransparentRendering();
  23292. }
  23293. // Transparent
  23294. if (this._transparentSubMeshes.length !== 0) {
  23295. this._renderTransparent(this._transparentSubMeshes);
  23296. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  23297. }
  23298. // Set back stencil to false in case it changes before the edge renderer.
  23299. engine.setStencilBuffer(false);
  23300. // Edges
  23301. for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {
  23302. this._edgesRenderers.data[edgesRendererIndex].render();
  23303. }
  23304. // Restore Stencil state.
  23305. engine.setStencilBuffer(stencilState);
  23306. };
  23307. /**
  23308. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  23309. * @param subMeshes The submeshes to render
  23310. */
  23311. RenderingGroup.prototype.renderOpaqueSorted = function (subMeshes) {
  23312. return RenderingGroup.renderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);
  23313. };
  23314. /**
  23315. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  23316. * @param subMeshes The submeshes to render
  23317. */
  23318. RenderingGroup.prototype.renderAlphaTestSorted = function (subMeshes) {
  23319. return RenderingGroup.renderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);
  23320. };
  23321. /**
  23322. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  23323. * @param subMeshes The submeshes to render
  23324. */
  23325. RenderingGroup.prototype.renderTransparentSorted = function (subMeshes) {
  23326. return RenderingGroup.renderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);
  23327. };
  23328. /**
  23329. * Renders the submeshes in a specified order.
  23330. * @param subMeshes The submeshes to sort before render
  23331. * @param sortCompareFn The comparison function use to sort
  23332. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  23333. * @param transparent Specifies to activate blending if true
  23334. */
  23335. RenderingGroup.renderSorted = function (subMeshes, sortCompareFn, camera, transparent) {
  23336. var subIndex = 0;
  23337. var subMesh;
  23338. var cameraPosition = camera ? camera.globalPosition : BABYLON.Vector3.Zero();
  23339. for (; subIndex < subMeshes.length; subIndex++) {
  23340. subMesh = subMeshes.data[subIndex];
  23341. subMesh._alphaIndex = subMesh.getMesh().alphaIndex;
  23342. subMesh._distanceToCamera = subMesh.getBoundingInfo().boundingSphere.centerWorld.subtract(cameraPosition).length();
  23343. }
  23344. var sortedArray = subMeshes.data.slice(0, subMeshes.length);
  23345. if (sortCompareFn) {
  23346. sortedArray.sort(sortCompareFn);
  23347. }
  23348. for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
  23349. subMesh = sortedArray[subIndex];
  23350. if (transparent) {
  23351. var material = subMesh.getMaterial();
  23352. if (material && material.needDepthPrePass) {
  23353. var engine = material.getScene().getEngine();
  23354. engine.setColorWrite(false);
  23355. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  23356. subMesh.render(false);
  23357. engine.setColorWrite(true);
  23358. }
  23359. }
  23360. subMesh.render(transparent);
  23361. }
  23362. };
  23363. /**
  23364. * Renders the submeshes in the order they were dispatched (no sort applied).
  23365. * @param subMeshes The submeshes to render
  23366. */
  23367. RenderingGroup.renderUnsorted = function (subMeshes) {
  23368. for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {
  23369. var submesh = subMeshes.data[subIndex];
  23370. submesh.render(false);
  23371. }
  23372. };
  23373. /**
  23374. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  23375. * are rendered back to front if in the same alpha index.
  23376. *
  23377. * @param a The first submesh
  23378. * @param b The second submesh
  23379. * @returns The result of the comparison
  23380. */
  23381. RenderingGroup.defaultTransparentSortCompare = function (a, b) {
  23382. // Alpha index first
  23383. if (a._alphaIndex > b._alphaIndex) {
  23384. return 1;
  23385. }
  23386. if (a._alphaIndex < b._alphaIndex) {
  23387. return -1;
  23388. }
  23389. // Then distance to camera
  23390. return RenderingGroup.backToFrontSortCompare(a, b);
  23391. };
  23392. /**
  23393. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  23394. * are rendered back to front.
  23395. *
  23396. * @param a The first submesh
  23397. * @param b The second submesh
  23398. * @returns The result of the comparison
  23399. */
  23400. RenderingGroup.backToFrontSortCompare = function (a, b) {
  23401. // Then distance to camera
  23402. if (a._distanceToCamera < b._distanceToCamera) {
  23403. return 1;
  23404. }
  23405. if (a._distanceToCamera > b._distanceToCamera) {
  23406. return -1;
  23407. }
  23408. return 0;
  23409. };
  23410. /**
  23411. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  23412. * are rendered front to back (prevent overdraw).
  23413. *
  23414. * @param a The first submesh
  23415. * @param b The second submesh
  23416. * @returns The result of the comparison
  23417. */
  23418. RenderingGroup.frontToBackSortCompare = function (a, b) {
  23419. // Then distance to camera
  23420. if (a._distanceToCamera < b._distanceToCamera) {
  23421. return -1;
  23422. }
  23423. if (a._distanceToCamera > b._distanceToCamera) {
  23424. return 1;
  23425. }
  23426. return 0;
  23427. };
  23428. /**
  23429. * Resets the different lists of submeshes to prepare a new frame.
  23430. */
  23431. RenderingGroup.prototype.prepare = function () {
  23432. this._opaqueSubMeshes.reset();
  23433. this._transparentSubMeshes.reset();
  23434. this._alphaTestSubMeshes.reset();
  23435. this._depthOnlySubMeshes.reset();
  23436. this._particleSystems.reset();
  23437. this._spriteManagers.reset();
  23438. this._edgesRenderers.reset();
  23439. };
  23440. RenderingGroup.prototype.dispose = function () {
  23441. this._opaqueSubMeshes.dispose();
  23442. this._transparentSubMeshes.dispose();
  23443. this._alphaTestSubMeshes.dispose();
  23444. this._depthOnlySubMeshes.dispose();
  23445. this._particleSystems.dispose();
  23446. this._spriteManagers.dispose();
  23447. this._edgesRenderers.dispose();
  23448. };
  23449. /**
  23450. * Inserts the submesh in its correct queue depending on its material.
  23451. * @param subMesh The submesh to dispatch
  23452. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  23453. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  23454. */
  23455. RenderingGroup.prototype.dispatch = function (subMesh, mesh, material) {
  23456. // Get mesh and materials if not provided
  23457. if (mesh === undefined) {
  23458. mesh = subMesh.getMesh();
  23459. }
  23460. if (material === undefined) {
  23461. material = subMesh.getMaterial();
  23462. }
  23463. if (material === null || material === undefined) {
  23464. return;
  23465. }
  23466. if (material.needAlphaBlendingForMesh(mesh)) { // Transparent
  23467. this._transparentSubMeshes.push(subMesh);
  23468. }
  23469. else if (material.needAlphaTesting()) { // Alpha test
  23470. if (material.needDepthPrePass) {
  23471. this._depthOnlySubMeshes.push(subMesh);
  23472. }
  23473. this._alphaTestSubMeshes.push(subMesh);
  23474. }
  23475. else {
  23476. if (material.needDepthPrePass) {
  23477. this._depthOnlySubMeshes.push(subMesh);
  23478. }
  23479. this._opaqueSubMeshes.push(subMesh); // Opaque
  23480. }
  23481. if (mesh._edgesRenderer !== null && mesh._edgesRenderer !== undefined) {
  23482. this._edgesRenderers.push(mesh._edgesRenderer);
  23483. }
  23484. };
  23485. RenderingGroup.prototype.dispatchSprites = function (spriteManager) {
  23486. this._spriteManagers.push(spriteManager);
  23487. };
  23488. RenderingGroup.prototype.dispatchParticles = function (particleSystem) {
  23489. this._particleSystems.push(particleSystem);
  23490. };
  23491. RenderingGroup.prototype._renderParticles = function (activeMeshes) {
  23492. if (this._particleSystems.length === 0) {
  23493. return;
  23494. }
  23495. // Particles
  23496. var activeCamera = this._scene.activeCamera;
  23497. this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);
  23498. for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {
  23499. var particleSystem = this._particleSystems.data[particleIndex];
  23500. if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {
  23501. continue;
  23502. }
  23503. var emitter = particleSystem.emitter;
  23504. if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {
  23505. this._scene._activeParticles.addCount(particleSystem.render(), false);
  23506. }
  23507. }
  23508. this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);
  23509. };
  23510. RenderingGroup.prototype._renderSprites = function () {
  23511. if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {
  23512. return;
  23513. }
  23514. // Sprites
  23515. var activeCamera = this._scene.activeCamera;
  23516. this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);
  23517. for (var id = 0; id < this._spriteManagers.length; id++) {
  23518. var spriteManager = this._spriteManagers.data[id];
  23519. if (((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0)) {
  23520. spriteManager.render();
  23521. }
  23522. }
  23523. this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);
  23524. };
  23525. return RenderingGroup;
  23526. }());
  23527. BABYLON.RenderingGroup = RenderingGroup;
  23528. })(BABYLON || (BABYLON = {}));
  23529. //# sourceMappingURL=babylon.renderingGroup.js.map
  23530. var BABYLON;
  23531. (function (BABYLON) {
  23532. /** @hidden */
  23533. var ClickInfo = /** @class */ (function () {
  23534. function ClickInfo() {
  23535. this._singleClick = false;
  23536. this._doubleClick = false;
  23537. this._hasSwiped = false;
  23538. this._ignore = false;
  23539. }
  23540. Object.defineProperty(ClickInfo.prototype, "singleClick", {
  23541. get: function () {
  23542. return this._singleClick;
  23543. },
  23544. set: function (b) {
  23545. this._singleClick = b;
  23546. },
  23547. enumerable: true,
  23548. configurable: true
  23549. });
  23550. Object.defineProperty(ClickInfo.prototype, "doubleClick", {
  23551. get: function () {
  23552. return this._doubleClick;
  23553. },
  23554. set: function (b) {
  23555. this._doubleClick = b;
  23556. },
  23557. enumerable: true,
  23558. configurable: true
  23559. });
  23560. Object.defineProperty(ClickInfo.prototype, "hasSwiped", {
  23561. get: function () {
  23562. return this._hasSwiped;
  23563. },
  23564. set: function (b) {
  23565. this._hasSwiped = b;
  23566. },
  23567. enumerable: true,
  23568. configurable: true
  23569. });
  23570. Object.defineProperty(ClickInfo.prototype, "ignore", {
  23571. get: function () {
  23572. return this._ignore;
  23573. },
  23574. set: function (b) {
  23575. this._ignore = b;
  23576. },
  23577. enumerable: true,
  23578. configurable: true
  23579. });
  23580. return ClickInfo;
  23581. }());
  23582. /**
  23583. * This class is used by the onRenderingGroupObservable
  23584. */
  23585. var RenderingGroupInfo = /** @class */ (function () {
  23586. function RenderingGroupInfo() {
  23587. }
  23588. /**
  23589. * Stage corresponding to the very first hook in the renderingGroup phase: before the render buffer may be cleared
  23590. * This stage will be fired no matter what
  23591. */
  23592. RenderingGroupInfo.STAGE_PRECLEAR = 1;
  23593. /**
  23594. * Called before opaque object are rendered.
  23595. * This stage will be fired only if there's 3D Opaque content to render
  23596. */
  23597. RenderingGroupInfo.STAGE_PREOPAQUE = 2;
  23598. /**
  23599. * Called after the opaque objects are rendered and before the transparent ones
  23600. * This stage will be fired only if there's 3D transparent content to render
  23601. */
  23602. RenderingGroupInfo.STAGE_PRETRANSPARENT = 3;
  23603. /**
  23604. * Called after the transparent object are rendered, last hook of the renderingGroup phase
  23605. * This stage will be fired no matter what
  23606. */
  23607. RenderingGroupInfo.STAGE_POSTTRANSPARENT = 4;
  23608. return RenderingGroupInfo;
  23609. }());
  23610. BABYLON.RenderingGroupInfo = RenderingGroupInfo;
  23611. /**
  23612. * Represents a scene to be rendered by the engine.
  23613. * @see http://doc.babylonjs.com/features/scene
  23614. */
  23615. var Scene = /** @class */ (function () {
  23616. /**
  23617. * Creates a new Scene
  23618. * @param engine defines the engine to use to render this scene
  23619. */
  23620. function Scene(engine) {
  23621. // Members
  23622. /**
  23623. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  23624. */
  23625. this.autoClear = true;
  23626. /**
  23627. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  23628. */
  23629. this.autoClearDepthAndStencil = true;
  23630. /**
  23631. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  23632. */
  23633. this.clearColor = new BABYLON.Color4(0.2, 0.2, 0.3, 1.0);
  23634. /**
  23635. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  23636. */
  23637. this.ambientColor = new BABYLON.Color3(0, 0, 0);
  23638. this._forceWireframe = false;
  23639. this._forcePointsCloud = false;
  23640. /**
  23641. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  23642. */
  23643. this.forceShowBoundingBoxes = false;
  23644. /**
  23645. * Gets or sets a boolean indicating if animations are enabled
  23646. */
  23647. this.animationsEnabled = true;
  23648. this._animationPropertiesOverride = null;
  23649. /**
  23650. * Gets or sets a boolean indicating if a constant deltatime has to be used
  23651. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  23652. */
  23653. this.useConstantAnimationDeltaTime = false;
  23654. /**
  23655. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  23656. * Please note that it requires to run a ray cast through the scene on every frame
  23657. */
  23658. this.constantlyUpdateMeshUnderPointer = false;
  23659. /**
  23660. * Defines the HTML cursor to use when hovering over interactive elements
  23661. */
  23662. this.hoverCursor = "pointer";
  23663. /**
  23664. * Defines the HTML default cursor to use (empty by default)
  23665. */
  23666. this.defaultCursor = "";
  23667. /**
  23668. * This is used to call preventDefault() on pointer down
  23669. * in order to block unwanted artifacts like system double clicks
  23670. */
  23671. this.preventDefaultOnPointerDown = true;
  23672. // Metadata
  23673. /**
  23674. * Gets or sets user defined metadata
  23675. */
  23676. this.metadata = null;
  23677. /**
  23678. * Use this array to add regular expressions used to disable offline support for specific urls
  23679. */
  23680. this.disableOfflineSupportExceptionRules = new Array();
  23681. /**
  23682. * An event triggered when the scene is disposed.
  23683. */
  23684. this.onDisposeObservable = new BABYLON.Observable();
  23685. this._onDisposeObserver = null;
  23686. /**
  23687. * An event triggered before rendering the scene (right after animations and physics)
  23688. */
  23689. this.onBeforeRenderObservable = new BABYLON.Observable();
  23690. this._onBeforeRenderObserver = null;
  23691. /**
  23692. * An event triggered after rendering the scene
  23693. */
  23694. this.onAfterRenderObservable = new BABYLON.Observable();
  23695. this._onAfterRenderObserver = null;
  23696. /**
  23697. * An event triggered before animating the scene
  23698. */
  23699. this.onBeforeAnimationsObservable = new BABYLON.Observable();
  23700. /**
  23701. * An event triggered after animations processing
  23702. */
  23703. this.onAfterAnimationsObservable = new BABYLON.Observable();
  23704. /**
  23705. * An event triggered before draw calls are ready to be sent
  23706. */
  23707. this.onBeforeDrawPhaseObservable = new BABYLON.Observable();
  23708. /**
  23709. * An event triggered after draw calls have been sent
  23710. */
  23711. this.onAfterDrawPhaseObservable = new BABYLON.Observable();
  23712. /**
  23713. * An event triggered when physic simulation is about to be run
  23714. */
  23715. this.onBeforePhysicsObservable = new BABYLON.Observable();
  23716. /**
  23717. * An event triggered when physic simulation has been done
  23718. */
  23719. this.onAfterPhysicsObservable = new BABYLON.Observable();
  23720. /**
  23721. * An event triggered when the scene is ready
  23722. */
  23723. this.onReadyObservable = new BABYLON.Observable();
  23724. /**
  23725. * An event triggered before rendering a camera
  23726. */
  23727. this.onBeforeCameraRenderObservable = new BABYLON.Observable();
  23728. this._onBeforeCameraRenderObserver = null;
  23729. /**
  23730. * An event triggered after rendering a camera
  23731. */
  23732. this.onAfterCameraRenderObservable = new BABYLON.Observable();
  23733. this._onAfterCameraRenderObserver = null;
  23734. /**
  23735. * An event triggered when active meshes evaluation is about to start
  23736. */
  23737. this.onBeforeActiveMeshesEvaluationObservable = new BABYLON.Observable();
  23738. /**
  23739. * An event triggered when active meshes evaluation is done
  23740. */
  23741. this.onAfterActiveMeshesEvaluationObservable = new BABYLON.Observable();
  23742. /**
  23743. * An event triggered when particles rendering is about to start
  23744. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  23745. */
  23746. this.onBeforeParticlesRenderingObservable = new BABYLON.Observable();
  23747. /**
  23748. * An event triggered when particles rendering is done
  23749. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  23750. */
  23751. this.onAfterParticlesRenderingObservable = new BABYLON.Observable();
  23752. /**
  23753. * An event triggered when sprites rendering is about to start
  23754. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  23755. */
  23756. this.onBeforeSpritesRenderingObservable = new BABYLON.Observable();
  23757. /**
  23758. * An event triggered when sprites rendering is done
  23759. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  23760. */
  23761. this.onAfterSpritesRenderingObservable = new BABYLON.Observable();
  23762. /**
  23763. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  23764. */
  23765. this.onDataLoadedObservable = new BABYLON.Observable();
  23766. /**
  23767. * An event triggered when a camera is created
  23768. */
  23769. this.onNewCameraAddedObservable = new BABYLON.Observable();
  23770. /**
  23771. * An event triggered when a camera is removed
  23772. */
  23773. this.onCameraRemovedObservable = new BABYLON.Observable();
  23774. /**
  23775. * An event triggered when a light is created
  23776. */
  23777. this.onNewLightAddedObservable = new BABYLON.Observable();
  23778. /**
  23779. * An event triggered when a light is removed
  23780. */
  23781. this.onLightRemovedObservable = new BABYLON.Observable();
  23782. /**
  23783. * An event triggered when a geometry is created
  23784. */
  23785. this.onNewGeometryAddedObservable = new BABYLON.Observable();
  23786. /**
  23787. * An event triggered when a geometry is removed
  23788. */
  23789. this.onGeometryRemovedObservable = new BABYLON.Observable();
  23790. /**
  23791. * An event triggered when a transform node is created
  23792. */
  23793. this.onNewTransformNodeAddedObservable = new BABYLON.Observable();
  23794. /**
  23795. * An event triggered when a transform node is removed
  23796. */
  23797. this.onTransformNodeRemovedObservable = new BABYLON.Observable();
  23798. /**
  23799. * An event triggered when a mesh is created
  23800. */
  23801. this.onNewMeshAddedObservable = new BABYLON.Observable();
  23802. /**
  23803. * An event triggered when a mesh is removed
  23804. */
  23805. this.onMeshRemovedObservable = new BABYLON.Observable();
  23806. /**
  23807. * An event triggered when render targets are about to be rendered
  23808. * Can happen multiple times per frame.
  23809. */
  23810. this.onBeforeRenderTargetsRenderObservable = new BABYLON.Observable();
  23811. /**
  23812. * An event triggered when render targets were rendered.
  23813. * Can happen multiple times per frame.
  23814. */
  23815. this.onAfterRenderTargetsRenderObservable = new BABYLON.Observable();
  23816. /**
  23817. * An event triggered before calculating deterministic simulation step
  23818. */
  23819. this.onBeforeStepObservable = new BABYLON.Observable();
  23820. /**
  23821. * An event triggered after calculating deterministic simulation step
  23822. */
  23823. this.onAfterStepObservable = new BABYLON.Observable();
  23824. /**
  23825. * This Observable will be triggered for each stage of each renderingGroup of each rendered camera.
  23826. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  23827. * 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)
  23828. */
  23829. this.onRenderingGroupObservable = new BABYLON.Observable();
  23830. // Animations
  23831. /**
  23832. * Gets a list of Animations associated with the scene
  23833. */
  23834. this.animations = [];
  23835. this._registeredForLateAnimationBindings = new BABYLON.SmartArrayNoDuplicate(256);
  23836. /**
  23837. * 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).
  23838. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  23839. */
  23840. this.onPrePointerObservable = new BABYLON.Observable();
  23841. /**
  23842. * Observable event triggered each time an input event is received from the rendering canvas
  23843. */
  23844. this.onPointerObservable = new BABYLON.Observable();
  23845. this._meshPickProceed = false;
  23846. this._currentPickResult = null;
  23847. this._previousPickResult = null;
  23848. this._totalPointersPressed = 0;
  23849. this._doubleClickOccured = false;
  23850. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  23851. this.cameraToUseForPointers = null;
  23852. this._startingPointerPosition = new BABYLON.Vector2(0, 0);
  23853. this._previousStartingPointerPosition = new BABYLON.Vector2(0, 0);
  23854. this._startingPointerTime = 0;
  23855. this._previousStartingPointerTime = 0;
  23856. // Deterministic lockstep
  23857. this._timeAccumulator = 0;
  23858. this._currentStepId = 0;
  23859. this._currentInternalStep = 0;
  23860. // Keyboard
  23861. /**
  23862. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  23863. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  23864. */
  23865. this.onPreKeyboardObservable = new BABYLON.Observable();
  23866. /**
  23867. * Observable event triggered each time an keyboard event is received from the hosting window
  23868. */
  23869. this.onKeyboardObservable = new BABYLON.Observable();
  23870. // Coordinates system
  23871. this._useRightHandedSystem = false;
  23872. // Fog
  23873. this._fogEnabled = true;
  23874. this._fogMode = Scene.FOGMODE_NONE;
  23875. /**
  23876. * Gets or sets the fog color to use
  23877. * @see http://doc.babylonjs.com/babylon101/environment#fog
  23878. */
  23879. this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  23880. /**
  23881. * Gets or sets the fog density to use
  23882. * @see http://doc.babylonjs.com/babylon101/environment#fog
  23883. */
  23884. this.fogDensity = 0.1;
  23885. /**
  23886. * Gets or sets the fog start distance to use
  23887. * @see http://doc.babylonjs.com/babylon101/environment#fog
  23888. */
  23889. this.fogStart = 0;
  23890. /**
  23891. * Gets or sets the fog end distance to use
  23892. * @see http://doc.babylonjs.com/babylon101/environment#fog
  23893. */
  23894. this.fogEnd = 1000.0;
  23895. // Lights
  23896. this._shadowsEnabled = true;
  23897. this._lightsEnabled = true;
  23898. /**
  23899. * All of the lights added to this scene
  23900. * @see http://doc.babylonjs.com/babylon101/lights
  23901. */
  23902. this.lights = new Array();
  23903. // Cameras
  23904. /** All of the cameras added to this scene.
  23905. * @see http://doc.babylonjs.com/babylon101/cameras
  23906. */
  23907. this.cameras = new Array();
  23908. /** All of the active cameras added to this scene. */
  23909. this.activeCameras = new Array();
  23910. // Meshes
  23911. /**
  23912. * All of the tranform nodes added to this scene
  23913. * @see http://doc.babylonjs.com/how_to/transformnode
  23914. */
  23915. this.transformNodes = new Array();
  23916. /**
  23917. * All of the (abstract) meshes added to this scene
  23918. */
  23919. this.meshes = new Array();
  23920. /**
  23921. * All of the animation groups added to this scene
  23922. * @see http://doc.babylonjs.com/how_to/group
  23923. */
  23924. this.animationGroups = new Array();
  23925. // Geometries
  23926. this._geometries = new Array();
  23927. /**
  23928. * All of the materials added to this scene
  23929. * @see http://doc.babylonjs.com/babylon101/materials
  23930. */
  23931. this.materials = new Array();
  23932. /**
  23933. * All of the multi-materials added to this scene
  23934. * @see http://doc.babylonjs.com/how_to/multi_materials
  23935. */
  23936. this.multiMaterials = new Array();
  23937. // Textures
  23938. this._texturesEnabled = true;
  23939. /**
  23940. * All of the textures added to this scene
  23941. */
  23942. this.textures = new Array();
  23943. // Particles
  23944. /**
  23945. * Gets or sets a boolean indicating if particles are enabled on this scene
  23946. */
  23947. this.particlesEnabled = true;
  23948. /**
  23949. * All of the particle systems added to this scene
  23950. * @see http://doc.babylonjs.com/babylon101/particles
  23951. */
  23952. this.particleSystems = new Array();
  23953. // Sprites
  23954. /**
  23955. * Gets or sets a boolean indicating if sprites are enabled on this scene
  23956. */
  23957. this.spritesEnabled = true;
  23958. /**
  23959. * All of the sprite managers added to this scene
  23960. * @see http://doc.babylonjs.com/babylon101/sprites
  23961. */
  23962. this.spriteManagers = new Array();
  23963. /**
  23964. * The list of layers (background and foreground) of the scene
  23965. */
  23966. this.layers = new Array();
  23967. /**
  23968. * The list of effect layers (highlights/glow) added to the scene
  23969. * @see http://doc.babylonjs.com/how_to/highlight_layer
  23970. * @see http://doc.babylonjs.com/how_to/glow_layer
  23971. */
  23972. this.effectLayers = new Array();
  23973. // Skeletons
  23974. this._skeletonsEnabled = true;
  23975. /**
  23976. * The list of skeletons added to the scene
  23977. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  23978. */
  23979. this.skeletons = new Array();
  23980. // Morph targets
  23981. /**
  23982. * The list of morph target managers added to the scene
  23983. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  23984. */
  23985. this.morphTargetManagers = new Array();
  23986. // Lens flares
  23987. /**
  23988. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  23989. */
  23990. this.lensFlaresEnabled = true;
  23991. /**
  23992. * The list of lens flare system added to the scene
  23993. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  23994. */
  23995. this.lensFlareSystems = new Array();
  23996. // Collisions
  23997. /**
  23998. * Gets or sets a boolean indicating if collisions are enabled on this scene
  23999. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  24000. */
  24001. this.collisionsEnabled = true;
  24002. /**
  24003. * Defines the gravity applied to this scene (used only for collisions)
  24004. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  24005. */
  24006. this.gravity = new BABYLON.Vector3(0, -9.807, 0);
  24007. // Postprocesses
  24008. /**
  24009. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  24010. */
  24011. this.postProcessesEnabled = true;
  24012. /**
  24013. * The list of postprocesses added to the scene
  24014. */
  24015. this.postProcesses = new Array();
  24016. // Customs render targets
  24017. /**
  24018. * Gets or sets a boolean indicating if render targets are enabled on this scene
  24019. */
  24020. this.renderTargetsEnabled = true;
  24021. /**
  24022. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  24023. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  24024. */
  24025. this.dumpNextRenderTargets = false;
  24026. /**
  24027. * The list of user defined render targets added to the scene
  24028. */
  24029. this.customRenderTargets = new Array();
  24030. /**
  24031. * Gets the list of meshes imported to the scene through SceneLoader
  24032. */
  24033. this.importedMeshesFiles = new Array();
  24034. // Probes
  24035. /**
  24036. * Gets or sets a boolean indicating if probes are enabled on this scene
  24037. */
  24038. this.probesEnabled = true;
  24039. /**
  24040. * The list of reflection probes added to the scene
  24041. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  24042. */
  24043. this.reflectionProbes = new Array();
  24044. /** @hidden */
  24045. this._actionManagers = new Array();
  24046. this._meshesForIntersections = new BABYLON.SmartArrayNoDuplicate(256);
  24047. // Procedural textures
  24048. /**
  24049. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  24050. */
  24051. this.proceduralTexturesEnabled = true;
  24052. /**
  24053. * The list of procedural textures added to the scene
  24054. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  24055. */
  24056. this.proceduralTextures = new Array();
  24057. /**
  24058. * The list of sound tracks added to the scene
  24059. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  24060. */
  24061. this.soundTracks = new Array();
  24062. this._audioEnabled = true;
  24063. this._headphone = false;
  24064. // Performance counters
  24065. this._totalVertices = new BABYLON.PerfCounter();
  24066. /** @hidden */
  24067. this._activeIndices = new BABYLON.PerfCounter();
  24068. /** @hidden */
  24069. this._activeParticles = new BABYLON.PerfCounter();
  24070. /** @hidden */
  24071. this._activeBones = new BABYLON.PerfCounter();
  24072. this._animationTime = 0;
  24073. /**
  24074. * Gets or sets a general scale for animation speed
  24075. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  24076. */
  24077. this.animationTimeScale = 1;
  24078. this._renderId = 0;
  24079. this._executeWhenReadyTimeoutId = -1;
  24080. this._intermediateRendering = false;
  24081. this._viewUpdateFlag = -1;
  24082. this._projectionUpdateFlag = -1;
  24083. this._alternateViewUpdateFlag = -1;
  24084. this._alternateProjectionUpdateFlag = -1;
  24085. /** @hidden */
  24086. this._toBeDisposed = new BABYLON.SmartArray(256);
  24087. this._activeRequests = new Array();
  24088. this._pendingData = new Array();
  24089. this._isDisposed = false;
  24090. /**
  24091. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  24092. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  24093. */
  24094. this.dispatchAllSubMeshesOfActiveMeshes = false;
  24095. this._activeMeshes = new BABYLON.SmartArray(256);
  24096. this._processedMaterials = new BABYLON.SmartArray(256);
  24097. this._renderTargets = new BABYLON.SmartArrayNoDuplicate(256);
  24098. /** @hidden */
  24099. this._activeParticleSystems = new BABYLON.SmartArray(256);
  24100. this._activeSkeletons = new BABYLON.SmartArrayNoDuplicate(32);
  24101. this._softwareSkinnedMeshes = new BABYLON.SmartArrayNoDuplicate(32);
  24102. /** @hidden */
  24103. this._activeAnimatables = new Array();
  24104. this._transformMatrix = BABYLON.Matrix.Zero();
  24105. this._useAlternateCameraConfiguration = false;
  24106. this._alternateRendering = false;
  24107. /**
  24108. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  24109. * This is useful if there are more lights that the maximum simulteanous authorized
  24110. */
  24111. this.requireLightSorting = false;
  24112. this._depthRenderer = {};
  24113. this._activeMeshesFrozen = false;
  24114. this._tempPickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  24115. this._engine = engine || BABYLON.Engine.LastCreatedEngine;
  24116. this._engine.scenes.push(this);
  24117. this._uid = null;
  24118. this._renderingManager = new BABYLON.RenderingManager(this);
  24119. this.postProcessManager = new BABYLON.PostProcessManager(this);
  24120. if (BABYLON.OutlineRenderer) {
  24121. this._outlineRenderer = new BABYLON.OutlineRenderer(this);
  24122. }
  24123. if (BABYLON.Tools.IsWindowObjectExist()) {
  24124. this.attachControl();
  24125. }
  24126. //simplification queue
  24127. if (BABYLON.SimplificationQueue) {
  24128. this.simplificationQueue = new BABYLON.SimplificationQueue();
  24129. }
  24130. //collision coordinator initialization. For now legacy per default.
  24131. this.workerCollisions = false; //(!!Worker && (!!BABYLON.CollisionWorker || BABYLON.WorkerIncluded));
  24132. // Uniform Buffer
  24133. this._createUbo();
  24134. // Default Image processing definition.
  24135. this._imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  24136. }
  24137. Object.defineProperty(Scene, "FOGMODE_NONE", {
  24138. /** The fog is deactivated */
  24139. get: function () {
  24140. return Scene._FOGMODE_NONE;
  24141. },
  24142. enumerable: true,
  24143. configurable: true
  24144. });
  24145. Object.defineProperty(Scene, "FOGMODE_EXP", {
  24146. /** The fog density is following an exponential function */
  24147. get: function () {
  24148. return Scene._FOGMODE_EXP;
  24149. },
  24150. enumerable: true,
  24151. configurable: true
  24152. });
  24153. Object.defineProperty(Scene, "FOGMODE_EXP2", {
  24154. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  24155. get: function () {
  24156. return Scene._FOGMODE_EXP2;
  24157. },
  24158. enumerable: true,
  24159. configurable: true
  24160. });
  24161. Object.defineProperty(Scene, "FOGMODE_LINEAR", {
  24162. /** The fog density is following a linear function. */
  24163. get: function () {
  24164. return Scene._FOGMODE_LINEAR;
  24165. },
  24166. enumerable: true,
  24167. configurable: true
  24168. });
  24169. Object.defineProperty(Scene.prototype, "environmentTexture", {
  24170. /**
  24171. * Texture used in all pbr material as the reflection texture.
  24172. * As in the majority of the scene they are the same (exception for multi room and so on),
  24173. * this is easier to reference from here than from all the materials.
  24174. */
  24175. get: function () {
  24176. return this._environmentTexture;
  24177. },
  24178. /**
  24179. * Texture used in all pbr material as the reflection texture.
  24180. * As in the majority of the scene they are the same (exception for multi room and so on),
  24181. * this is easier to set here than in all the materials.
  24182. */
  24183. set: function (value) {
  24184. if (this._environmentTexture === value) {
  24185. return;
  24186. }
  24187. this._environmentTexture = value;
  24188. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  24189. },
  24190. enumerable: true,
  24191. configurable: true
  24192. });
  24193. Object.defineProperty(Scene.prototype, "imageProcessingConfiguration", {
  24194. /**
  24195. * Default image processing configuration used either in the rendering
  24196. * Forward main pass or through the imageProcessingPostProcess if present.
  24197. * As in the majority of the scene they are the same (exception for multi camera),
  24198. * this is easier to reference from here than from all the materials and post process.
  24199. *
  24200. * No setter as we it is a shared configuration, you can set the values instead.
  24201. */
  24202. get: function () {
  24203. return this._imageProcessingConfiguration;
  24204. },
  24205. enumerable: true,
  24206. configurable: true
  24207. });
  24208. Object.defineProperty(Scene.prototype, "forceWireframe", {
  24209. get: function () {
  24210. return this._forceWireframe;
  24211. },
  24212. /**
  24213. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  24214. */
  24215. set: function (value) {
  24216. if (this._forceWireframe === value) {
  24217. return;
  24218. }
  24219. this._forceWireframe = value;
  24220. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  24221. },
  24222. enumerable: true,
  24223. configurable: true
  24224. });
  24225. Object.defineProperty(Scene.prototype, "forcePointsCloud", {
  24226. get: function () {
  24227. return this._forcePointsCloud;
  24228. },
  24229. /**
  24230. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  24231. */
  24232. set: function (value) {
  24233. if (this._forcePointsCloud === value) {
  24234. return;
  24235. }
  24236. this._forcePointsCloud = value;
  24237. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  24238. },
  24239. enumerable: true,
  24240. configurable: true
  24241. });
  24242. Object.defineProperty(Scene.prototype, "animationPropertiesOverride", {
  24243. /**
  24244. * Gets or sets the animation properties override
  24245. */
  24246. get: function () {
  24247. return this._animationPropertiesOverride;
  24248. },
  24249. set: function (value) {
  24250. this._animationPropertiesOverride = value;
  24251. },
  24252. enumerable: true,
  24253. configurable: true
  24254. });
  24255. Object.defineProperty(Scene.prototype, "onDispose", {
  24256. /** Sets a function to be executed when this scene is disposed. */
  24257. set: function (callback) {
  24258. if (this._onDisposeObserver) {
  24259. this.onDisposeObservable.remove(this._onDisposeObserver);
  24260. }
  24261. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  24262. },
  24263. enumerable: true,
  24264. configurable: true
  24265. });
  24266. Object.defineProperty(Scene.prototype, "beforeRender", {
  24267. /** Sets a function to be executed before rendering this scene */
  24268. set: function (callback) {
  24269. if (this._onBeforeRenderObserver) {
  24270. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  24271. }
  24272. if (callback) {
  24273. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  24274. }
  24275. },
  24276. enumerable: true,
  24277. configurable: true
  24278. });
  24279. Object.defineProperty(Scene.prototype, "afterRender", {
  24280. /** Sets a function to be executed after rendering this scene */
  24281. set: function (callback) {
  24282. if (this._onAfterRenderObserver) {
  24283. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  24284. }
  24285. if (callback) {
  24286. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  24287. }
  24288. },
  24289. enumerable: true,
  24290. configurable: true
  24291. });
  24292. Object.defineProperty(Scene.prototype, "beforeCameraRender", {
  24293. /** Sets a function to be executed before rendering a camera*/
  24294. set: function (callback) {
  24295. if (this._onBeforeCameraRenderObserver) {
  24296. this.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  24297. }
  24298. this._onBeforeCameraRenderObserver = this.onBeforeCameraRenderObservable.add(callback);
  24299. },
  24300. enumerable: true,
  24301. configurable: true
  24302. });
  24303. Object.defineProperty(Scene.prototype, "afterCameraRender", {
  24304. /** Sets a function to be executed after rendering a camera*/
  24305. set: function (callback) {
  24306. if (this._onAfterCameraRenderObserver) {
  24307. this.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  24308. }
  24309. this._onAfterCameraRenderObserver = this.onAfterCameraRenderObservable.add(callback);
  24310. },
  24311. enumerable: true,
  24312. configurable: true
  24313. });
  24314. Object.defineProperty(Scene.prototype, "gamepadManager", {
  24315. /**
  24316. * Gets the gamepad manager associated with the scene
  24317. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  24318. */
  24319. get: function () {
  24320. if (!this._gamepadManager) {
  24321. this._gamepadManager = new BABYLON.GamepadManager(this);
  24322. }
  24323. return this._gamepadManager;
  24324. },
  24325. enumerable: true,
  24326. configurable: true
  24327. });
  24328. Object.defineProperty(Scene.prototype, "unTranslatedPointer", {
  24329. /**
  24330. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  24331. */
  24332. get: function () {
  24333. return new BABYLON.Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);
  24334. },
  24335. enumerable: true,
  24336. configurable: true
  24337. });
  24338. Object.defineProperty(Scene.prototype, "useRightHandedSystem", {
  24339. get: function () {
  24340. return this._useRightHandedSystem;
  24341. },
  24342. /**
  24343. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  24344. */
  24345. set: function (value) {
  24346. if (this._useRightHandedSystem === value) {
  24347. return;
  24348. }
  24349. this._useRightHandedSystem = value;
  24350. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  24351. },
  24352. enumerable: true,
  24353. configurable: true
  24354. });
  24355. /**
  24356. * Sets the step Id used by deterministic lock step
  24357. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  24358. * @param newStepId defines the step Id
  24359. */
  24360. Scene.prototype.setStepId = function (newStepId) {
  24361. this._currentStepId = newStepId;
  24362. };
  24363. ;
  24364. /**
  24365. * Gets the step Id used by deterministic lock step
  24366. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  24367. * @returns the step Id
  24368. */
  24369. Scene.prototype.getStepId = function () {
  24370. return this._currentStepId;
  24371. };
  24372. ;
  24373. /**
  24374. * Gets the internal step used by deterministic lock step
  24375. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  24376. * @returns the internal step
  24377. */
  24378. Scene.prototype.getInternalStep = function () {
  24379. return this._currentInternalStep;
  24380. };
  24381. ;
  24382. Object.defineProperty(Scene.prototype, "fogEnabled", {
  24383. get: function () {
  24384. return this._fogEnabled;
  24385. },
  24386. /**
  24387. * Gets or sets a boolean indicating if fog is enabled on this scene
  24388. * @see http://doc.babylonjs.com/babylon101/environment#fog
  24389. */
  24390. set: function (value) {
  24391. if (this._fogEnabled === value) {
  24392. return;
  24393. }
  24394. this._fogEnabled = value;
  24395. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  24396. },
  24397. enumerable: true,
  24398. configurable: true
  24399. });
  24400. Object.defineProperty(Scene.prototype, "fogMode", {
  24401. get: function () {
  24402. return this._fogMode;
  24403. },
  24404. /**
  24405. * Gets or sets the fog mode to use
  24406. * @see http://doc.babylonjs.com/babylon101/environment#fog
  24407. */
  24408. set: function (value) {
  24409. if (this._fogMode === value) {
  24410. return;
  24411. }
  24412. this._fogMode = value;
  24413. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  24414. },
  24415. enumerable: true,
  24416. configurable: true
  24417. });
  24418. Object.defineProperty(Scene.prototype, "shadowsEnabled", {
  24419. get: function () {
  24420. return this._shadowsEnabled;
  24421. },
  24422. /**
  24423. * Gets or sets a boolean indicating if shadows are enabled on this scene
  24424. */
  24425. set: function (value) {
  24426. if (this._shadowsEnabled === value) {
  24427. return;
  24428. }
  24429. this._shadowsEnabled = value;
  24430. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  24431. },
  24432. enumerable: true,
  24433. configurable: true
  24434. });
  24435. Object.defineProperty(Scene.prototype, "lightsEnabled", {
  24436. get: function () {
  24437. return this._lightsEnabled;
  24438. },
  24439. /**
  24440. * Gets or sets a boolean indicating if lights are enabled on this scene
  24441. */
  24442. set: function (value) {
  24443. if (this._lightsEnabled === value) {
  24444. return;
  24445. }
  24446. this._lightsEnabled = value;
  24447. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  24448. },
  24449. enumerable: true,
  24450. configurable: true
  24451. });
  24452. Object.defineProperty(Scene.prototype, "defaultMaterial", {
  24453. /** The default material used on meshes when no material is affected */
  24454. get: function () {
  24455. if (!this._defaultMaterial) {
  24456. this._defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  24457. }
  24458. return this._defaultMaterial;
  24459. },
  24460. /** The default material used on meshes when no material is affected */
  24461. set: function (value) {
  24462. this._defaultMaterial = value;
  24463. },
  24464. enumerable: true,
  24465. configurable: true
  24466. });
  24467. Object.defineProperty(Scene.prototype, "texturesEnabled", {
  24468. get: function () {
  24469. return this._texturesEnabled;
  24470. },
  24471. /**
  24472. * Gets or sets a boolean indicating if textures are enabled on this scene
  24473. */
  24474. set: function (value) {
  24475. if (this._texturesEnabled === value) {
  24476. return;
  24477. }
  24478. this._texturesEnabled = value;
  24479. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  24480. },
  24481. enumerable: true,
  24482. configurable: true
  24483. });
  24484. Object.defineProperty(Scene.prototype, "skeletonsEnabled", {
  24485. get: function () {
  24486. return this._skeletonsEnabled;
  24487. },
  24488. /**
  24489. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  24490. */
  24491. set: function (value) {
  24492. if (this._skeletonsEnabled === value) {
  24493. return;
  24494. }
  24495. this._skeletonsEnabled = value;
  24496. this.markAllMaterialsAsDirty(BABYLON.Material.AttributesDirtyFlag);
  24497. },
  24498. enumerable: true,
  24499. configurable: true
  24500. });
  24501. Object.defineProperty(Scene.prototype, "postProcessRenderPipelineManager", {
  24502. /**
  24503. * Gets the postprocess render pipeline manager
  24504. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  24505. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  24506. */
  24507. get: function () {
  24508. if (!this._postProcessRenderPipelineManager) {
  24509. this._postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
  24510. }
  24511. return this._postProcessRenderPipelineManager;
  24512. },
  24513. enumerable: true,
  24514. configurable: true
  24515. });
  24516. Object.defineProperty(Scene.prototype, "mainSoundTrack", {
  24517. /**
  24518. * Gets the main soundtrack associated with the scene
  24519. */
  24520. get: function () {
  24521. if (!this._mainSoundTrack) {
  24522. this._mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
  24523. }
  24524. return this._mainSoundTrack;
  24525. },
  24526. enumerable: true,
  24527. configurable: true
  24528. });
  24529. Object.defineProperty(Scene.prototype, "_isAlternateRenderingEnabled", {
  24530. /** @hidden */
  24531. get: function () {
  24532. return this._alternateRendering;
  24533. },
  24534. enumerable: true,
  24535. configurable: true
  24536. });
  24537. Object.defineProperty(Scene.prototype, "frustumPlanes", {
  24538. /**
  24539. * Gets the list of frustum planes (built from the active camera)
  24540. */
  24541. get: function () {
  24542. return this._frustumPlanes;
  24543. },
  24544. enumerable: true,
  24545. configurable: true
  24546. });
  24547. Object.defineProperty(Scene.prototype, "geometryBufferRenderer", {
  24548. /**
  24549. * Gets the current geometry buffer associated to the scene.
  24550. */
  24551. get: function () {
  24552. return this._geometryBufferRenderer;
  24553. },
  24554. /**
  24555. * Sets the current geometry buffer for the scene.
  24556. */
  24557. set: function (geometryBufferRenderer) {
  24558. if (geometryBufferRenderer && geometryBufferRenderer.isSupported) {
  24559. this._geometryBufferRenderer = geometryBufferRenderer;
  24560. }
  24561. },
  24562. enumerable: true,
  24563. configurable: true
  24564. });
  24565. Object.defineProperty(Scene.prototype, "debugLayer", {
  24566. /**
  24567. * Gets the debug layer associated with the scene
  24568. * @see http://doc.babylonjs.com/features/playground_debuglayer
  24569. */
  24570. get: function () {
  24571. if (!this._debugLayer) {
  24572. this._debugLayer = new BABYLON.DebugLayer(this);
  24573. }
  24574. return this._debugLayer;
  24575. },
  24576. enumerable: true,
  24577. configurable: true
  24578. });
  24579. Object.defineProperty(Scene.prototype, "workerCollisions", {
  24580. /**
  24581. * Gets a boolean indicating if collisions are processed on a web worker
  24582. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#web-worker-based-collision-system-since-21
  24583. */
  24584. get: function () {
  24585. return this._workerCollisions;
  24586. },
  24587. set: function (enabled) {
  24588. if (!BABYLON.CollisionCoordinatorLegacy) {
  24589. return;
  24590. }
  24591. enabled = (enabled && !!Worker && !!BABYLON.CollisionWorker);
  24592. this._workerCollisions = enabled;
  24593. if (this.collisionCoordinator) {
  24594. this.collisionCoordinator.destroy();
  24595. }
  24596. this.collisionCoordinator = enabled ? new BABYLON.CollisionCoordinatorWorker() : new BABYLON.CollisionCoordinatorLegacy();
  24597. this.collisionCoordinator.init(this);
  24598. },
  24599. enumerable: true,
  24600. configurable: true
  24601. });
  24602. Object.defineProperty(Scene.prototype, "selectionOctree", {
  24603. /**
  24604. * Gets the octree used to boost mesh selection (picking)
  24605. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  24606. */
  24607. get: function () {
  24608. return this._selectionOctree;
  24609. },
  24610. enumerable: true,
  24611. configurable: true
  24612. });
  24613. Object.defineProperty(Scene.prototype, "meshUnderPointer", {
  24614. /**
  24615. * Gets the mesh that is currently under the pointer
  24616. */
  24617. get: function () {
  24618. return this._pointerOverMesh;
  24619. },
  24620. enumerable: true,
  24621. configurable: true
  24622. });
  24623. Object.defineProperty(Scene.prototype, "pointerX", {
  24624. /**
  24625. * Gets the current on-screen X position of the pointer
  24626. */
  24627. get: function () {
  24628. return this._pointerX;
  24629. },
  24630. enumerable: true,
  24631. configurable: true
  24632. });
  24633. Object.defineProperty(Scene.prototype, "pointerY", {
  24634. /**
  24635. * Gets the current on-screen Y position of the pointer
  24636. */
  24637. get: function () {
  24638. return this._pointerY;
  24639. },
  24640. enumerable: true,
  24641. configurable: true
  24642. });
  24643. /**
  24644. * Gets the cached material (ie. the latest rendered one)
  24645. * @returns the cached material
  24646. */
  24647. Scene.prototype.getCachedMaterial = function () {
  24648. return this._cachedMaterial;
  24649. };
  24650. /**
  24651. * Gets the cached effect (ie. the latest rendered one)
  24652. * @returns the cached effect
  24653. */
  24654. Scene.prototype.getCachedEffect = function () {
  24655. return this._cachedEffect;
  24656. };
  24657. /**
  24658. * Gets the cached visibility state (ie. the latest rendered one)
  24659. * @returns the cached visibility state
  24660. */
  24661. Scene.prototype.getCachedVisibility = function () {
  24662. return this._cachedVisibility;
  24663. };
  24664. /**
  24665. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  24666. * @param material defines the current material
  24667. * @param effect defines the current effect
  24668. * @param visibility defines the current visibility state
  24669. * @returns true if one parameter is not cached
  24670. */
  24671. Scene.prototype.isCachedMaterialInvalid = function (material, effect, visibility) {
  24672. if (visibility === void 0) { visibility = 1; }
  24673. return this._cachedEffect !== effect || this._cachedMaterial !== material || this._cachedVisibility !== visibility;
  24674. };
  24675. /**
  24676. * Gets the bounding box renderer associated with the scene
  24677. * @returns a BoundingBoxRenderer
  24678. */
  24679. Scene.prototype.getBoundingBoxRenderer = function () {
  24680. if (!this._boundingBoxRenderer) {
  24681. this._boundingBoxRenderer = new BABYLON.BoundingBoxRenderer(this);
  24682. }
  24683. return this._boundingBoxRenderer;
  24684. };
  24685. /**
  24686. * Gets the outline renderer associated with the scene
  24687. * @returns a OutlineRenderer
  24688. */
  24689. Scene.prototype.getOutlineRenderer = function () {
  24690. return this._outlineRenderer;
  24691. };
  24692. /**
  24693. * Gets the engine associated with the scene
  24694. * @returns an Engine
  24695. */
  24696. Scene.prototype.getEngine = function () {
  24697. return this._engine;
  24698. };
  24699. /**
  24700. * Gets the total number of vertices rendered per frame
  24701. * @returns the total number of vertices rendered per frame
  24702. */
  24703. Scene.prototype.getTotalVertices = function () {
  24704. return this._totalVertices.current;
  24705. };
  24706. Object.defineProperty(Scene.prototype, "totalVerticesPerfCounter", {
  24707. /**
  24708. * Gets the performance counter for total vertices
  24709. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  24710. */
  24711. get: function () {
  24712. return this._totalVertices;
  24713. },
  24714. enumerable: true,
  24715. configurable: true
  24716. });
  24717. /**
  24718. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  24719. * @returns the total number of active indices rendered per frame
  24720. */
  24721. Scene.prototype.getActiveIndices = function () {
  24722. return this._activeIndices.current;
  24723. };
  24724. Object.defineProperty(Scene.prototype, "totalActiveIndicesPerfCounter", {
  24725. /**
  24726. * Gets the performance counter for active indices
  24727. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  24728. */
  24729. get: function () {
  24730. return this._activeIndices;
  24731. },
  24732. enumerable: true,
  24733. configurable: true
  24734. });
  24735. /**
  24736. * Gets the total number of active particles rendered per frame
  24737. * @returns the total number of active particles rendered per frame
  24738. */
  24739. Scene.prototype.getActiveParticles = function () {
  24740. return this._activeParticles.current;
  24741. };
  24742. Object.defineProperty(Scene.prototype, "activeParticlesPerfCounter", {
  24743. /**
  24744. * Gets the performance counter for active particles
  24745. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  24746. */
  24747. get: function () {
  24748. return this._activeParticles;
  24749. },
  24750. enumerable: true,
  24751. configurable: true
  24752. });
  24753. /**
  24754. * Gets the total number of active bones rendered per frame
  24755. * @returns the total number of active bones rendered per frame
  24756. */
  24757. Scene.prototype.getActiveBones = function () {
  24758. return this._activeBones.current;
  24759. };
  24760. Object.defineProperty(Scene.prototype, "activeBonesPerfCounter", {
  24761. /**
  24762. * Gets the performance counter for active bones
  24763. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  24764. */
  24765. get: function () {
  24766. return this._activeBones;
  24767. },
  24768. enumerable: true,
  24769. configurable: true
  24770. });
  24771. /** @hidden */
  24772. Scene.prototype.getInterFramePerfCounter = function () {
  24773. BABYLON.Tools.Warn("getInterFramePerfCounter is deprecated. Please use SceneInstrumentation class");
  24774. return 0;
  24775. };
  24776. Object.defineProperty(Scene.prototype, "interFramePerfCounter", {
  24777. /** @hidden */
  24778. get: function () {
  24779. BABYLON.Tools.Warn("interFramePerfCounter is deprecated. Please use SceneInstrumentation class");
  24780. return null;
  24781. },
  24782. enumerable: true,
  24783. configurable: true
  24784. });
  24785. /** @hidden */
  24786. Scene.prototype.getLastFrameDuration = function () {
  24787. BABYLON.Tools.Warn("getLastFrameDuration is deprecated. Please use SceneInstrumentation class");
  24788. return 0;
  24789. };
  24790. Object.defineProperty(Scene.prototype, "lastFramePerfCounter", {
  24791. /** @hidden */
  24792. get: function () {
  24793. BABYLON.Tools.Warn("lastFramePerfCounter is deprecated. Please use SceneInstrumentation class");
  24794. return null;
  24795. },
  24796. enumerable: true,
  24797. configurable: true
  24798. });
  24799. /** @hidden */
  24800. Scene.prototype.getEvaluateActiveMeshesDuration = function () {
  24801. BABYLON.Tools.Warn("getEvaluateActiveMeshesDuration is deprecated. Please use SceneInstrumentation class");
  24802. return 0;
  24803. };
  24804. Object.defineProperty(Scene.prototype, "evaluateActiveMeshesDurationPerfCounter", {
  24805. /** @hidden */
  24806. get: function () {
  24807. BABYLON.Tools.Warn("evaluateActiveMeshesDurationPerfCounter is deprecated. Please use SceneInstrumentation class");
  24808. return null;
  24809. },
  24810. enumerable: true,
  24811. configurable: true
  24812. });
  24813. /**
  24814. * Gets the array of active meshes
  24815. * @returns an array of AbstractMesh
  24816. */
  24817. Scene.prototype.getActiveMeshes = function () {
  24818. return this._activeMeshes;
  24819. };
  24820. /** @hidden */
  24821. Scene.prototype.getRenderTargetsDuration = function () {
  24822. BABYLON.Tools.Warn("getRenderTargetsDuration is deprecated. Please use SceneInstrumentation class");
  24823. return 0;
  24824. };
  24825. /** @hidden */
  24826. Scene.prototype.getRenderDuration = function () {
  24827. BABYLON.Tools.Warn("getRenderDuration is deprecated. Please use SceneInstrumentation class");
  24828. return 0;
  24829. };
  24830. Object.defineProperty(Scene.prototype, "renderDurationPerfCounter", {
  24831. /** @hidden */
  24832. get: function () {
  24833. BABYLON.Tools.Warn("renderDurationPerfCounter is deprecated. Please use SceneInstrumentation class");
  24834. return null;
  24835. },
  24836. enumerable: true,
  24837. configurable: true
  24838. });
  24839. /** @hidden */
  24840. Scene.prototype.getParticlesDuration = function () {
  24841. BABYLON.Tools.Warn("getParticlesDuration is deprecated. Please use SceneInstrumentation class");
  24842. return 0;
  24843. };
  24844. Object.defineProperty(Scene.prototype, "particlesDurationPerfCounter", {
  24845. /** @hidden */
  24846. get: function () {
  24847. BABYLON.Tools.Warn("particlesDurationPerfCounter is deprecated. Please use SceneInstrumentation class");
  24848. return null;
  24849. },
  24850. enumerable: true,
  24851. configurable: true
  24852. });
  24853. /** @hidden */
  24854. Scene.prototype.getSpritesDuration = function () {
  24855. BABYLON.Tools.Warn("getSpritesDuration is deprecated. Please use SceneInstrumentation class");
  24856. return 0;
  24857. };
  24858. Object.defineProperty(Scene.prototype, "spriteDuractionPerfCounter", {
  24859. /** @hidden */
  24860. get: function () {
  24861. BABYLON.Tools.Warn("spriteDuractionPerfCounter is deprecated. Please use SceneInstrumentation class");
  24862. return null;
  24863. },
  24864. enumerable: true,
  24865. configurable: true
  24866. });
  24867. /**
  24868. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  24869. * @returns a number
  24870. */
  24871. Scene.prototype.getAnimationRatio = function () {
  24872. return this._animationRatio;
  24873. };
  24874. /**
  24875. * Gets an unique Id for the current frame
  24876. * @returns a number
  24877. */
  24878. Scene.prototype.getRenderId = function () {
  24879. return this._renderId;
  24880. };
  24881. /** Call this function if you want to manually increment the render Id*/
  24882. Scene.prototype.incrementRenderId = function () {
  24883. this._renderId++;
  24884. };
  24885. Scene.prototype._updatePointerPosition = function (evt) {
  24886. var canvasRect = this._engine.getRenderingCanvasClientRect();
  24887. if (!canvasRect) {
  24888. return;
  24889. }
  24890. this._pointerX = evt.clientX - canvasRect.left;
  24891. this._pointerY = evt.clientY - canvasRect.top;
  24892. this._unTranslatedPointerX = this._pointerX;
  24893. this._unTranslatedPointerY = this._pointerY;
  24894. };
  24895. Scene.prototype._createUbo = function () {
  24896. this._sceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  24897. this._sceneUbo.addUniform("viewProjection", 16);
  24898. this._sceneUbo.addUniform("view", 16);
  24899. };
  24900. Scene.prototype._createAlternateUbo = function () {
  24901. this._alternateSceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  24902. this._alternateSceneUbo.addUniform("viewProjection", 16);
  24903. this._alternateSceneUbo.addUniform("view", 16);
  24904. };
  24905. // Pointers handling
  24906. /**
  24907. * Use this method to simulate a pointer move on a mesh
  24908. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  24909. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  24910. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  24911. * @returns the current scene
  24912. */
  24913. Scene.prototype.simulatePointerMove = function (pickResult, pointerEventInit) {
  24914. var evt = new PointerEvent("pointermove", pointerEventInit);
  24915. return this._processPointerMove(pickResult, evt);
  24916. };
  24917. Scene.prototype._processPointerMove = function (pickResult, evt) {
  24918. var canvas = this._engine.getRenderingCanvas();
  24919. if (!canvas) {
  24920. return this;
  24921. }
  24922. if (pickResult && pickResult.hit && pickResult.pickedMesh) {
  24923. this.setPointerOverSprite(null);
  24924. this.setPointerOverMesh(pickResult.pickedMesh);
  24925. if (this._pointerOverMesh && this._pointerOverMesh.actionManager && this._pointerOverMesh.actionManager.hasPointerTriggers) {
  24926. if (this._pointerOverMesh.actionManager.hoverCursor) {
  24927. canvas.style.cursor = this._pointerOverMesh.actionManager.hoverCursor;
  24928. }
  24929. else {
  24930. canvas.style.cursor = this.hoverCursor;
  24931. }
  24932. }
  24933. else {
  24934. canvas.style.cursor = this.defaultCursor;
  24935. }
  24936. }
  24937. else {
  24938. this.setPointerOverMesh(null);
  24939. // Sprites
  24940. pickResult = this.pickSprite(this._unTranslatedPointerX, this._unTranslatedPointerY, this._spritePredicate, false, this.cameraToUseForPointers || undefined);
  24941. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  24942. this.setPointerOverSprite(pickResult.pickedSprite);
  24943. if (this._pointerOverSprite && this._pointerOverSprite.actionManager && this._pointerOverSprite.actionManager.hoverCursor) {
  24944. canvas.style.cursor = this._pointerOverSprite.actionManager.hoverCursor;
  24945. }
  24946. else {
  24947. canvas.style.cursor = this.hoverCursor;
  24948. }
  24949. }
  24950. else {
  24951. this.setPointerOverSprite(null);
  24952. // Restore pointer
  24953. canvas.style.cursor = this.defaultCursor;
  24954. }
  24955. }
  24956. if (pickResult) {
  24957. var type = evt.type === "mousewheel" || evt.type === "DOMMouseScroll" ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE;
  24958. if (this.onPointerMove) {
  24959. this.onPointerMove(evt, pickResult, type);
  24960. }
  24961. if (this.onPointerObservable.hasObservers()) {
  24962. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  24963. this.onPointerObservable.notifyObservers(pi, type);
  24964. }
  24965. }
  24966. return this;
  24967. };
  24968. /**
  24969. * Use this method to simulate a pointer down on a mesh
  24970. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  24971. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  24972. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  24973. * @returns the current scene
  24974. */
  24975. Scene.prototype.simulatePointerDown = function (pickResult, pointerEventInit) {
  24976. var evt = new PointerEvent("pointerdown", pointerEventInit);
  24977. return this._processPointerDown(pickResult, evt);
  24978. };
  24979. Scene.prototype._processPointerDown = function (pickResult, evt) {
  24980. var _this = this;
  24981. if (pickResult && pickResult.hit && pickResult.pickedMesh) {
  24982. this._pickedDownMesh = pickResult.pickedMesh;
  24983. var actionManager = pickResult.pickedMesh.actionManager;
  24984. if (actionManager) {
  24985. if (actionManager.hasPickTriggers) {
  24986. actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  24987. switch (evt.button) {
  24988. case 0:
  24989. actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  24990. break;
  24991. case 1:
  24992. actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  24993. break;
  24994. case 2:
  24995. actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  24996. break;
  24997. }
  24998. }
  24999. if (actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnLongPressTrigger)) {
  25000. window.setTimeout(function () {
  25001. 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);
  25002. if (pickResult && pickResult.hit && pickResult.pickedMesh && actionManager) {
  25003. if (_this._totalPointersPressed !== 0 &&
  25004. ((Date.now() - _this._startingPointerTime) > Scene.LongPressDelay) &&
  25005. (Math.abs(_this._startingPointerPosition.x - _this._pointerX) < Scene.DragMovementThreshold &&
  25006. Math.abs(_this._startingPointerPosition.y - _this._pointerY) < Scene.DragMovementThreshold)) {
  25007. _this._startingPointerTime = 0;
  25008. actionManager.processTrigger(BABYLON.ActionManager.OnLongPressTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  25009. }
  25010. }
  25011. }, Scene.LongPressDelay);
  25012. }
  25013. }
  25014. }
  25015. if (pickResult) {
  25016. var type = BABYLON.PointerEventTypes.POINTERDOWN;
  25017. if (this.onPointerDown) {
  25018. this.onPointerDown(evt, pickResult, type);
  25019. }
  25020. if (this.onPointerObservable.hasObservers()) {
  25021. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  25022. this.onPointerObservable.notifyObservers(pi, type);
  25023. }
  25024. }
  25025. return this;
  25026. };
  25027. /**
  25028. * Use this method to simulate a pointer up on a mesh
  25029. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  25030. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  25031. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  25032. * @returns the current scene
  25033. */
  25034. Scene.prototype.simulatePointerUp = function (pickResult, pointerEventInit) {
  25035. var evt = new PointerEvent("pointerup", pointerEventInit);
  25036. var clickInfo = new ClickInfo();
  25037. clickInfo.singleClick = true;
  25038. clickInfo.ignore = true;
  25039. return this._processPointerUp(pickResult, evt, clickInfo);
  25040. };
  25041. Scene.prototype._processPointerUp = function (pickResult, evt, clickInfo) {
  25042. if (pickResult && pickResult && pickResult.pickedMesh) {
  25043. this._pickedUpMesh = pickResult.pickedMesh;
  25044. if (this._pickedDownMesh === this._pickedUpMesh) {
  25045. if (this.onPointerPick) {
  25046. this.onPointerPick(evt, pickResult);
  25047. }
  25048. if (clickInfo.singleClick && !clickInfo.ignore && this.onPointerObservable.hasObservers()) {
  25049. var type_1 = BABYLON.PointerEventTypes.POINTERPICK;
  25050. var pi = new BABYLON.PointerInfo(type_1, evt, pickResult);
  25051. this.onPointerObservable.notifyObservers(pi, type_1);
  25052. }
  25053. }
  25054. if (pickResult.pickedMesh.actionManager) {
  25055. if (clickInfo.ignore) {
  25056. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  25057. }
  25058. if (!clickInfo.hasSwiped && !clickInfo.ignore && clickInfo.singleClick) {
  25059. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  25060. }
  25061. if (clickInfo.doubleClick && !clickInfo.ignore && pickResult.pickedMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  25062. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnDoublePickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  25063. }
  25064. }
  25065. }
  25066. if (this._pickedDownMesh &&
  25067. this._pickedDownMesh.actionManager &&
  25068. this._pickedDownMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnPickOutTrigger) &&
  25069. this._pickedDownMesh !== this._pickedUpMesh) {
  25070. this._pickedDownMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNew(this._pickedDownMesh, evt));
  25071. }
  25072. var type = BABYLON.PointerEventTypes.POINTERUP;
  25073. if (this.onPointerObservable.hasObservers()) {
  25074. if (!clickInfo.ignore) {
  25075. if (!clickInfo.hasSwiped) {
  25076. if (clickInfo.singleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  25077. var type_2 = BABYLON.PointerEventTypes.POINTERTAP;
  25078. var pi = new BABYLON.PointerInfo(type_2, evt, pickResult);
  25079. this.onPointerObservable.notifyObservers(pi, type_2);
  25080. }
  25081. if (clickInfo.doubleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  25082. var type_3 = BABYLON.PointerEventTypes.POINTERDOUBLETAP;
  25083. var pi = new BABYLON.PointerInfo(type_3, evt, pickResult);
  25084. this.onPointerObservable.notifyObservers(pi, type_3);
  25085. }
  25086. }
  25087. }
  25088. else {
  25089. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  25090. this.onPointerObservable.notifyObservers(pi, type);
  25091. }
  25092. }
  25093. if (this.onPointerUp) {
  25094. this.onPointerUp(evt, pickResult, type);
  25095. }
  25096. return this;
  25097. };
  25098. /**
  25099. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  25100. * @param attachUp defines if you want to attach events to pointerup
  25101. * @param attachDown defines if you want to attach events to pointerdown
  25102. * @param attachMove defines if you want to attach events to pointermove
  25103. */
  25104. Scene.prototype.attachControl = function (attachUp, attachDown, attachMove) {
  25105. var _this = this;
  25106. if (attachUp === void 0) { attachUp = true; }
  25107. if (attachDown === void 0) { attachDown = true; }
  25108. if (attachMove === void 0) { attachMove = true; }
  25109. this._initActionManager = function (act, clickInfo) {
  25110. if (!_this._meshPickProceed) {
  25111. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  25112. _this._currentPickResult = pickResult;
  25113. if (pickResult) {
  25114. act = (pickResult.hit && pickResult.pickedMesh) ? pickResult.pickedMesh.actionManager : null;
  25115. }
  25116. _this._meshPickProceed = true;
  25117. }
  25118. return act;
  25119. };
  25120. this._delayedSimpleClick = function (btn, clickInfo, cb) {
  25121. // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different
  25122. if ((Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay && !_this._doubleClickOccured) ||
  25123. btn !== _this._previousButtonPressed) {
  25124. _this._doubleClickOccured = false;
  25125. clickInfo.singleClick = true;
  25126. clickInfo.ignore = false;
  25127. cb(clickInfo, _this._currentPickResult);
  25128. }
  25129. };
  25130. this._initClickEvent = function (obs1, obs2, evt, cb) {
  25131. var clickInfo = new ClickInfo();
  25132. _this._currentPickResult = null;
  25133. var act = null;
  25134. var checkPicking = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK)
  25135. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)
  25136. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  25137. if (!checkPicking && BABYLON.ActionManager && BABYLON.ActionManager.HasPickTriggers) {
  25138. act = _this._initActionManager(act, clickInfo);
  25139. if (act)
  25140. checkPicking = act.hasPickTriggers;
  25141. }
  25142. if (checkPicking) {
  25143. var btn = evt.button;
  25144. clickInfo.hasSwiped = Math.abs(_this._startingPointerPosition.x - _this._pointerX) > Scene.DragMovementThreshold ||
  25145. Math.abs(_this._startingPointerPosition.y - _this._pointerY) > Scene.DragMovementThreshold;
  25146. if (!clickInfo.hasSwiped) {
  25147. var checkSingleClickImmediately = !Scene.ExclusiveDoubleClickMode;
  25148. if (!checkSingleClickImmediately) {
  25149. checkSingleClickImmediately = !obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) &&
  25150. !obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  25151. if (checkSingleClickImmediately && !BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  25152. act = _this._initActionManager(act, clickInfo);
  25153. if (act)
  25154. checkSingleClickImmediately = !act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  25155. }
  25156. }
  25157. if (checkSingleClickImmediately) {
  25158. // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required
  25159. if (Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay ||
  25160. btn !== _this._previousButtonPressed) {
  25161. clickInfo.singleClick = true;
  25162. cb(clickInfo, _this._currentPickResult);
  25163. }
  25164. }
  25165. // at least one double click is required to be check and exclusive double click is enabled
  25166. else {
  25167. // wait that no double click has been raised during the double click delay
  25168. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  25169. _this._delayedSimpleClickTimeout = window.setTimeout(_this._delayedSimpleClick.bind(_this, btn, clickInfo, cb), Scene.DoubleClickDelay);
  25170. }
  25171. var checkDoubleClick = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) ||
  25172. obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  25173. if (!checkDoubleClick && BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  25174. act = _this._initActionManager(act, clickInfo);
  25175. if (act)
  25176. checkDoubleClick = act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  25177. }
  25178. if (checkDoubleClick) {
  25179. // two successive keys pressed are equal, double click delay is not over and double click has not just occurred
  25180. if (btn === _this._previousButtonPressed &&
  25181. Date.now() - _this._previousStartingPointerTime < Scene.DoubleClickDelay &&
  25182. !_this._doubleClickOccured) {
  25183. // pointer has not moved for 2 clicks, it's a double click
  25184. if (!clickInfo.hasSwiped &&
  25185. Math.abs(_this._previousStartingPointerPosition.x - _this._startingPointerPosition.x) < Scene.DragMovementThreshold &&
  25186. Math.abs(_this._previousStartingPointerPosition.y - _this._startingPointerPosition.y) < Scene.DragMovementThreshold) {
  25187. _this._previousStartingPointerTime = 0;
  25188. _this._doubleClickOccured = true;
  25189. clickInfo.doubleClick = true;
  25190. clickInfo.ignore = false;
  25191. if (Scene.ExclusiveDoubleClickMode && _this._previousDelayedSimpleClickTimeout) {
  25192. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  25193. }
  25194. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  25195. cb(clickInfo, _this._currentPickResult);
  25196. }
  25197. // if the two successive clicks are too far, it's just two simple clicks
  25198. else {
  25199. _this._doubleClickOccured = false;
  25200. _this._previousStartingPointerTime = _this._startingPointerTime;
  25201. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  25202. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  25203. _this._previousButtonPressed = btn;
  25204. if (Scene.ExclusiveDoubleClickMode) {
  25205. if (_this._previousDelayedSimpleClickTimeout) {
  25206. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  25207. }
  25208. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  25209. cb(clickInfo, _this._previousPickResult);
  25210. }
  25211. else {
  25212. cb(clickInfo, _this._currentPickResult);
  25213. }
  25214. }
  25215. }
  25216. // just the first click of the double has been raised
  25217. else {
  25218. _this._doubleClickOccured = false;
  25219. _this._previousStartingPointerTime = _this._startingPointerTime;
  25220. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  25221. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  25222. _this._previousButtonPressed = btn;
  25223. }
  25224. }
  25225. }
  25226. }
  25227. clickInfo.ignore = true;
  25228. cb(clickInfo, _this._currentPickResult);
  25229. };
  25230. this._spritePredicate = function (sprite) {
  25231. return sprite.isPickable && sprite.actionManager && sprite.actionManager.hasPointerTriggers;
  25232. };
  25233. this._onPointerMove = function (evt) {
  25234. _this._updatePointerPosition(evt);
  25235. // PreObservable support
  25236. if (_this.onPrePointerObservable.hasObservers()) {
  25237. var type = evt.type === "mousewheel" || evt.type === "DOMMouseScroll" ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE;
  25238. var pi = new BABYLON.PointerInfoPre(type, evt, _this._unTranslatedPointerX, _this._unTranslatedPointerY);
  25239. _this.onPrePointerObservable.notifyObservers(pi, type);
  25240. if (pi.skipOnPointerObservable) {
  25241. return;
  25242. }
  25243. }
  25244. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  25245. return;
  25246. }
  25247. if (!_this.pointerMovePredicate) {
  25248. _this.pointerMovePredicate = function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (mesh.enablePointerMoveEvents || _this.constantlyUpdateMeshUnderPointer || (mesh.actionManager !== null && mesh.actionManager !== undefined)); };
  25249. }
  25250. // Meshes
  25251. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerMovePredicate, false, _this.cameraToUseForPointers);
  25252. _this._processPointerMove(pickResult, evt);
  25253. };
  25254. this._onPointerDown = function (evt) {
  25255. _this._totalPointersPressed++;
  25256. _this._pickedDownMesh = null;
  25257. _this._meshPickProceed = false;
  25258. _this._updatePointerPosition(evt);
  25259. if (_this.preventDefaultOnPointerDown && canvas) {
  25260. evt.preventDefault();
  25261. canvas.focus();
  25262. }
  25263. // PreObservable support
  25264. if (_this.onPrePointerObservable.hasObservers()) {
  25265. var type = BABYLON.PointerEventTypes.POINTERDOWN;
  25266. var pi = new BABYLON.PointerInfoPre(type, evt, _this._unTranslatedPointerX, _this._unTranslatedPointerY);
  25267. _this.onPrePointerObservable.notifyObservers(pi, type);
  25268. if (pi.skipOnPointerObservable) {
  25269. return;
  25270. }
  25271. }
  25272. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  25273. return;
  25274. }
  25275. _this._startingPointerPosition.x = _this._pointerX;
  25276. _this._startingPointerPosition.y = _this._pointerY;
  25277. _this._startingPointerTime = Date.now();
  25278. if (!_this.pointerDownPredicate) {
  25279. _this.pointerDownPredicate = function (mesh) {
  25280. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  25281. };
  25282. }
  25283. // Meshes
  25284. _this._pickedDownMesh = null;
  25285. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  25286. _this._processPointerDown(pickResult, evt);
  25287. // Sprites
  25288. _this._pickedDownSprite = null;
  25289. if (_this.spriteManagers.length > 0) {
  25290. pickResult = _this.pickSprite(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this._spritePredicate, false, _this.cameraToUseForPointers || undefined);
  25291. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  25292. if (pickResult.pickedSprite.actionManager) {
  25293. _this._pickedDownSprite = pickResult.pickedSprite;
  25294. switch (evt.button) {
  25295. case 0:
  25296. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, _this, evt));
  25297. break;
  25298. case 1:
  25299. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, _this, evt));
  25300. break;
  25301. case 2:
  25302. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, _this, evt));
  25303. break;
  25304. }
  25305. if (pickResult.pickedSprite.actionManager) {
  25306. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, _this, evt));
  25307. }
  25308. }
  25309. }
  25310. }
  25311. };
  25312. this._onPointerUp = function (evt) {
  25313. if (_this._totalPointersPressed === 0) { // We are attaching the pointer up to windows because of a bug in FF
  25314. return; // So we need to test it the pointer down was pressed before.
  25315. }
  25316. _this._totalPointersPressed--;
  25317. _this._pickedUpMesh = null;
  25318. _this._meshPickProceed = false;
  25319. _this._updatePointerPosition(evt);
  25320. _this._initClickEvent(_this.onPrePointerObservable, _this.onPointerObservable, evt, function (clickInfo, pickResult) {
  25321. // PreObservable support
  25322. if (_this.onPrePointerObservable.hasObservers()) {
  25323. if (!clickInfo.ignore) {
  25324. if (!clickInfo.hasSwiped) {
  25325. if (clickInfo.singleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  25326. var type = BABYLON.PointerEventTypes.POINTERTAP;
  25327. var pi = new BABYLON.PointerInfoPre(type, evt, _this._unTranslatedPointerX, _this._unTranslatedPointerY);
  25328. _this.onPrePointerObservable.notifyObservers(pi, type);
  25329. if (pi.skipOnPointerObservable) {
  25330. return;
  25331. }
  25332. }
  25333. if (clickInfo.doubleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  25334. var type = BABYLON.PointerEventTypes.POINTERDOUBLETAP;
  25335. var pi = new BABYLON.PointerInfoPre(type, evt, _this._unTranslatedPointerX, _this._unTranslatedPointerY);
  25336. _this.onPrePointerObservable.notifyObservers(pi, type);
  25337. if (pi.skipOnPointerObservable) {
  25338. return;
  25339. }
  25340. }
  25341. }
  25342. }
  25343. else {
  25344. var type = BABYLON.PointerEventTypes.POINTERUP;
  25345. var pi = new BABYLON.PointerInfoPre(type, evt, _this._unTranslatedPointerX, _this._unTranslatedPointerY);
  25346. _this.onPrePointerObservable.notifyObservers(pi, type);
  25347. if (pi.skipOnPointerObservable) {
  25348. return;
  25349. }
  25350. }
  25351. }
  25352. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  25353. return;
  25354. }
  25355. if (!_this.pointerUpPredicate) {
  25356. _this.pointerUpPredicate = function (mesh) {
  25357. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  25358. };
  25359. }
  25360. // Meshes
  25361. if (!_this._meshPickProceed && (BABYLON.ActionManager && BABYLON.ActionManager.HasTriggers || _this.onPointerObservable.hasObservers())) {
  25362. _this._initActionManager(null, clickInfo);
  25363. }
  25364. if (!pickResult) {
  25365. pickResult = _this._currentPickResult;
  25366. }
  25367. _this._processPointerUp(pickResult, evt, clickInfo);
  25368. // Sprites
  25369. if (_this.spriteManagers.length > 0) {
  25370. var spritePickResult = _this.pickSprite(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this._spritePredicate, false, _this.cameraToUseForPointers || undefined);
  25371. if (spritePickResult) {
  25372. if (spritePickResult.hit && spritePickResult.pickedSprite) {
  25373. if (spritePickResult.pickedSprite.actionManager) {
  25374. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, _this, evt));
  25375. if (spritePickResult.pickedSprite.actionManager) {
  25376. if (Math.abs(_this._startingPointerPosition.x - _this._pointerX) < Scene.DragMovementThreshold && Math.abs(_this._startingPointerPosition.y - _this._pointerY) < Scene.DragMovementThreshold) {
  25377. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, _this, evt));
  25378. }
  25379. }
  25380. }
  25381. }
  25382. if (_this._pickedDownSprite && _this._pickedDownSprite.actionManager && _this._pickedDownSprite !== spritePickResult.pickedSprite) {
  25383. _this._pickedDownSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(_this._pickedDownSprite, _this, evt));
  25384. }
  25385. }
  25386. }
  25387. _this._previousPickResult = _this._currentPickResult;
  25388. });
  25389. };
  25390. this._onKeyDown = function (evt) {
  25391. var type = BABYLON.KeyboardEventTypes.KEYDOWN;
  25392. if (_this.onPreKeyboardObservable.hasObservers()) {
  25393. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  25394. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  25395. if (pi.skipOnPointerObservable) {
  25396. return;
  25397. }
  25398. }
  25399. if (_this.onKeyboardObservable.hasObservers()) {
  25400. var pi = new BABYLON.KeyboardInfo(type, evt);
  25401. _this.onKeyboardObservable.notifyObservers(pi, type);
  25402. }
  25403. if (_this.actionManager) {
  25404. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  25405. }
  25406. };
  25407. this._onKeyUp = function (evt) {
  25408. var type = BABYLON.KeyboardEventTypes.KEYUP;
  25409. if (_this.onPreKeyboardObservable.hasObservers()) {
  25410. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  25411. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  25412. if (pi.skipOnPointerObservable) {
  25413. return;
  25414. }
  25415. }
  25416. if (_this.onKeyboardObservable.hasObservers()) {
  25417. var pi = new BABYLON.KeyboardInfo(type, evt);
  25418. _this.onKeyboardObservable.notifyObservers(pi, type);
  25419. }
  25420. if (_this.actionManager) {
  25421. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  25422. }
  25423. };
  25424. var engine = this.getEngine();
  25425. this._onCanvasFocusObserver = engine.onCanvasFocusObservable.add(function () {
  25426. if (!canvas) {
  25427. return;
  25428. }
  25429. canvas.addEventListener("keydown", _this._onKeyDown, false);
  25430. canvas.addEventListener("keyup", _this._onKeyUp, false);
  25431. });
  25432. this._onCanvasBlurObserver = engine.onCanvasBlurObservable.add(function () {
  25433. if (!canvas) {
  25434. return;
  25435. }
  25436. canvas.removeEventListener("keydown", _this._onKeyDown);
  25437. canvas.removeEventListener("keyup", _this._onKeyUp);
  25438. });
  25439. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  25440. var canvas = this._engine.getRenderingCanvas();
  25441. if (!canvas) {
  25442. return;
  25443. }
  25444. if (attachMove) {
  25445. canvas.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  25446. // Wheel
  25447. canvas.addEventListener('mousewheel', this._onPointerMove, false);
  25448. canvas.addEventListener('DOMMouseScroll', this._onPointerMove, false);
  25449. }
  25450. if (attachDown) {
  25451. canvas.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  25452. }
  25453. if (attachUp) {
  25454. window.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  25455. }
  25456. canvas.tabIndex = 1;
  25457. };
  25458. /** Detaches all event handlers*/
  25459. Scene.prototype.detachControl = function () {
  25460. var engine = this.getEngine();
  25461. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  25462. var canvas = engine.getRenderingCanvas();
  25463. if (!canvas) {
  25464. return;
  25465. }
  25466. canvas.removeEventListener(eventPrefix + "move", this._onPointerMove);
  25467. canvas.removeEventListener(eventPrefix + "down", this._onPointerDown);
  25468. window.removeEventListener(eventPrefix + "up", this._onPointerUp);
  25469. if (this._onCanvasBlurObserver) {
  25470. engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  25471. }
  25472. if (this._onCanvasFocusObserver) {
  25473. engine.onCanvasFocusObservable.remove(this._onCanvasFocusObserver);
  25474. }
  25475. // Wheel
  25476. canvas.removeEventListener('mousewheel', this._onPointerMove);
  25477. canvas.removeEventListener('DOMMouseScroll', this._onPointerMove);
  25478. // Keyboard
  25479. canvas.removeEventListener("keydown", this._onKeyDown);
  25480. canvas.removeEventListener("keyup", this._onKeyUp);
  25481. // Observables
  25482. this.onKeyboardObservable.clear();
  25483. this.onPreKeyboardObservable.clear();
  25484. this.onPointerObservable.clear();
  25485. this.onPrePointerObservable.clear();
  25486. };
  25487. /**
  25488. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  25489. * Delay loaded resources are not taking in account
  25490. * @return true if all required resources are ready
  25491. */
  25492. Scene.prototype.isReady = function () {
  25493. if (this._isDisposed) {
  25494. return false;
  25495. }
  25496. if (this._pendingData.length > 0) {
  25497. return false;
  25498. }
  25499. var index;
  25500. var engine = this.getEngine();
  25501. // Geometries
  25502. for (index = 0; index < this._geometries.length; index++) {
  25503. var geometry = this._geometries[index];
  25504. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  25505. return false;
  25506. }
  25507. }
  25508. // Meshes
  25509. for (index = 0; index < this.meshes.length; index++) {
  25510. var mesh = this.meshes[index];
  25511. if (!mesh.isEnabled()) {
  25512. continue;
  25513. }
  25514. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  25515. continue;
  25516. }
  25517. if (!mesh.isReady(true)) {
  25518. return false;
  25519. }
  25520. // Effect layers
  25521. var hardwareInstancedRendering = mesh.getClassName() === "InstancedMesh" || engine.getCaps().instancedArrays && mesh.instances.length > 0;
  25522. for (var _i = 0, _a = this.effectLayers; _i < _a.length; _i++) {
  25523. var layer = _a[_i];
  25524. if (!layer.hasMesh(mesh)) {
  25525. continue;
  25526. }
  25527. for (var _b = 0, _c = mesh.subMeshes; _b < _c.length; _b++) {
  25528. var subMesh = _c[_b];
  25529. if (!layer.isReady(subMesh, hardwareInstancedRendering)) {
  25530. return false;
  25531. }
  25532. }
  25533. }
  25534. }
  25535. // Post-processes
  25536. if (this.activeCameras && this.activeCameras.length > 0) {
  25537. for (var _d = 0, _e = this.activeCameras; _d < _e.length; _d++) {
  25538. var camera = _e[_d];
  25539. if (!camera.isReady(true)) {
  25540. return false;
  25541. }
  25542. }
  25543. }
  25544. else if (this.activeCamera) {
  25545. if (!this.activeCamera.isReady(true)) {
  25546. return false;
  25547. }
  25548. }
  25549. // Particles
  25550. for (var _f = 0, _g = this.particleSystems; _f < _g.length; _f++) {
  25551. var particleSystem = _g[_f];
  25552. if (!particleSystem.isReady()) {
  25553. return false;
  25554. }
  25555. }
  25556. return true;
  25557. };
  25558. /** Resets all cached information relative to material (including effect and visibility) */
  25559. Scene.prototype.resetCachedMaterial = function () {
  25560. this._cachedMaterial = null;
  25561. this._cachedEffect = null;
  25562. this._cachedVisibility = null;
  25563. };
  25564. /**
  25565. * Registers a function to be called before every frame render
  25566. * @param func defines the function to register
  25567. */
  25568. Scene.prototype.registerBeforeRender = function (func) {
  25569. this.onBeforeRenderObservable.add(func);
  25570. };
  25571. /**
  25572. * Unregisters a function called before every frame render
  25573. * @param func defines the function to unregister
  25574. */
  25575. Scene.prototype.unregisterBeforeRender = function (func) {
  25576. this.onBeforeRenderObservable.removeCallback(func);
  25577. };
  25578. /**
  25579. * Registers a function to be called after every frame render
  25580. * @param func defines the function to register
  25581. */
  25582. Scene.prototype.registerAfterRender = function (func) {
  25583. this.onAfterRenderObservable.add(func);
  25584. };
  25585. /**
  25586. * Unregisters a function called after every frame render
  25587. * @param func defines the function to unregister
  25588. */
  25589. Scene.prototype.unregisterAfterRender = function (func) {
  25590. this.onAfterRenderObservable.removeCallback(func);
  25591. };
  25592. Scene.prototype._executeOnceBeforeRender = function (func) {
  25593. var _this = this;
  25594. var execFunc = function () {
  25595. func();
  25596. setTimeout(function () {
  25597. _this.unregisterBeforeRender(execFunc);
  25598. });
  25599. };
  25600. this.registerBeforeRender(execFunc);
  25601. };
  25602. /**
  25603. * The provided function will run before render once and will be disposed afterwards.
  25604. * A timeout delay can be provided so that the function will be executed in N ms.
  25605. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  25606. * @param func The function to be executed.
  25607. * @param timeout optional delay in ms
  25608. */
  25609. Scene.prototype.executeOnceBeforeRender = function (func, timeout) {
  25610. var _this = this;
  25611. if (timeout !== undefined) {
  25612. setTimeout(function () {
  25613. _this._executeOnceBeforeRender(func);
  25614. }, timeout);
  25615. }
  25616. else {
  25617. this._executeOnceBeforeRender(func);
  25618. }
  25619. };
  25620. /** @hidden */
  25621. Scene.prototype._addPendingData = function (data) {
  25622. this._pendingData.push(data);
  25623. };
  25624. /** @hidden */
  25625. Scene.prototype._removePendingData = function (data) {
  25626. var wasLoading = this.isLoading;
  25627. var index = this._pendingData.indexOf(data);
  25628. if (index !== -1) {
  25629. this._pendingData.splice(index, 1);
  25630. }
  25631. if (wasLoading && !this.isLoading) {
  25632. this.onDataLoadedObservable.notifyObservers(this);
  25633. }
  25634. };
  25635. /**
  25636. * Returns the number of items waiting to be loaded
  25637. * @returns the number of items waiting to be loaded
  25638. */
  25639. Scene.prototype.getWaitingItemsCount = function () {
  25640. return this._pendingData.length;
  25641. };
  25642. Object.defineProperty(Scene.prototype, "isLoading", {
  25643. /**
  25644. * Returns a boolean indicating if the scene is still loading data
  25645. */
  25646. get: function () {
  25647. return this._pendingData.length > 0;
  25648. },
  25649. enumerable: true,
  25650. configurable: true
  25651. });
  25652. /**
  25653. * Registers a function to be executed when the scene is ready
  25654. * @param {Function} func - the function to be executed
  25655. */
  25656. Scene.prototype.executeWhenReady = function (func) {
  25657. var _this = this;
  25658. this.onReadyObservable.add(func);
  25659. if (this._executeWhenReadyTimeoutId !== -1) {
  25660. return;
  25661. }
  25662. this._executeWhenReadyTimeoutId = setTimeout(function () {
  25663. _this._checkIsReady();
  25664. }, 150);
  25665. };
  25666. /**
  25667. * Returns a promise that resolves when the scene is ready
  25668. * @returns A promise that resolves when the scene is ready
  25669. */
  25670. Scene.prototype.whenReadyAsync = function () {
  25671. var _this = this;
  25672. return new Promise(function (resolve) {
  25673. _this.executeWhenReady(function () {
  25674. resolve();
  25675. });
  25676. });
  25677. };
  25678. /** @hidden */
  25679. Scene.prototype._checkIsReady = function () {
  25680. var _this = this;
  25681. if (this.isReady()) {
  25682. this.onReadyObservable.notifyObservers(this);
  25683. this.onReadyObservable.clear();
  25684. this._executeWhenReadyTimeoutId = -1;
  25685. return;
  25686. }
  25687. this._executeWhenReadyTimeoutId = setTimeout(function () {
  25688. _this._checkIsReady();
  25689. }, 150);
  25690. };
  25691. // Animations
  25692. /**
  25693. * Will start the animation sequence of a given target
  25694. * @param target defines the target
  25695. * @param from defines from which frame should animation start
  25696. * @param to defines until which frame should animation run.
  25697. * @param weight defines the weight to apply to the animation (1.0 by default)
  25698. * @param loop defines if the animation loops
  25699. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  25700. * @param onAnimationEnd defines the function to be executed when the animation ends
  25701. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  25702. * @returns the animatable object created for this animation
  25703. */
  25704. Scene.prototype.beginWeightedAnimation = function (target, from, to, weight, loop, speedRatio, onAnimationEnd, animatable) {
  25705. if (weight === void 0) { weight = 1.0; }
  25706. if (speedRatio === void 0) { speedRatio = 1.0; }
  25707. var returnedAnimatable = this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, false);
  25708. returnedAnimatable.weight = weight;
  25709. return returnedAnimatable;
  25710. };
  25711. /**
  25712. * Will start the animation sequence of a given target
  25713. * @param target defines the target
  25714. * @param from defines from which frame should animation start
  25715. * @param to defines until which frame should animation run.
  25716. * @param loop defines if the animation loops
  25717. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  25718. * @param onAnimationEnd defines the function to be executed when the animation ends
  25719. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  25720. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  25721. * @returns the animatable object created for this animation
  25722. */
  25723. Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent) {
  25724. if (speedRatio === void 0) { speedRatio = 1.0; }
  25725. if (stopCurrent === void 0) { stopCurrent = true; }
  25726. if (from > to && speedRatio > 0) {
  25727. speedRatio *= -1;
  25728. }
  25729. if (stopCurrent) {
  25730. this.stopAnimation(target);
  25731. }
  25732. if (!animatable) {
  25733. animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  25734. }
  25735. // Local animations
  25736. if (target.animations) {
  25737. animatable.appendAnimations(target, target.animations);
  25738. }
  25739. // Children animations
  25740. if (target.getAnimatables) {
  25741. var animatables = target.getAnimatables();
  25742. for (var index = 0; index < animatables.length; index++) {
  25743. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent);
  25744. }
  25745. }
  25746. animatable.reset();
  25747. return animatable;
  25748. };
  25749. /**
  25750. * Begin a new animation on a given node
  25751. * @param target defines the target where the animation will take place
  25752. * @param animations defines the list of animations to start
  25753. * @param from defines the initial value
  25754. * @param to defines the final value
  25755. * @param loop defines if you want animation to loop (off by default)
  25756. * @param speedRatio defines the speed ratio to apply to all animations
  25757. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  25758. * @returns the list of created animatables
  25759. */
  25760. Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) {
  25761. if (speedRatio === undefined) {
  25762. speedRatio = 1.0;
  25763. }
  25764. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  25765. return animatable;
  25766. };
  25767. /**
  25768. * Begin a new animation on a given node and its hierarchy
  25769. * @param target defines the root node where the animation will take place
  25770. * @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.
  25771. * @param animations defines the list of animations to start
  25772. * @param from defines the initial value
  25773. * @param to defines the final value
  25774. * @param loop defines if you want animation to loop (off by default)
  25775. * @param speedRatio defines the speed ratio to apply to all animations
  25776. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  25777. * @returns the list of animatables created for all nodes
  25778. */
  25779. Scene.prototype.beginDirectHierarchyAnimation = function (target, directDescendantsOnly, animations, from, to, loop, speedRatio, onAnimationEnd) {
  25780. var children = target.getDescendants(directDescendantsOnly);
  25781. var result = [];
  25782. for (var _i = 0, children_1 = children; _i < children_1.length; _i++) {
  25783. var child = children_1[_i];
  25784. result.push(this.beginDirectAnimation(child, animations, from, to, loop, speedRatio, onAnimationEnd));
  25785. }
  25786. return result;
  25787. };
  25788. /**
  25789. * Gets the animatable associated with a specific target
  25790. * @param target defines the target of the animatable
  25791. * @returns the required animatable if found
  25792. */
  25793. Scene.prototype.getAnimatableByTarget = function (target) {
  25794. for (var index = 0; index < this._activeAnimatables.length; index++) {
  25795. if (this._activeAnimatables[index].target === target) {
  25796. return this._activeAnimatables[index];
  25797. }
  25798. }
  25799. return null;
  25800. };
  25801. /**
  25802. * Gets all animatables associated with a given target
  25803. * @param target defines the target to look animatables for
  25804. * @returns an array of Animatables
  25805. */
  25806. Scene.prototype.getAllAnimatablesByTarget = function (target) {
  25807. var result = [];
  25808. for (var index = 0; index < this._activeAnimatables.length; index++) {
  25809. if (this._activeAnimatables[index].target === target) {
  25810. result.push(this._activeAnimatables[index]);
  25811. }
  25812. }
  25813. return result;
  25814. };
  25815. Object.defineProperty(Scene.prototype, "animatables", {
  25816. /**
  25817. * Gets all animatable attached to the scene
  25818. */
  25819. get: function () {
  25820. return this._activeAnimatables;
  25821. },
  25822. enumerable: true,
  25823. configurable: true
  25824. });
  25825. /**
  25826. * Will stop the animation of the given target
  25827. * @param target - the target
  25828. * @param animationName - the name of the animation to stop (all animations will be stopped if empty)
  25829. */
  25830. Scene.prototype.stopAnimation = function (target, animationName) {
  25831. var animatables = this.getAllAnimatablesByTarget(target);
  25832. for (var _i = 0, animatables_1 = animatables; _i < animatables_1.length; _i++) {
  25833. var animatable = animatables_1[_i];
  25834. animatable.stop(animationName);
  25835. }
  25836. };
  25837. /**
  25838. * Stops and removes all animations that have been applied to the scene
  25839. */
  25840. Scene.prototype.stopAllAnimations = function () {
  25841. if (this._activeAnimatables) {
  25842. for (var i = 0; i < this._activeAnimatables.length; i++) {
  25843. this._activeAnimatables[i].stop();
  25844. }
  25845. this._activeAnimatables = [];
  25846. }
  25847. for (var _i = 0, _a = this.animationGroups; _i < _a.length; _i++) {
  25848. var group = _a[_i];
  25849. group.stop();
  25850. }
  25851. };
  25852. Scene.prototype._animate = function () {
  25853. if (!this.animationsEnabled || this._activeAnimatables.length === 0) {
  25854. return;
  25855. }
  25856. // Getting time
  25857. var now = BABYLON.Tools.Now;
  25858. if (!this._animationTimeLast) {
  25859. if (this._pendingData.length > 0) {
  25860. return;
  25861. }
  25862. this._animationTimeLast = now;
  25863. }
  25864. var deltaTime = this.useConstantAnimationDeltaTime ? 16.0 : (now - this._animationTimeLast) * this.animationTimeScale;
  25865. this._animationTime += deltaTime;
  25866. this._animationTimeLast = now;
  25867. for (var index = 0; index < this._activeAnimatables.length; index++) {
  25868. this._activeAnimatables[index]._animate(this._animationTime);
  25869. }
  25870. // Late animation bindings
  25871. this._processLateAnimationBindings();
  25872. };
  25873. /** @hidden */
  25874. Scene.prototype._registerTargetForLateAnimationBinding = function (runtimeAnimation) {
  25875. var target = runtimeAnimation.target;
  25876. this._registeredForLateAnimationBindings.pushNoDuplicate(target);
  25877. if (!target._lateAnimationHolders) {
  25878. target._lateAnimationHolders = {};
  25879. }
  25880. if (!target._lateAnimationHolders[runtimeAnimation.targetPath]) {
  25881. target._lateAnimationHolders[runtimeAnimation.targetPath] = {
  25882. totalWeight: 0,
  25883. animations: []
  25884. };
  25885. }
  25886. target._lateAnimationHolders[runtimeAnimation.targetPath].animations.push(runtimeAnimation);
  25887. target._lateAnimationHolders[runtimeAnimation.targetPath].totalWeight += runtimeAnimation.weight;
  25888. };
  25889. Scene.prototype._processLateAnimationBindingsForMatrices = function (holder, originalValue) {
  25890. var normalizer = 1.0;
  25891. var finalPosition = BABYLON.Tmp.Vector3[0];
  25892. var finalScaling = BABYLON.Tmp.Vector3[1];
  25893. var finalQuaternion = BABYLON.Tmp.Quaternion[0];
  25894. var startIndex = 0;
  25895. var originalAnimation = holder.animations[0];
  25896. var scale = 1;
  25897. if (holder.totalWeight < 1.0) {
  25898. // We need to mix the original value in
  25899. originalValue.decompose(finalScaling, finalQuaternion, finalPosition);
  25900. scale = 1.0 - holder.totalWeight;
  25901. }
  25902. else {
  25903. startIndex = 1;
  25904. // We need to normalize the weights
  25905. normalizer = holder.totalWeight;
  25906. originalAnimation.currentValue.decompose(finalScaling, finalQuaternion, finalPosition);
  25907. scale = originalAnimation.weight / normalizer;
  25908. if (scale == 1) {
  25909. return originalAnimation.currentValue;
  25910. }
  25911. }
  25912. finalScaling.scaleInPlace(scale);
  25913. finalPosition.scaleInPlace(scale);
  25914. finalQuaternion.scaleInPlace(scale);
  25915. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  25916. var runtimeAnimation = holder.animations[animIndex];
  25917. var scale = runtimeAnimation.weight / normalizer;
  25918. var currentPosition = BABYLON.Tmp.Vector3[2];
  25919. var currentScaling = BABYLON.Tmp.Vector3[3];
  25920. var currentQuaternion = BABYLON.Tmp.Quaternion[1];
  25921. runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);
  25922. currentScaling.scaleAndAddToRef(scale, finalScaling);
  25923. currentQuaternion.scaleAndAddToRef(scale, finalQuaternion);
  25924. currentPosition.scaleAndAddToRef(scale, finalPosition);
  25925. }
  25926. BABYLON.Matrix.ComposeToRef(finalScaling, finalQuaternion, finalPosition, originalAnimation._workValue);
  25927. return originalAnimation._workValue;
  25928. };
  25929. Scene.prototype._processLateAnimationBindings = function () {
  25930. if (!this._registeredForLateAnimationBindings.length) {
  25931. return;
  25932. }
  25933. for (var index = 0; index < this._registeredForLateAnimationBindings.length; index++) {
  25934. var target = this._registeredForLateAnimationBindings.data[index];
  25935. for (var path in target._lateAnimationHolders) {
  25936. var holder = target._lateAnimationHolders[path];
  25937. var originalAnimation = holder.animations[0];
  25938. var originalValue = originalAnimation.originalValue;
  25939. var finalTarget = originalAnimation.target;
  25940. var matrixDecomposeMode = BABYLON.Animation.AllowMatrixDecomposeForInterpolation && originalValue.m; // ie. data is matrix
  25941. var finalValue = void 0;
  25942. if (matrixDecomposeMode) {
  25943. finalValue = this._processLateAnimationBindingsForMatrices(holder, originalValue);
  25944. }
  25945. else {
  25946. var startIndex = 0;
  25947. var normalizer = 1.0;
  25948. if (holder.totalWeight < 1.0) {
  25949. // We need to mix the original value in
  25950. if (originalValue.scale) {
  25951. finalValue = originalValue.scale(1.0 - holder.totalWeight);
  25952. }
  25953. else {
  25954. finalValue = originalValue * (1.0 - holder.totalWeight);
  25955. }
  25956. }
  25957. else {
  25958. // We need to normalize the weights
  25959. normalizer = holder.totalWeight;
  25960. var scale_1 = originalAnimation.weight / normalizer;
  25961. if (scale_1 !== 1) {
  25962. if (originalAnimation.currentValue.scale) {
  25963. finalValue = originalAnimation.currentValue.scale(scale_1);
  25964. }
  25965. else {
  25966. finalValue = originalAnimation.currentValue * scale_1;
  25967. }
  25968. }
  25969. else {
  25970. finalValue = originalAnimation.currentValue;
  25971. }
  25972. startIndex = 1;
  25973. }
  25974. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  25975. var runtimeAnimation = holder.animations[animIndex];
  25976. var scale = runtimeAnimation.weight / normalizer;
  25977. if (runtimeAnimation.currentValue.scaleAndAddToRef) {
  25978. runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);
  25979. }
  25980. else {
  25981. finalValue += runtimeAnimation.currentValue * scale;
  25982. }
  25983. }
  25984. }
  25985. finalTarget[path] = finalValue;
  25986. }
  25987. target._lateAnimationHolders = {};
  25988. }
  25989. this._registeredForLateAnimationBindings.reset();
  25990. };
  25991. // Matrix
  25992. /** @hidden */
  25993. Scene.prototype._switchToAlternateCameraConfiguration = function (active) {
  25994. this._useAlternateCameraConfiguration = active;
  25995. };
  25996. /**
  25997. * Gets the current view matrix
  25998. * @returns a Matrix
  25999. */
  26000. Scene.prototype.getViewMatrix = function () {
  26001. return this._useAlternateCameraConfiguration ? this._alternateViewMatrix : this._viewMatrix;
  26002. };
  26003. /**
  26004. * Gets the current projection matrix
  26005. * @returns a Matrix
  26006. */
  26007. Scene.prototype.getProjectionMatrix = function () {
  26008. return this._useAlternateCameraConfiguration ? this._alternateProjectionMatrix : this._projectionMatrix;
  26009. };
  26010. /**
  26011. * Gets the current transform matrix
  26012. * @returns a Matrix made of View * Projection
  26013. */
  26014. Scene.prototype.getTransformMatrix = function () {
  26015. return this._useAlternateCameraConfiguration ? this._alternateTransformMatrix : this._transformMatrix;
  26016. };
  26017. /**
  26018. * Sets the current transform matrix
  26019. * @param view defines the View matrix to use
  26020. * @param projection defines the Projection matrix to use
  26021. */
  26022. Scene.prototype.setTransformMatrix = function (view, projection) {
  26023. if (this._viewUpdateFlag === view.updateFlag && this._projectionUpdateFlag === projection.updateFlag) {
  26024. return;
  26025. }
  26026. this._viewUpdateFlag = view.updateFlag;
  26027. this._projectionUpdateFlag = projection.updateFlag;
  26028. this._viewMatrix = view;
  26029. this._projectionMatrix = projection;
  26030. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  26031. // Update frustum
  26032. if (!this._frustumPlanes) {
  26033. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  26034. }
  26035. else {
  26036. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  26037. }
  26038. if (this.activeCamera && this.activeCamera._alternateCamera) {
  26039. var otherCamera = this.activeCamera._alternateCamera;
  26040. otherCamera.getViewMatrix().multiplyToRef(otherCamera.getProjectionMatrix(), BABYLON.Tmp.Matrix[0]);
  26041. BABYLON.Frustum.GetRightPlaneToRef(BABYLON.Tmp.Matrix[0], this._frustumPlanes[3]); // Replace right plane by second camera right plane
  26042. }
  26043. if (this._sceneUbo.useUbo) {
  26044. this._sceneUbo.updateMatrix("viewProjection", this._transformMatrix);
  26045. this._sceneUbo.updateMatrix("view", this._viewMatrix);
  26046. this._sceneUbo.update();
  26047. }
  26048. };
  26049. /** @hidden */
  26050. Scene.prototype._setAlternateTransformMatrix = function (view, projection) {
  26051. if (this._alternateViewUpdateFlag === view.updateFlag && this._alternateProjectionUpdateFlag === projection.updateFlag) {
  26052. return;
  26053. }
  26054. this._alternateViewUpdateFlag = view.updateFlag;
  26055. this._alternateProjectionUpdateFlag = projection.updateFlag;
  26056. this._alternateViewMatrix = view;
  26057. this._alternateProjectionMatrix = projection;
  26058. if (!this._alternateTransformMatrix) {
  26059. this._alternateTransformMatrix = BABYLON.Matrix.Zero();
  26060. }
  26061. this._alternateViewMatrix.multiplyToRef(this._alternateProjectionMatrix, this._alternateTransformMatrix);
  26062. if (!this._alternateSceneUbo) {
  26063. this._createAlternateUbo();
  26064. }
  26065. if (this._alternateSceneUbo.useUbo) {
  26066. this._alternateSceneUbo.updateMatrix("viewProjection", this._alternateTransformMatrix);
  26067. this._alternateSceneUbo.updateMatrix("view", this._alternateViewMatrix);
  26068. this._alternateSceneUbo.update();
  26069. }
  26070. };
  26071. /**
  26072. * Gets the uniform buffer used to store scene data
  26073. * @returns a UniformBuffer
  26074. */
  26075. Scene.prototype.getSceneUniformBuffer = function () {
  26076. return this._useAlternateCameraConfiguration ? this._alternateSceneUbo : this._sceneUbo;
  26077. };
  26078. /**
  26079. * Gets an unique (relatively to the current scene) Id
  26080. * @returns an unique number for the scene
  26081. */
  26082. Scene.prototype.getUniqueId = function () {
  26083. var result = Scene._uniqueIdCounter;
  26084. Scene._uniqueIdCounter++;
  26085. return result;
  26086. };
  26087. /**
  26088. * Add a mesh to the list of scene's meshes
  26089. * @param newMesh defines the mesh to add
  26090. */
  26091. Scene.prototype.addMesh = function (newMesh) {
  26092. this.meshes.push(newMesh);
  26093. //notify the collision coordinator
  26094. if (this.collisionCoordinator) {
  26095. this.collisionCoordinator.onMeshAdded(newMesh);
  26096. }
  26097. newMesh._resyncLightSources();
  26098. this.onNewMeshAddedObservable.notifyObservers(newMesh);
  26099. };
  26100. /**
  26101. * Remove a mesh for the list of scene's meshes
  26102. * @param toRemove defines the mesh to remove
  26103. * @returns the index where the mesh was in the mesh list
  26104. */
  26105. Scene.prototype.removeMesh = function (toRemove) {
  26106. var index = this.meshes.indexOf(toRemove);
  26107. if (index !== -1) {
  26108. // Remove from the scene if mesh found
  26109. this.meshes.splice(index, 1);
  26110. }
  26111. this.onMeshRemovedObservable.notifyObservers(toRemove);
  26112. return index;
  26113. };
  26114. /**
  26115. * Add a transform node to the list of scene's transform nodes
  26116. * @param newTransformNode defines the transform node to add
  26117. */
  26118. Scene.prototype.addTransformNode = function (newTransformNode) {
  26119. this.transformNodes.push(newTransformNode);
  26120. this.onNewTransformNodeAddedObservable.notifyObservers(newTransformNode);
  26121. };
  26122. /**
  26123. * Remove a transform node for the list of scene's transform nodes
  26124. * @param toRemove defines the transform node to remove
  26125. * @returns the index where the transform node was in the transform node list
  26126. */
  26127. Scene.prototype.removeTransformNode = function (toRemove) {
  26128. var index = this.transformNodes.indexOf(toRemove);
  26129. if (index !== -1) {
  26130. // Remove from the scene if found
  26131. this.transformNodes.splice(index, 1);
  26132. }
  26133. this.onTransformNodeRemovedObservable.notifyObservers(toRemove);
  26134. return index;
  26135. };
  26136. /**
  26137. * Remove a skeleton for the list of scene's skeletons
  26138. * @param toRemove defines the skeleton to remove
  26139. * @returns the index where the skeleton was in the skeleton list
  26140. */
  26141. Scene.prototype.removeSkeleton = function (toRemove) {
  26142. var index = this.skeletons.indexOf(toRemove);
  26143. if (index !== -1) {
  26144. // Remove from the scene if found
  26145. this.skeletons.splice(index, 1);
  26146. }
  26147. return index;
  26148. };
  26149. /**
  26150. * Remove a morph target for the list of scene's morph targets
  26151. * @param toRemove defines the morph target to remove
  26152. * @returns the index where the morph target was in the morph target list
  26153. */
  26154. Scene.prototype.removeMorphTargetManager = function (toRemove) {
  26155. var index = this.morphTargetManagers.indexOf(toRemove);
  26156. if (index !== -1) {
  26157. // Remove from the scene if found
  26158. this.morphTargetManagers.splice(index, 1);
  26159. }
  26160. return index;
  26161. };
  26162. /**
  26163. * Remove a light for the list of scene's lights
  26164. * @param toRemove defines the light to remove
  26165. * @returns the index where the light was in the light list
  26166. */
  26167. Scene.prototype.removeLight = function (toRemove) {
  26168. var index = this.lights.indexOf(toRemove);
  26169. if (index !== -1) {
  26170. // Remove from meshes
  26171. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  26172. var mesh = _a[_i];
  26173. mesh._removeLightSource(toRemove);
  26174. }
  26175. // Remove from the scene if mesh found
  26176. this.lights.splice(index, 1);
  26177. this.sortLightsByPriority();
  26178. }
  26179. this.onLightRemovedObservable.notifyObservers(toRemove);
  26180. return index;
  26181. };
  26182. /**
  26183. * Remove a camera for the list of scene's cameras
  26184. * @param toRemove defines the camera to remove
  26185. * @returns the index where the camera was in the camera list
  26186. */
  26187. Scene.prototype.removeCamera = function (toRemove) {
  26188. var index = this.cameras.indexOf(toRemove);
  26189. if (index !== -1) {
  26190. // Remove from the scene if mesh found
  26191. this.cameras.splice(index, 1);
  26192. }
  26193. // Remove from activeCameras
  26194. var index2 = this.activeCameras.indexOf(toRemove);
  26195. if (index2 !== -1) {
  26196. // Remove from the scene if mesh found
  26197. this.activeCameras.splice(index2, 1);
  26198. }
  26199. // Reset the activeCamera
  26200. if (this.activeCamera === toRemove) {
  26201. if (this.cameras.length > 0) {
  26202. this.activeCamera = this.cameras[0];
  26203. }
  26204. else {
  26205. this.activeCamera = null;
  26206. }
  26207. }
  26208. this.onCameraRemovedObservable.notifyObservers(toRemove);
  26209. return index;
  26210. };
  26211. /**
  26212. * Remove a particle system for the list of scene's particle systems
  26213. * @param toRemove defines the particle system to remove
  26214. * @returns the index where the particle system was in the particle system list
  26215. */
  26216. Scene.prototype.removeParticleSystem = function (toRemove) {
  26217. var index = this.particleSystems.indexOf(toRemove);
  26218. if (index !== -1) {
  26219. this.particleSystems.splice(index, 1);
  26220. }
  26221. return index;
  26222. };
  26223. /**
  26224. * Remove a animation for the list of scene's animations
  26225. * @param toRemove defines the animation to remove
  26226. * @returns the index where the animation was in the animation list
  26227. */
  26228. Scene.prototype.removeAnimation = function (toRemove) {
  26229. var index = this.animations.indexOf(toRemove);
  26230. if (index !== -1) {
  26231. this.animations.splice(index, 1);
  26232. }
  26233. return index;
  26234. };
  26235. /**
  26236. * Removes the given animation group from this scene.
  26237. * @param toRemove The animation group to remove
  26238. * @returns The index of the removed animation group
  26239. */
  26240. Scene.prototype.removeAnimationGroup = function (toRemove) {
  26241. var index = this.animationGroups.indexOf(toRemove);
  26242. if (index !== -1) {
  26243. this.animationGroups.splice(index, 1);
  26244. }
  26245. return index;
  26246. };
  26247. /**
  26248. * Removes the given multi-material from this scene.
  26249. * @param toRemove The multi-material to remove
  26250. * @returns The index of the removed multi-material
  26251. */
  26252. Scene.prototype.removeMultiMaterial = function (toRemove) {
  26253. var index = this.multiMaterials.indexOf(toRemove);
  26254. if (index !== -1) {
  26255. this.multiMaterials.splice(index, 1);
  26256. }
  26257. return index;
  26258. };
  26259. /**
  26260. * Removes the given material from this scene.
  26261. * @param toRemove The material to remove
  26262. * @returns The index of the removed material
  26263. */
  26264. Scene.prototype.removeMaterial = function (toRemove) {
  26265. var index = this.materials.indexOf(toRemove);
  26266. if (index !== -1) {
  26267. this.materials.splice(index, 1);
  26268. }
  26269. return index;
  26270. };
  26271. /**
  26272. * Removes the given lens flare system from this scene.
  26273. * @param toRemove The lens flare system to remove
  26274. * @returns The index of the removed lens flare system
  26275. */
  26276. Scene.prototype.removeLensFlareSystem = function (toRemove) {
  26277. var index = this.lensFlareSystems.indexOf(toRemove);
  26278. if (index !== -1) {
  26279. this.lensFlareSystems.splice(index, 1);
  26280. }
  26281. return index;
  26282. };
  26283. /**
  26284. * Removes the given action manager from this scene.
  26285. * @param toRemove The action manager to remove
  26286. * @returns The index of the removed action manager
  26287. */
  26288. Scene.prototype.removeActionManager = function (toRemove) {
  26289. var index = this._actionManagers.indexOf(toRemove);
  26290. if (index !== -1) {
  26291. this._actionManagers.splice(index, 1);
  26292. }
  26293. return index;
  26294. };
  26295. /**
  26296. * Removes the given effect layer from this scene.
  26297. * @param toRemove defines the effect layer to remove
  26298. * @returns the index of the removed effect layer
  26299. */
  26300. Scene.prototype.removeEffectLayer = function (toRemove) {
  26301. var index = this.effectLayers.indexOf(toRemove);
  26302. if (index !== -1) {
  26303. this.effectLayers.splice(index, 1);
  26304. }
  26305. return index;
  26306. };
  26307. /**
  26308. * Removes the given texture from this scene.
  26309. * @param toRemove The texture to remove
  26310. * @returns The index of the removed texture
  26311. */
  26312. Scene.prototype.removeTexture = function (toRemove) {
  26313. var index = this.textures.indexOf(toRemove);
  26314. if (index !== -1) {
  26315. this.textures.splice(index, 1);
  26316. }
  26317. return index;
  26318. };
  26319. /**
  26320. * Adds the given light to this scene
  26321. * @param newLight The light to add
  26322. */
  26323. Scene.prototype.addLight = function (newLight) {
  26324. this.lights.push(newLight);
  26325. this.sortLightsByPriority();
  26326. // Add light to all meshes (To support if the light is removed and then readded)
  26327. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  26328. var mesh = _a[_i];
  26329. if (mesh._lightSources.indexOf(newLight) === -1) {
  26330. mesh._lightSources.push(newLight);
  26331. mesh._resyncLightSources();
  26332. }
  26333. }
  26334. this.onNewLightAddedObservable.notifyObservers(newLight);
  26335. };
  26336. /**
  26337. * Sorts the list list based on light priorities
  26338. */
  26339. Scene.prototype.sortLightsByPriority = function () {
  26340. if (this.requireLightSorting) {
  26341. this.lights.sort(BABYLON.Light.CompareLightsPriority);
  26342. }
  26343. };
  26344. /**
  26345. * Adds the given camera to this scene
  26346. * @param newCamera The camera to add
  26347. */
  26348. Scene.prototype.addCamera = function (newCamera) {
  26349. this.cameras.push(newCamera);
  26350. this.onNewCameraAddedObservable.notifyObservers(newCamera);
  26351. };
  26352. /**
  26353. * Adds the given skeleton to this scene
  26354. * @param newSkeleton The skeleton to add
  26355. */
  26356. Scene.prototype.addSkeleton = function (newSkeleton) {
  26357. this.skeletons.push(newSkeleton);
  26358. };
  26359. /**
  26360. * Adds the given particle system to this scene
  26361. * @param newParticleSystem The particle system to add
  26362. */
  26363. Scene.prototype.addParticleSystem = function (newParticleSystem) {
  26364. this.particleSystems.push(newParticleSystem);
  26365. };
  26366. /**
  26367. * Adds the given animation to this scene
  26368. * @param newAnimation The animation to add
  26369. */
  26370. Scene.prototype.addAnimation = function (newAnimation) {
  26371. this.animations.push(newAnimation);
  26372. };
  26373. /**
  26374. * Adds the given animation group to this scene.
  26375. * @param newAnimationGroup The animation group to add
  26376. */
  26377. Scene.prototype.addAnimationGroup = function (newAnimationGroup) {
  26378. this.animationGroups.push(newAnimationGroup);
  26379. };
  26380. /**
  26381. * Adds the given multi-material to this scene
  26382. * @param newMultiMaterial The multi-material to add
  26383. */
  26384. Scene.prototype.addMultiMaterial = function (newMultiMaterial) {
  26385. this.multiMaterials.push(newMultiMaterial);
  26386. };
  26387. /**
  26388. * Adds the given material to this scene
  26389. * @param newMaterial The material to add
  26390. */
  26391. Scene.prototype.addMaterial = function (newMaterial) {
  26392. this.materials.push(newMaterial);
  26393. };
  26394. /**
  26395. * Adds the given morph target to this scene
  26396. * @param newMorphTargetManager The morph target to add
  26397. */
  26398. Scene.prototype.addMorphTargetManager = function (newMorphTargetManager) {
  26399. this.morphTargetManagers.push(newMorphTargetManager);
  26400. };
  26401. /**
  26402. * Adds the given geometry to this scene
  26403. * @param newGeometry The geometry to add
  26404. */
  26405. Scene.prototype.addGeometry = function (newGeometry) {
  26406. this._geometries.push(newGeometry);
  26407. };
  26408. /**
  26409. * Adds the given lens flare system to this scene
  26410. * @param newLensFlareSystem The lens flare system to add
  26411. */
  26412. Scene.prototype.addLensFlareSystem = function (newLensFlareSystem) {
  26413. this.lensFlareSystems.push(newLensFlareSystem);
  26414. };
  26415. /**
  26416. * Adds the given effect layer to this scene
  26417. * @param newEffectLayer defines the effect layer to add
  26418. */
  26419. Scene.prototype.addEffectLayer = function (newEffectLayer) {
  26420. this.effectLayers.push(newEffectLayer);
  26421. };
  26422. /**
  26423. * Adds the given action manager to this scene
  26424. * @param newActionManager The action manager to add
  26425. */
  26426. Scene.prototype.addActionManager = function (newActionManager) {
  26427. this._actionManagers.push(newActionManager);
  26428. };
  26429. /**
  26430. * Adds the given texture to this scene.
  26431. * @param newTexture The texture to add
  26432. */
  26433. Scene.prototype.addTexture = function (newTexture) {
  26434. this.textures.push(newTexture);
  26435. };
  26436. /**
  26437. * Switch active camera
  26438. * @param newCamera defines the new active camera
  26439. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  26440. */
  26441. Scene.prototype.switchActiveCamera = function (newCamera, attachControl) {
  26442. if (attachControl === void 0) { attachControl = true; }
  26443. var canvas = this._engine.getRenderingCanvas();
  26444. if (!canvas) {
  26445. return;
  26446. }
  26447. if (this.activeCamera) {
  26448. this.activeCamera.detachControl(canvas);
  26449. }
  26450. this.activeCamera = newCamera;
  26451. if (attachControl) {
  26452. newCamera.attachControl(canvas);
  26453. }
  26454. };
  26455. /**
  26456. * sets the active camera of the scene using its ID
  26457. * @param id defines the camera's ID
  26458. * @return the new active camera or null if none found.
  26459. */
  26460. Scene.prototype.setActiveCameraByID = function (id) {
  26461. var camera = this.getCameraByID(id);
  26462. if (camera) {
  26463. this.activeCamera = camera;
  26464. return camera;
  26465. }
  26466. return null;
  26467. };
  26468. /**
  26469. * sets the active camera of the scene using its name
  26470. * @param name defines the camera's name
  26471. * @returns the new active camera or null if none found.
  26472. */
  26473. Scene.prototype.setActiveCameraByName = function (name) {
  26474. var camera = this.getCameraByName(name);
  26475. if (camera) {
  26476. this.activeCamera = camera;
  26477. return camera;
  26478. }
  26479. return null;
  26480. };
  26481. /**
  26482. * get an animation group using its name
  26483. * @param name defines the material's name
  26484. * @return the animation group or null if none found.
  26485. */
  26486. Scene.prototype.getAnimationGroupByName = function (name) {
  26487. for (var index = 0; index < this.animationGroups.length; index++) {
  26488. if (this.animationGroups[index].name === name) {
  26489. return this.animationGroups[index];
  26490. }
  26491. }
  26492. return null;
  26493. };
  26494. /**
  26495. * get a material using its id
  26496. * @param id defines the material's ID
  26497. * @return the material or null if none found.
  26498. */
  26499. Scene.prototype.getMaterialByID = function (id) {
  26500. for (var index = 0; index < this.materials.length; index++) {
  26501. if (this.materials[index].id === id) {
  26502. return this.materials[index];
  26503. }
  26504. }
  26505. return null;
  26506. };
  26507. /**
  26508. * Gets a material using its name
  26509. * @param name defines the material's name
  26510. * @return the material or null if none found.
  26511. */
  26512. Scene.prototype.getMaterialByName = function (name) {
  26513. for (var index = 0; index < this.materials.length; index++) {
  26514. if (this.materials[index].name === name) {
  26515. return this.materials[index];
  26516. }
  26517. }
  26518. return null;
  26519. };
  26520. /**
  26521. * Gets a lens flare system using its name
  26522. * @param name defines the name to look for
  26523. * @returns the lens flare system or null if not found
  26524. */
  26525. Scene.prototype.getLensFlareSystemByName = function (name) {
  26526. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  26527. if (this.lensFlareSystems[index].name === name) {
  26528. return this.lensFlareSystems[index];
  26529. }
  26530. }
  26531. return null;
  26532. };
  26533. /**
  26534. * Gets a lens flare system using its id
  26535. * @param id defines the id to look for
  26536. * @returns the lens flare system or null if not found
  26537. */
  26538. Scene.prototype.getLensFlareSystemByID = function (id) {
  26539. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  26540. if (this.lensFlareSystems[index].id === id) {
  26541. return this.lensFlareSystems[index];
  26542. }
  26543. }
  26544. return null;
  26545. };
  26546. /**
  26547. * Gets a camera using its id
  26548. * @param id defines the id to look for
  26549. * @returns the camera or null if not found
  26550. */
  26551. Scene.prototype.getCameraByID = function (id) {
  26552. for (var index = 0; index < this.cameras.length; index++) {
  26553. if (this.cameras[index].id === id) {
  26554. return this.cameras[index];
  26555. }
  26556. }
  26557. return null;
  26558. };
  26559. /**
  26560. * Gets a camera using its unique id
  26561. * @param uniqueId defines the unique id to look for
  26562. * @returns the camera or null if not found
  26563. */
  26564. Scene.prototype.getCameraByUniqueID = function (uniqueId) {
  26565. for (var index = 0; index < this.cameras.length; index++) {
  26566. if (this.cameras[index].uniqueId === uniqueId) {
  26567. return this.cameras[index];
  26568. }
  26569. }
  26570. return null;
  26571. };
  26572. /**
  26573. * Gets a camera using its name
  26574. * @param name defines the camera's name
  26575. * @return the camera or null if none found.
  26576. */
  26577. Scene.prototype.getCameraByName = function (name) {
  26578. for (var index = 0; index < this.cameras.length; index++) {
  26579. if (this.cameras[index].name === name) {
  26580. return this.cameras[index];
  26581. }
  26582. }
  26583. return null;
  26584. };
  26585. /**
  26586. * Gets a bone using its id
  26587. * @param id defines the bone's id
  26588. * @return the bone or null if not found
  26589. */
  26590. Scene.prototype.getBoneByID = function (id) {
  26591. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  26592. var skeleton = this.skeletons[skeletonIndex];
  26593. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  26594. if (skeleton.bones[boneIndex].id === id) {
  26595. return skeleton.bones[boneIndex];
  26596. }
  26597. }
  26598. }
  26599. return null;
  26600. };
  26601. /**
  26602. * Gets a bone using its id
  26603. * @param name defines the bone's name
  26604. * @return the bone or null if not found
  26605. */
  26606. Scene.prototype.getBoneByName = function (name) {
  26607. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  26608. var skeleton = this.skeletons[skeletonIndex];
  26609. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  26610. if (skeleton.bones[boneIndex].name === name) {
  26611. return skeleton.bones[boneIndex];
  26612. }
  26613. }
  26614. }
  26615. return null;
  26616. };
  26617. /**
  26618. * Gets a light node using its name
  26619. * @param name defines the the light's name
  26620. * @return the light or null if none found.
  26621. */
  26622. Scene.prototype.getLightByName = function (name) {
  26623. for (var index = 0; index < this.lights.length; index++) {
  26624. if (this.lights[index].name === name) {
  26625. return this.lights[index];
  26626. }
  26627. }
  26628. return null;
  26629. };
  26630. /**
  26631. * Gets a light node using its id
  26632. * @param id defines the light's id
  26633. * @return the light or null if none found.
  26634. */
  26635. Scene.prototype.getLightByID = function (id) {
  26636. for (var index = 0; index < this.lights.length; index++) {
  26637. if (this.lights[index].id === id) {
  26638. return this.lights[index];
  26639. }
  26640. }
  26641. return null;
  26642. };
  26643. /**
  26644. * Gets a light node using its scene-generated unique ID
  26645. * @param uniqueId defines the light's unique id
  26646. * @return the light or null if none found.
  26647. */
  26648. Scene.prototype.getLightByUniqueID = function (uniqueId) {
  26649. for (var index = 0; index < this.lights.length; index++) {
  26650. if (this.lights[index].uniqueId === uniqueId) {
  26651. return this.lights[index];
  26652. }
  26653. }
  26654. return null;
  26655. };
  26656. /**
  26657. * Gets a particle system by id
  26658. * @param id defines the particle system id
  26659. * @return the corresponding system or null if none found
  26660. */
  26661. Scene.prototype.getParticleSystemByID = function (id) {
  26662. for (var index = 0; index < this.particleSystems.length; index++) {
  26663. if (this.particleSystems[index].id === id) {
  26664. return this.particleSystems[index];
  26665. }
  26666. }
  26667. return null;
  26668. };
  26669. /**
  26670. * Gets a geometry using its ID
  26671. * @param id defines the geometry's id
  26672. * @return the geometry or null if none found.
  26673. */
  26674. Scene.prototype.getGeometryByID = function (id) {
  26675. for (var index = 0; index < this._geometries.length; index++) {
  26676. if (this._geometries[index].id === id) {
  26677. return this._geometries[index];
  26678. }
  26679. }
  26680. return null;
  26681. };
  26682. /**
  26683. * Add a new geometry to this scene
  26684. * @param geometry defines the geometry to be added to the scene.
  26685. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  26686. * @return a boolean defining if the geometry was added or not
  26687. */
  26688. Scene.prototype.pushGeometry = function (geometry, force) {
  26689. if (!force && this.getGeometryByID(geometry.id)) {
  26690. return false;
  26691. }
  26692. this._geometries.push(geometry);
  26693. //notify the collision coordinator
  26694. if (this.collisionCoordinator) {
  26695. this.collisionCoordinator.onGeometryAdded(geometry);
  26696. }
  26697. this.onNewGeometryAddedObservable.notifyObservers(geometry);
  26698. return true;
  26699. };
  26700. /**
  26701. * Removes an existing geometry
  26702. * @param geometry defines the geometry to be removed from the scene
  26703. * @return a boolean defining if the geometry was removed or not
  26704. */
  26705. Scene.prototype.removeGeometry = function (geometry) {
  26706. var index = this._geometries.indexOf(geometry);
  26707. if (index > -1) {
  26708. this._geometries.splice(index, 1);
  26709. //notify the collision coordinator
  26710. if (this.collisionCoordinator) {
  26711. this.collisionCoordinator.onGeometryDeleted(geometry);
  26712. }
  26713. this.onGeometryRemovedObservable.notifyObservers(geometry);
  26714. return true;
  26715. }
  26716. return false;
  26717. };
  26718. /**
  26719. * Gets the list of geometries attached to the scene
  26720. * @returns an array of Geometry
  26721. */
  26722. Scene.prototype.getGeometries = function () {
  26723. return this._geometries;
  26724. };
  26725. /**
  26726. * Gets the first added mesh found of a given ID
  26727. * @param id defines the id to search for
  26728. * @return the mesh found or null if not found at all
  26729. */
  26730. Scene.prototype.getMeshByID = function (id) {
  26731. for (var index = 0; index < this.meshes.length; index++) {
  26732. if (this.meshes[index].id === id) {
  26733. return this.meshes[index];
  26734. }
  26735. }
  26736. return null;
  26737. };
  26738. /**
  26739. * Gets a list of meshes using their id
  26740. * @param id defines the id to search for
  26741. * @returns a list of meshes
  26742. */
  26743. Scene.prototype.getMeshesByID = function (id) {
  26744. return this.meshes.filter(function (m) {
  26745. return m.id === id;
  26746. });
  26747. };
  26748. /**
  26749. * Gets the first added transform node found of a given ID
  26750. * @param id defines the id to search for
  26751. * @return the found transform node or null if not found at all.
  26752. */
  26753. Scene.prototype.getTransformNodeByID = function (id) {
  26754. for (var index = 0; index < this.transformNodes.length; index++) {
  26755. if (this.transformNodes[index].id === id) {
  26756. return this.transformNodes[index];
  26757. }
  26758. }
  26759. return null;
  26760. };
  26761. /**
  26762. * Gets a list of transform nodes using their id
  26763. * @param id defines the id to search for
  26764. * @returns a list of transform nodes
  26765. */
  26766. Scene.prototype.getTransformNodesByID = function (id) {
  26767. return this.transformNodes.filter(function (m) {
  26768. return m.id === id;
  26769. });
  26770. };
  26771. /**
  26772. * Gets a mesh with its auto-generated unique id
  26773. * @param uniqueId defines the unique id to search for
  26774. * @return the found mesh or null if not found at all.
  26775. */
  26776. Scene.prototype.getMeshByUniqueID = function (uniqueId) {
  26777. for (var index = 0; index < this.meshes.length; index++) {
  26778. if (this.meshes[index].uniqueId === uniqueId) {
  26779. return this.meshes[index];
  26780. }
  26781. }
  26782. return null;
  26783. };
  26784. /**
  26785. * Gets a the last added mesh using a given id
  26786. * @param id defines the id to search for
  26787. * @return the found mesh or null if not found at all.
  26788. */
  26789. Scene.prototype.getLastMeshByID = function (id) {
  26790. for (var index = this.meshes.length - 1; index >= 0; index--) {
  26791. if (this.meshes[index].id === id) {
  26792. return this.meshes[index];
  26793. }
  26794. }
  26795. return null;
  26796. };
  26797. /**
  26798. * Gets a the last added node (Mesh, Camera, Light) using a given id
  26799. * @param id defines the id to search for
  26800. * @return the found node or null if not found at all
  26801. */
  26802. Scene.prototype.getLastEntryByID = function (id) {
  26803. var index;
  26804. for (index = this.meshes.length - 1; index >= 0; index--) {
  26805. if (this.meshes[index].id === id) {
  26806. return this.meshes[index];
  26807. }
  26808. }
  26809. for (index = this.transformNodes.length - 1; index >= 0; index--) {
  26810. if (this.transformNodes[index].id === id) {
  26811. return this.transformNodes[index];
  26812. }
  26813. }
  26814. for (index = this.cameras.length - 1; index >= 0; index--) {
  26815. if (this.cameras[index].id === id) {
  26816. return this.cameras[index];
  26817. }
  26818. }
  26819. for (index = this.lights.length - 1; index >= 0; index--) {
  26820. if (this.lights[index].id === id) {
  26821. return this.lights[index];
  26822. }
  26823. }
  26824. return null;
  26825. };
  26826. /**
  26827. * Gets a node (Mesh, Camera, Light) using a given id
  26828. * @param id defines the id to search for
  26829. * @return the found node or null if not found at all
  26830. */
  26831. Scene.prototype.getNodeByID = function (id) {
  26832. var mesh = this.getMeshByID(id);
  26833. if (mesh) {
  26834. return mesh;
  26835. }
  26836. var light = this.getLightByID(id);
  26837. if (light) {
  26838. return light;
  26839. }
  26840. var camera = this.getCameraByID(id);
  26841. if (camera) {
  26842. return camera;
  26843. }
  26844. var bone = this.getBoneByID(id);
  26845. return bone;
  26846. };
  26847. /**
  26848. * Gets a node (Mesh, Camera, Light) using a given name
  26849. * @param name defines the name to search for
  26850. * @return the found node or null if not found at all.
  26851. */
  26852. Scene.prototype.getNodeByName = function (name) {
  26853. var mesh = this.getMeshByName(name);
  26854. if (mesh) {
  26855. return mesh;
  26856. }
  26857. var light = this.getLightByName(name);
  26858. if (light) {
  26859. return light;
  26860. }
  26861. var camera = this.getCameraByName(name);
  26862. if (camera) {
  26863. return camera;
  26864. }
  26865. var bone = this.getBoneByName(name);
  26866. return bone;
  26867. };
  26868. /**
  26869. * Gets a mesh using a given name
  26870. * @param name defines the name to search for
  26871. * @return the found mesh or null if not found at all.
  26872. */
  26873. Scene.prototype.getMeshByName = function (name) {
  26874. for (var index = 0; index < this.meshes.length; index++) {
  26875. if (this.meshes[index].name === name) {
  26876. return this.meshes[index];
  26877. }
  26878. }
  26879. return null;
  26880. };
  26881. /**
  26882. * Gets a transform node using a given name
  26883. * @param name defines the name to search for
  26884. * @return the found transform node or null if not found at all.
  26885. */
  26886. Scene.prototype.getTransformNodeByName = function (name) {
  26887. for (var index = 0; index < this.transformNodes.length; index++) {
  26888. if (this.transformNodes[index].name === name) {
  26889. return this.transformNodes[index];
  26890. }
  26891. }
  26892. return null;
  26893. };
  26894. /**
  26895. * Gets a sound using a given name
  26896. * @param name defines the name to search for
  26897. * @return the found sound or null if not found at all.
  26898. */
  26899. Scene.prototype.getSoundByName = function (name) {
  26900. var index;
  26901. if (BABYLON.AudioEngine) {
  26902. for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
  26903. if (this.mainSoundTrack.soundCollection[index].name === name) {
  26904. return this.mainSoundTrack.soundCollection[index];
  26905. }
  26906. }
  26907. for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
  26908. for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
  26909. if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
  26910. return this.soundTracks[sdIndex].soundCollection[index];
  26911. }
  26912. }
  26913. }
  26914. }
  26915. return null;
  26916. };
  26917. /**
  26918. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  26919. * @param id defines the id to search for
  26920. * @return the found skeleton or null if not found at all.
  26921. */
  26922. Scene.prototype.getLastSkeletonByID = function (id) {
  26923. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  26924. if (this.skeletons[index].id === id) {
  26925. return this.skeletons[index];
  26926. }
  26927. }
  26928. return null;
  26929. };
  26930. /**
  26931. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  26932. * @param id defines the id to search for
  26933. * @return the found skeleton or null if not found at all.
  26934. */
  26935. Scene.prototype.getSkeletonById = function (id) {
  26936. for (var index = 0; index < this.skeletons.length; index++) {
  26937. if (this.skeletons[index].id === id) {
  26938. return this.skeletons[index];
  26939. }
  26940. }
  26941. return null;
  26942. };
  26943. /**
  26944. * Gets a skeleton using a given name
  26945. * @param name defines the name to search for
  26946. * @return the found skeleton or null if not found at all.
  26947. */
  26948. Scene.prototype.getSkeletonByName = function (name) {
  26949. for (var index = 0; index < this.skeletons.length; index++) {
  26950. if (this.skeletons[index].name === name) {
  26951. return this.skeletons[index];
  26952. }
  26953. }
  26954. return null;
  26955. };
  26956. /**
  26957. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  26958. * @param id defines the id to search for
  26959. * @return the found morph target manager or null if not found at all.
  26960. */
  26961. Scene.prototype.getMorphTargetManagerById = function (id) {
  26962. for (var index = 0; index < this.morphTargetManagers.length; index++) {
  26963. if (this.morphTargetManagers[index].uniqueId === id) {
  26964. return this.morphTargetManagers[index];
  26965. }
  26966. }
  26967. return null;
  26968. };
  26969. /**
  26970. * Gets a boolean indicating if the given mesh is active
  26971. * @param mesh defines the mesh to look for
  26972. * @returns true if the mesh is in the active list
  26973. */
  26974. Scene.prototype.isActiveMesh = function (mesh) {
  26975. return (this._activeMeshes.indexOf(mesh) !== -1);
  26976. };
  26977. /**
  26978. * Return a the first highlight layer of the scene with a given name.
  26979. * @param name The name of the highlight layer to look for.
  26980. * @return The highlight layer if found otherwise null.
  26981. */
  26982. Scene.prototype.getHighlightLayerByName = function (name) {
  26983. for (var index = 0; index < this.effectLayers.length; index++) {
  26984. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === BABYLON.HighlightLayer.EffectName) {
  26985. return this.effectLayers[index];
  26986. }
  26987. }
  26988. return null;
  26989. };
  26990. /**
  26991. * Return a the first highlight layer of the scene with a given name.
  26992. * @param name The name of the highlight layer to look for.
  26993. * @return The highlight layer if found otherwise null.
  26994. */
  26995. Scene.prototype.getGlowLayerByName = function (name) {
  26996. for (var index = 0; index < this.effectLayers.length; index++) {
  26997. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === BABYLON.GlowLayer.EffectName) {
  26998. return this.effectLayers[index];
  26999. }
  27000. }
  27001. return null;
  27002. };
  27003. Object.defineProperty(Scene.prototype, "uid", {
  27004. /**
  27005. * Return a unique id as a string which can serve as an identifier for the scene
  27006. */
  27007. get: function () {
  27008. if (!this._uid) {
  27009. this._uid = BABYLON.Tools.RandomId();
  27010. }
  27011. return this._uid;
  27012. },
  27013. enumerable: true,
  27014. configurable: true
  27015. });
  27016. /**
  27017. * Add an externaly attached data from its key.
  27018. * This method call will fail and return false, if such key already exists.
  27019. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  27020. * @param key the unique key that identifies the data
  27021. * @param data the data object to associate to the key for this Engine instance
  27022. * @return true if no such key were already present and the data was added successfully, false otherwise
  27023. */
  27024. Scene.prototype.addExternalData = function (key, data) {
  27025. if (!this._externalData) {
  27026. this._externalData = new BABYLON.StringDictionary();
  27027. }
  27028. return this._externalData.add(key, data);
  27029. };
  27030. /**
  27031. * Get an externaly attached data from its key
  27032. * @param key the unique key that identifies the data
  27033. * @return the associated data, if present (can be null), or undefined if not present
  27034. */
  27035. Scene.prototype.getExternalData = function (key) {
  27036. if (!this._externalData) {
  27037. return null;
  27038. }
  27039. return this._externalData.get(key);
  27040. };
  27041. /**
  27042. * Get an externaly attached data from its key, create it using a factory if it's not already present
  27043. * @param key the unique key that identifies the data
  27044. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  27045. * @return the associated data, can be null if the factory returned null.
  27046. */
  27047. Scene.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  27048. if (!this._externalData) {
  27049. this._externalData = new BABYLON.StringDictionary();
  27050. }
  27051. return this._externalData.getOrAddWithFactory(key, factory);
  27052. };
  27053. /**
  27054. * Remove an externaly attached data from the Engine instance
  27055. * @param key the unique key that identifies the data
  27056. * @return true if the data was successfully removed, false if it doesn't exist
  27057. */
  27058. Scene.prototype.removeExternalData = function (key) {
  27059. return this._externalData.remove(key);
  27060. };
  27061. Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
  27062. if (this.dispatchAllSubMeshesOfActiveMeshes || mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  27063. if (mesh.showSubMeshesBoundingBox) {
  27064. var boundingInfo = subMesh.getBoundingInfo();
  27065. if (boundingInfo !== null && boundingInfo !== undefined) {
  27066. this.getBoundingBoxRenderer().renderList.push(boundingInfo.boundingBox);
  27067. }
  27068. }
  27069. var material = subMesh.getMaterial();
  27070. if (material !== null && material !== undefined) {
  27071. // Render targets
  27072. if (material.getRenderTargetTextures !== undefined) {
  27073. if (this._processedMaterials.indexOf(material) === -1) {
  27074. this._processedMaterials.push(material);
  27075. this._renderTargets.concatWithNoDuplicate(material.getRenderTargetTextures());
  27076. }
  27077. }
  27078. // Dispatch
  27079. this._activeIndices.addCount(subMesh.indexCount, false);
  27080. this._renderingManager.dispatch(subMesh, mesh, material);
  27081. }
  27082. }
  27083. };
  27084. /**
  27085. * Clear the processed materials smart array preventing retention point in material dispose.
  27086. */
  27087. Scene.prototype.freeProcessedMaterials = function () {
  27088. this._processedMaterials.dispose();
  27089. };
  27090. /**
  27091. * Clear the active meshes smart array preventing retention point in mesh dispose.
  27092. */
  27093. Scene.prototype.freeActiveMeshes = function () {
  27094. this._activeMeshes.dispose();
  27095. if (this.activeCamera && this.activeCamera._activeMeshes) {
  27096. this.activeCamera._activeMeshes.dispose();
  27097. }
  27098. if (this.activeCameras) {
  27099. for (var i = 0; i < this.activeCameras.length; i++) {
  27100. var activeCamera = this.activeCameras[i];
  27101. if (activeCamera && activeCamera._activeMeshes) {
  27102. activeCamera._activeMeshes.dispose();
  27103. }
  27104. }
  27105. }
  27106. };
  27107. /**
  27108. * Clear the info related to rendering groups preventing retention points during dispose.
  27109. */
  27110. Scene.prototype.freeRenderingGroups = function () {
  27111. if (this._renderingManager) {
  27112. this._renderingManager.freeRenderingGroups();
  27113. }
  27114. if (this.textures) {
  27115. for (var i = 0; i < this.textures.length; i++) {
  27116. var texture = this.textures[i];
  27117. if (texture && texture.renderList) {
  27118. texture.freeRenderingGroups();
  27119. }
  27120. }
  27121. }
  27122. };
  27123. /** @hidden */
  27124. Scene.prototype._isInIntermediateRendering = function () {
  27125. return this._intermediateRendering;
  27126. };
  27127. /**
  27128. * Defines the current active mesh candidate provider
  27129. * @param provider defines the provider to use
  27130. */
  27131. Scene.prototype.setActiveMeshCandidateProvider = function (provider) {
  27132. this._activeMeshCandidateProvider = provider;
  27133. };
  27134. /**
  27135. * Gets the current active mesh candidate provider
  27136. * @returns the current active mesh candidate provider
  27137. */
  27138. Scene.prototype.getActiveMeshCandidateProvider = function () {
  27139. return this._activeMeshCandidateProvider;
  27140. };
  27141. /**
  27142. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  27143. * @returns the current scene
  27144. */
  27145. Scene.prototype.freezeActiveMeshes = function () {
  27146. if (!this.activeCamera) {
  27147. return this;
  27148. }
  27149. if (!this._frustumPlanes) {
  27150. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  27151. }
  27152. this._evaluateActiveMeshes();
  27153. this._activeMeshesFrozen = true;
  27154. return this;
  27155. };
  27156. /**
  27157. * Use this function to restart evaluating active meshes on every frame
  27158. * @returns the current scene
  27159. */
  27160. Scene.prototype.unfreezeActiveMeshes = function () {
  27161. this._activeMeshesFrozen = false;
  27162. return this;
  27163. };
  27164. Scene.prototype._evaluateActiveMeshes = function () {
  27165. if (this._activeMeshesFrozen && this._activeMeshes.length) {
  27166. return;
  27167. }
  27168. if (!this.activeCamera) {
  27169. return;
  27170. }
  27171. this.onBeforeActiveMeshesEvaluationObservable.notifyObservers(this);
  27172. this.activeCamera._activeMeshes.reset();
  27173. this._activeMeshes.reset();
  27174. this._renderingManager.reset();
  27175. this._processedMaterials.reset();
  27176. this._activeParticleSystems.reset();
  27177. this._activeSkeletons.reset();
  27178. this._softwareSkinnedMeshes.reset();
  27179. if (this._boundingBoxRenderer) {
  27180. this._boundingBoxRenderer.reset();
  27181. }
  27182. // Meshes
  27183. var meshes;
  27184. var len;
  27185. var checkIsEnabled = true;
  27186. // Determine mesh candidates
  27187. if (this._activeMeshCandidateProvider !== undefined) {
  27188. // Use _activeMeshCandidateProvider
  27189. meshes = this._activeMeshCandidateProvider.getMeshes(this);
  27190. checkIsEnabled = this._activeMeshCandidateProvider.checksIsEnabled === false;
  27191. if (meshes !== undefined) {
  27192. len = meshes.length;
  27193. }
  27194. else {
  27195. len = 0;
  27196. }
  27197. }
  27198. else if (this._selectionOctree !== undefined) {
  27199. // Octree
  27200. var selection = this._selectionOctree.select(this._frustumPlanes);
  27201. meshes = selection.data;
  27202. len = selection.length;
  27203. }
  27204. else {
  27205. // Full scene traversal
  27206. len = this.meshes.length;
  27207. meshes = this.meshes;
  27208. }
  27209. // Check each mesh
  27210. for (var meshIndex = 0, mesh, meshLOD; meshIndex < len; meshIndex++) {
  27211. mesh = meshes[meshIndex];
  27212. if (mesh.isBlocked) {
  27213. continue;
  27214. }
  27215. this._totalVertices.addCount(mesh.getTotalVertices(), false);
  27216. if (!mesh.isReady() || (checkIsEnabled && !mesh.isEnabled())) {
  27217. continue;
  27218. }
  27219. mesh.computeWorldMatrix();
  27220. // Intersections
  27221. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers([BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger])) {
  27222. this._meshesForIntersections.pushNoDuplicate(mesh);
  27223. }
  27224. // Switch to current LOD
  27225. meshLOD = mesh.getLOD(this.activeCamera);
  27226. if (meshLOD === undefined || meshLOD === null) {
  27227. continue;
  27228. }
  27229. mesh._preActivate();
  27230. if (mesh.alwaysSelectAsActiveMesh || mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && mesh.isInFrustum(this._frustumPlanes)) {
  27231. this._activeMeshes.push(mesh);
  27232. this.activeCamera._activeMeshes.push(mesh);
  27233. mesh._activate(this._renderId);
  27234. if (meshLOD !== mesh) {
  27235. meshLOD._activate(this._renderId);
  27236. }
  27237. this._activeMesh(mesh, meshLOD);
  27238. }
  27239. }
  27240. this.onAfterActiveMeshesEvaluationObservable.notifyObservers(this);
  27241. // Particle systems
  27242. if (this.particlesEnabled) {
  27243. this.onBeforeParticlesRenderingObservable.notifyObservers(this);
  27244. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  27245. var particleSystem = this.particleSystems[particleIndex];
  27246. if (!particleSystem.isStarted() || !particleSystem.emitter) {
  27247. continue;
  27248. }
  27249. var emitter = particleSystem.emitter;
  27250. if (!emitter.position || emitter.isEnabled()) {
  27251. this._activeParticleSystems.push(particleSystem);
  27252. particleSystem.animate();
  27253. this._renderingManager.dispatchParticles(particleSystem);
  27254. }
  27255. }
  27256. this.onAfterParticlesRenderingObservable.notifyObservers(this);
  27257. }
  27258. };
  27259. Scene.prototype._activeMesh = function (sourceMesh, mesh) {
  27260. if (this.skeletonsEnabled && mesh.skeleton !== null && mesh.skeleton !== undefined) {
  27261. if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {
  27262. mesh.skeleton.prepare();
  27263. }
  27264. if (!mesh.computeBonesUsingShaders) {
  27265. this._softwareSkinnedMeshes.pushNoDuplicate(mesh);
  27266. }
  27267. }
  27268. if (sourceMesh.showBoundingBox || this.forceShowBoundingBoxes) {
  27269. var boundingInfo = sourceMesh.getBoundingInfo();
  27270. this.getBoundingBoxRenderer().renderList.push(boundingInfo.boundingBox);
  27271. }
  27272. if (mesh !== undefined && mesh !== null
  27273. && mesh.subMeshes !== undefined && mesh.subMeshes !== null && mesh.subMeshes.length > 0) {
  27274. // Submeshes Octrees
  27275. var len;
  27276. var subMeshes;
  27277. if (mesh.useOctreeForRenderingSelection && mesh._submeshesOctree !== undefined && mesh._submeshesOctree !== null) {
  27278. var intersections = mesh._submeshesOctree.select(this._frustumPlanes);
  27279. len = intersections.length;
  27280. subMeshes = intersections.data;
  27281. }
  27282. else {
  27283. subMeshes = mesh.subMeshes;
  27284. len = subMeshes.length;
  27285. }
  27286. for (var subIndex = 0, subMesh; subIndex < len; subIndex++) {
  27287. subMesh = subMeshes[subIndex];
  27288. this._evaluateSubMesh(subMesh, mesh);
  27289. }
  27290. }
  27291. };
  27292. /**
  27293. * Update the transform matrix to update from the current active camera
  27294. * @param force defines a boolean used to force the update even if cache is up to date
  27295. */
  27296. Scene.prototype.updateTransformMatrix = function (force) {
  27297. if (!this.activeCamera) {
  27298. return;
  27299. }
  27300. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  27301. };
  27302. /**
  27303. * 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)
  27304. * @param alternateCamera defines the camera to use
  27305. */
  27306. Scene.prototype.updateAlternateTransformMatrix = function (alternateCamera) {
  27307. this._setAlternateTransformMatrix(alternateCamera.getViewMatrix(), alternateCamera.getProjectionMatrix());
  27308. };
  27309. Scene.prototype._renderForCamera = function (camera, rigParent) {
  27310. if (camera && camera._skipRendering) {
  27311. return;
  27312. }
  27313. var engine = this._engine;
  27314. this.activeCamera = camera;
  27315. if (!this.activeCamera)
  27316. throw new Error("Active camera not set");
  27317. BABYLON.Tools.StartPerformanceCounter("Rendering camera " + this.activeCamera.name);
  27318. // Viewport
  27319. engine.setViewport(this.activeCamera.viewport);
  27320. // Camera
  27321. this.resetCachedMaterial();
  27322. this._renderId++;
  27323. this.updateTransformMatrix();
  27324. if (camera._alternateCamera) {
  27325. this.updateAlternateTransformMatrix(camera._alternateCamera);
  27326. this._alternateRendering = true;
  27327. }
  27328. this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera);
  27329. // Meshes
  27330. this._evaluateActiveMeshes();
  27331. // Software skinning
  27332. for (var softwareSkinnedMeshIndex = 0; softwareSkinnedMeshIndex < this._softwareSkinnedMeshes.length; softwareSkinnedMeshIndex++) {
  27333. var mesh = this._softwareSkinnedMeshes.data[softwareSkinnedMeshIndex];
  27334. mesh.applySkeleton(mesh.skeleton);
  27335. }
  27336. // Render targets
  27337. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  27338. var needsRestoreFrameBuffer = false;
  27339. if (camera.customRenderTargets && camera.customRenderTargets.length > 0) {
  27340. this._renderTargets.concatWithNoDuplicate(camera.customRenderTargets);
  27341. }
  27342. if (rigParent && rigParent.customRenderTargets && rigParent.customRenderTargets.length > 0) {
  27343. this._renderTargets.concatWithNoDuplicate(rigParent.customRenderTargets);
  27344. }
  27345. if (this.renderTargetsEnabled && this._renderTargets.length > 0) {
  27346. this._intermediateRendering = true;
  27347. BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  27348. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  27349. var renderTarget = this._renderTargets.data[renderIndex];
  27350. if (renderTarget._shouldRender()) {
  27351. this._renderId++;
  27352. var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
  27353. renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);
  27354. }
  27355. }
  27356. BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  27357. this._intermediateRendering = false;
  27358. this._renderId++;
  27359. needsRestoreFrameBuffer = true; // Restore back buffer
  27360. }
  27361. // Render EffecttLayer Texture
  27362. var stencilState = this._engine.getStencilBuffer();
  27363. var renderEffects = false;
  27364. var needStencil = false;
  27365. if (this.renderTargetsEnabled && this.effectLayers && this.effectLayers.length > 0) {
  27366. this._intermediateRendering = true;
  27367. for (var i = 0; i < this.effectLayers.length; i++) {
  27368. var effectLayer = this.effectLayers[i];
  27369. if (effectLayer.shouldRender() &&
  27370. (!effectLayer.camera ||
  27371. (effectLayer.camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE && camera === effectLayer.camera) ||
  27372. (effectLayer.camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE && effectLayer.camera._rigCameras.indexOf(camera) > -1))) {
  27373. renderEffects = true;
  27374. needStencil = needStencil || effectLayer.needStencil();
  27375. var renderTarget = effectLayer._mainTexture;
  27376. if (renderTarget._shouldRender()) {
  27377. this._renderId++;
  27378. renderTarget.render(false, false);
  27379. needsRestoreFrameBuffer = true;
  27380. }
  27381. }
  27382. }
  27383. this._intermediateRendering = false;
  27384. this._renderId++;
  27385. }
  27386. if (needsRestoreFrameBuffer) {
  27387. engine.restoreDefaultFramebuffer(); // Restore back buffer
  27388. }
  27389. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  27390. // Prepare Frame
  27391. this.postProcessManager._prepareFrame();
  27392. // Backgrounds
  27393. var layerIndex;
  27394. var layer;
  27395. if (this.layers.length) {
  27396. engine.setDepthBuffer(false);
  27397. for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) {
  27398. layer = this.layers[layerIndex];
  27399. if (layer.isBackground && ((layer.layerMask & this.activeCamera.layerMask) !== 0)) {
  27400. layer.render();
  27401. }
  27402. }
  27403. engine.setDepthBuffer(true);
  27404. }
  27405. // Activate effect Layer stencil
  27406. if (needStencil) {
  27407. this._engine.setStencilBuffer(true);
  27408. }
  27409. // Render
  27410. this.onBeforeDrawPhaseObservable.notifyObservers(this);
  27411. this._renderingManager.render(null, null, true, true);
  27412. this.onAfterDrawPhaseObservable.notifyObservers(this);
  27413. // Restore effect Layer stencil
  27414. if (needStencil) {
  27415. this._engine.setStencilBuffer(stencilState);
  27416. }
  27417. // Bounding boxes
  27418. if (this._boundingBoxRenderer) {
  27419. this._boundingBoxRenderer.render();
  27420. }
  27421. // Lens flares
  27422. if (this.lensFlaresEnabled) {
  27423. BABYLON.Tools.StartPerformanceCounter("Lens flares", this.lensFlareSystems.length > 0);
  27424. for (var lensFlareSystemIndex = 0; lensFlareSystemIndex < this.lensFlareSystems.length; lensFlareSystemIndex++) {
  27425. var lensFlareSystem = this.lensFlareSystems[lensFlareSystemIndex];
  27426. if ((camera.layerMask & lensFlareSystem.layerMask) !== 0) {
  27427. lensFlareSystem.render();
  27428. }
  27429. }
  27430. BABYLON.Tools.EndPerformanceCounter("Lens flares", this.lensFlareSystems.length > 0);
  27431. }
  27432. // Effect Layer
  27433. if (renderEffects) {
  27434. engine.setDepthBuffer(false);
  27435. for (var i = 0; i < this.effectLayers.length; i++) {
  27436. if (this.effectLayers[i].shouldRender()) {
  27437. this.effectLayers[i].render();
  27438. }
  27439. }
  27440. engine.setDepthBuffer(true);
  27441. }
  27442. // Foregrounds
  27443. if (this.layers.length) {
  27444. engine.setDepthBuffer(false);
  27445. for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) {
  27446. layer = this.layers[layerIndex];
  27447. if (!layer.isBackground && ((layer.layerMask & this.activeCamera.layerMask) !== 0)) {
  27448. layer.render();
  27449. }
  27450. }
  27451. engine.setDepthBuffer(true);
  27452. }
  27453. // Finalize frame
  27454. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  27455. // Reset some special arrays
  27456. this._renderTargets.reset();
  27457. this._alternateRendering = false;
  27458. this.onAfterCameraRenderObservable.notifyObservers(this.activeCamera);
  27459. BABYLON.Tools.EndPerformanceCounter("Rendering camera " + this.activeCamera.name);
  27460. };
  27461. Scene.prototype._processSubCameras = function (camera) {
  27462. if (camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE) {
  27463. this._renderForCamera(camera);
  27464. return;
  27465. }
  27466. // rig cameras
  27467. for (var index = 0; index < camera._rigCameras.length; index++) {
  27468. this._renderForCamera(camera._rigCameras[index], camera);
  27469. }
  27470. this.activeCamera = camera;
  27471. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  27472. };
  27473. Scene.prototype._checkIntersections = function () {
  27474. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  27475. var sourceMesh = this._meshesForIntersections.data[index];
  27476. if (!sourceMesh.actionManager) {
  27477. continue;
  27478. }
  27479. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  27480. var action = sourceMesh.actionManager.actions[actionIndex];
  27481. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  27482. var parameters = action.getTriggerParameter();
  27483. var otherMesh = parameters instanceof BABYLON.AbstractMesh ? parameters : parameters.mesh;
  27484. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
  27485. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  27486. if (areIntersecting && currentIntersectionInProgress === -1) {
  27487. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
  27488. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  27489. sourceMesh._intersectionsInProgress.push(otherMesh);
  27490. }
  27491. else if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  27492. sourceMesh._intersectionsInProgress.push(otherMesh);
  27493. }
  27494. }
  27495. else if (!areIntersecting && currentIntersectionInProgress > -1) {
  27496. //They intersected, and now they don't.
  27497. //is this trigger an exit trigger? execute an event.
  27498. if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  27499. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  27500. }
  27501. //if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array.
  27502. if (!sourceMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnIntersectionExitTrigger, function (parameter) {
  27503. var parameterMesh = parameter instanceof BABYLON.AbstractMesh ? parameter : parameter.mesh;
  27504. return otherMesh === parameterMesh;
  27505. }) || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  27506. sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1);
  27507. }
  27508. }
  27509. }
  27510. }
  27511. }
  27512. };
  27513. /**
  27514. * Render the scene
  27515. */
  27516. Scene.prototype.render = function () {
  27517. if (this.isDisposed) {
  27518. return;
  27519. }
  27520. this._activeParticles.fetchNewFrame();
  27521. this._totalVertices.fetchNewFrame();
  27522. this._activeIndices.fetchNewFrame();
  27523. this._activeBones.fetchNewFrame();
  27524. this._meshesForIntersections.reset();
  27525. this.resetCachedMaterial();
  27526. this.onBeforeAnimationsObservable.notifyObservers(this);
  27527. // Actions
  27528. if (this.actionManager) {
  27529. this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger);
  27530. }
  27531. //Simplification Queue
  27532. if (this.simplificationQueue && !this.simplificationQueue.running) {
  27533. this.simplificationQueue.executeNext();
  27534. }
  27535. if (this._engine.isDeterministicLockStep()) {
  27536. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime)) + this._timeAccumulator;
  27537. var defaultFPS = (60.0 / 1000.0);
  27538. var defaultFrameTime = 1000 / 60; // frame time in MS
  27539. if (this._physicsEngine) {
  27540. defaultFrameTime = this._physicsEngine.getTimeStep() * 1000;
  27541. }
  27542. var stepsTaken = 0;
  27543. var maxSubSteps = this._engine.getLockstepMaxSteps();
  27544. var internalSteps = Math.floor(deltaTime / (1000 * defaultFPS));
  27545. internalSteps = Math.min(internalSteps, maxSubSteps);
  27546. do {
  27547. this.onBeforeStepObservable.notifyObservers(this);
  27548. // Animations
  27549. this._animationRatio = defaultFrameTime * defaultFPS;
  27550. this._animate();
  27551. this.onAfterAnimationsObservable.notifyObservers(this);
  27552. // Physics
  27553. if (this._physicsEngine) {
  27554. this.onBeforePhysicsObservable.notifyObservers(this);
  27555. this._physicsEngine._step(defaultFrameTime / 1000);
  27556. this.onAfterPhysicsObservable.notifyObservers(this);
  27557. }
  27558. this.onAfterStepObservable.notifyObservers(this);
  27559. this._currentStepId++;
  27560. stepsTaken++;
  27561. deltaTime -= defaultFrameTime;
  27562. } while (deltaTime > 0 && stepsTaken < internalSteps);
  27563. this._timeAccumulator = deltaTime < 0 ? 0 : deltaTime;
  27564. }
  27565. else {
  27566. // Animations
  27567. var deltaTime = this.useConstantAnimationDeltaTime ? 16 : Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
  27568. this._animationRatio = deltaTime * (60.0 / 1000.0);
  27569. this._animate();
  27570. this.onAfterAnimationsObservable.notifyObservers(this);
  27571. // Physics
  27572. if (this._physicsEngine) {
  27573. this.onBeforePhysicsObservable.notifyObservers(this);
  27574. this._physicsEngine._step(deltaTime / 1000.0);
  27575. this.onAfterPhysicsObservable.notifyObservers(this);
  27576. }
  27577. }
  27578. // update gamepad manager
  27579. if (this._gamepadManager && this._gamepadManager._isMonitoring) {
  27580. this._gamepadManager._checkGamepadsStatus();
  27581. }
  27582. // Update Cameras
  27583. if (this.activeCameras.length > 0) {
  27584. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  27585. var camera = this.activeCameras[cameraIndex];
  27586. camera.update();
  27587. if (camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  27588. // rig cameras
  27589. for (var index = 0; index < camera._rigCameras.length; index++) {
  27590. camera._rigCameras[index].update();
  27591. }
  27592. }
  27593. }
  27594. }
  27595. else if (this.activeCamera) {
  27596. this.activeCamera.update();
  27597. if (this.activeCamera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  27598. // rig cameras
  27599. for (var index = 0; index < this.activeCamera._rigCameras.length; index++) {
  27600. this.activeCamera._rigCameras[index].update();
  27601. }
  27602. }
  27603. }
  27604. // Before render
  27605. this.onBeforeRenderObservable.notifyObservers(this);
  27606. // Customs render targets
  27607. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  27608. var engine = this.getEngine();
  27609. var currentActiveCamera = this.activeCamera;
  27610. if (this.renderTargetsEnabled) {
  27611. BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  27612. this._intermediateRendering = true;
  27613. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  27614. var renderTarget = this.customRenderTargets[customIndex];
  27615. if (renderTarget._shouldRender()) {
  27616. this._renderId++;
  27617. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  27618. if (!this.activeCamera)
  27619. throw new Error("Active camera not set");
  27620. // Viewport
  27621. engine.setViewport(this.activeCamera.viewport);
  27622. // Camera
  27623. this.updateTransformMatrix();
  27624. renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
  27625. }
  27626. }
  27627. BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  27628. this._intermediateRendering = false;
  27629. this._renderId++;
  27630. }
  27631. // Restore back buffer
  27632. if (this.customRenderTargets.length > 0) {
  27633. engine.restoreDefaultFramebuffer();
  27634. }
  27635. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  27636. this.activeCamera = currentActiveCamera;
  27637. // Procedural textures
  27638. if (this.proceduralTexturesEnabled) {
  27639. BABYLON.Tools.StartPerformanceCounter("Procedural textures", this.proceduralTextures.length > 0);
  27640. for (var proceduralIndex = 0; proceduralIndex < this.proceduralTextures.length; proceduralIndex++) {
  27641. var proceduralTexture = this.proceduralTextures[proceduralIndex];
  27642. if (proceduralTexture._shouldRender()) {
  27643. proceduralTexture.render();
  27644. }
  27645. }
  27646. BABYLON.Tools.EndPerformanceCounter("Procedural textures", this.proceduralTextures.length > 0);
  27647. }
  27648. // Clear
  27649. if (this.autoClearDepthAndStencil || this.autoClear) {
  27650. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, this.autoClearDepthAndStencil, this.autoClearDepthAndStencil);
  27651. }
  27652. // Shadows
  27653. if (this.shadowsEnabled) {
  27654. for (var lightIndex = 0; lightIndex < this.lights.length; lightIndex++) {
  27655. var light = this.lights[lightIndex];
  27656. var shadowGenerator = light.getShadowGenerator();
  27657. if (light.isEnabled() && light.shadowEnabled && shadowGenerator) {
  27658. var shadowMap = (shadowGenerator.getShadowMap());
  27659. if (this.textures.indexOf(shadowMap) !== -1) {
  27660. this._renderTargets.push(shadowMap);
  27661. }
  27662. }
  27663. }
  27664. }
  27665. // Depth renderer
  27666. for (var key in this._depthRenderer) {
  27667. this._renderTargets.push(this._depthRenderer[key].getDepthMap());
  27668. }
  27669. // Geometry renderer
  27670. if (this._geometryBufferRenderer) {
  27671. this._renderTargets.push(this._geometryBufferRenderer.getGBuffer());
  27672. }
  27673. // RenderPipeline
  27674. if (this._postProcessRenderPipelineManager) {
  27675. this._postProcessRenderPipelineManager.update();
  27676. }
  27677. // Multi-cameras?
  27678. if (this.activeCameras.length > 0) {
  27679. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  27680. if (cameraIndex > 0) {
  27681. this._engine.clear(null, false, true, true);
  27682. }
  27683. this._processSubCameras(this.activeCameras[cameraIndex]);
  27684. }
  27685. }
  27686. else {
  27687. if (!this.activeCamera) {
  27688. throw new Error("No camera defined");
  27689. }
  27690. this._processSubCameras(this.activeCamera);
  27691. }
  27692. // Intersection checks
  27693. this._checkIntersections();
  27694. // Update the audio listener attached to the camera
  27695. if (BABYLON.AudioEngine) {
  27696. this._updateAudioParameters();
  27697. }
  27698. // After render
  27699. if (this.afterRender) {
  27700. this.afterRender();
  27701. }
  27702. this.onAfterRenderObservable.notifyObservers(this);
  27703. // Cleaning
  27704. for (var index = 0; index < this._toBeDisposed.length; index++) {
  27705. var data = this._toBeDisposed.data[index];
  27706. if (data) {
  27707. data.dispose();
  27708. }
  27709. this._toBeDisposed[index] = null;
  27710. }
  27711. this._toBeDisposed.reset();
  27712. if (this.dumpNextRenderTargets) {
  27713. this.dumpNextRenderTargets = false;
  27714. }
  27715. this._activeBones.addCount(0, true);
  27716. this._activeIndices.addCount(0, true);
  27717. this._activeParticles.addCount(0, true);
  27718. };
  27719. Scene.prototype._updateAudioParameters = function () {
  27720. if (!this.audioEnabled || !this._mainSoundTrack || (this._mainSoundTrack.soundCollection.length === 0 && this.soundTracks.length === 1)) {
  27721. return;
  27722. }
  27723. var listeningCamera;
  27724. var audioEngine = BABYLON.Engine.audioEngine;
  27725. if (this.activeCameras.length > 0) {
  27726. listeningCamera = this.activeCameras[0];
  27727. }
  27728. else {
  27729. listeningCamera = this.activeCamera;
  27730. }
  27731. if (listeningCamera && audioEngine.canUseWebAudio && audioEngine.audioContext) {
  27732. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  27733. // for VR cameras
  27734. if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {
  27735. listeningCamera = listeningCamera.rigCameras[0];
  27736. }
  27737. var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
  27738. var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
  27739. cameraDirection.normalize();
  27740. // To avoid some errors on GearVR
  27741. if (!isNaN(cameraDirection.x) && !isNaN(cameraDirection.y) && !isNaN(cameraDirection.z)) {
  27742. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  27743. }
  27744. var i;
  27745. for (i = 0; i < this.mainSoundTrack.soundCollection.length; i++) {
  27746. var sound = this.mainSoundTrack.soundCollection[i];
  27747. if (sound.useCustomAttenuation) {
  27748. sound.updateDistanceFromListener();
  27749. }
  27750. }
  27751. for (i = 0; i < this.soundTracks.length; i++) {
  27752. for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) {
  27753. sound = this.soundTracks[i].soundCollection[j];
  27754. if (sound.useCustomAttenuation) {
  27755. sound.updateDistanceFromListener();
  27756. }
  27757. }
  27758. }
  27759. }
  27760. };
  27761. Object.defineProperty(Scene.prototype, "audioEnabled", {
  27762. // Audio
  27763. /**
  27764. * Gets or sets if audio support is enabled
  27765. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  27766. */
  27767. get: function () {
  27768. return this._audioEnabled;
  27769. },
  27770. set: function (value) {
  27771. this._audioEnabled = value;
  27772. if (BABYLON.AudioEngine) {
  27773. if (this._audioEnabled) {
  27774. this._enableAudio();
  27775. }
  27776. else {
  27777. this._disableAudio();
  27778. }
  27779. }
  27780. },
  27781. enumerable: true,
  27782. configurable: true
  27783. });
  27784. Scene.prototype._disableAudio = function () {
  27785. var i;
  27786. for (i = 0; i < this.mainSoundTrack.soundCollection.length; i++) {
  27787. this.mainSoundTrack.soundCollection[i].pause();
  27788. }
  27789. for (i = 0; i < this.soundTracks.length; i++) {
  27790. for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) {
  27791. this.soundTracks[i].soundCollection[j].pause();
  27792. }
  27793. }
  27794. };
  27795. Scene.prototype._enableAudio = function () {
  27796. var i;
  27797. for (i = 0; i < this.mainSoundTrack.soundCollection.length; i++) {
  27798. if (this.mainSoundTrack.soundCollection[i].isPaused) {
  27799. this.mainSoundTrack.soundCollection[i].play();
  27800. }
  27801. }
  27802. for (i = 0; i < this.soundTracks.length; i++) {
  27803. for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) {
  27804. if (this.soundTracks[i].soundCollection[j].isPaused) {
  27805. this.soundTracks[i].soundCollection[j].play();
  27806. }
  27807. }
  27808. }
  27809. };
  27810. Object.defineProperty(Scene.prototype, "headphone", {
  27811. /**
  27812. * Gets or sets if audio will be output to headphones
  27813. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  27814. */
  27815. get: function () {
  27816. return this._headphone;
  27817. },
  27818. set: function (value) {
  27819. this._headphone = value;
  27820. if (BABYLON.AudioEngine) {
  27821. if (this._headphone) {
  27822. this._switchAudioModeForHeadphones();
  27823. }
  27824. else {
  27825. this._switchAudioModeForNormalSpeakers();
  27826. }
  27827. }
  27828. },
  27829. enumerable: true,
  27830. configurable: true
  27831. });
  27832. Scene.prototype._switchAudioModeForHeadphones = function () {
  27833. this.mainSoundTrack.switchPanningModelToHRTF();
  27834. for (var i = 0; i < this.soundTracks.length; i++) {
  27835. this.soundTracks[i].switchPanningModelToHRTF();
  27836. }
  27837. };
  27838. Scene.prototype._switchAudioModeForNormalSpeakers = function () {
  27839. this.mainSoundTrack.switchPanningModelToEqualPower();
  27840. for (var i = 0; i < this.soundTracks.length; i++) {
  27841. this.soundTracks[i].switchPanningModelToEqualPower();
  27842. }
  27843. };
  27844. /**
  27845. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  27846. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  27847. * @returns the created depth renderer
  27848. */
  27849. Scene.prototype.enableDepthRenderer = function (camera) {
  27850. camera = camera || this.activeCamera;
  27851. if (!camera) {
  27852. throw "No camera available to enable depth renderer";
  27853. }
  27854. if (!this._depthRenderer[camera.id]) {
  27855. var textureType = 0;
  27856. if (this._engine.getCaps().textureHalfFloatRender) {
  27857. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  27858. }
  27859. else if (this._engine.getCaps().textureFloatRender) {
  27860. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  27861. }
  27862. else {
  27863. throw "Depth renderer does not support int texture type";
  27864. }
  27865. this._depthRenderer[camera.id] = new BABYLON.DepthRenderer(this, textureType, camera);
  27866. }
  27867. return this._depthRenderer[camera.id];
  27868. };
  27869. /**
  27870. * Disables a depth renderer for a given camera
  27871. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  27872. */
  27873. Scene.prototype.disableDepthRenderer = function (camera) {
  27874. camera = camera || this.activeCamera;
  27875. if (!camera || !this._depthRenderer[camera.id]) {
  27876. return;
  27877. }
  27878. this._depthRenderer[camera.id].dispose();
  27879. delete this._depthRenderer[camera.id];
  27880. };
  27881. /**
  27882. * Enables a GeometryBufferRender and associates it with the scene
  27883. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  27884. * @returns the GeometryBufferRenderer
  27885. */
  27886. Scene.prototype.enableGeometryBufferRenderer = function (ratio) {
  27887. if (ratio === void 0) { ratio = 1; }
  27888. if (this._geometryBufferRenderer) {
  27889. return this._geometryBufferRenderer;
  27890. }
  27891. this._geometryBufferRenderer = new BABYLON.GeometryBufferRenderer(this, ratio);
  27892. if (!this._geometryBufferRenderer.isSupported) {
  27893. this._geometryBufferRenderer = null;
  27894. }
  27895. return this._geometryBufferRenderer;
  27896. };
  27897. /**
  27898. * Disables the GeometryBufferRender associated with the scene
  27899. */
  27900. Scene.prototype.disableGeometryBufferRenderer = function () {
  27901. if (!this._geometryBufferRenderer) {
  27902. return;
  27903. }
  27904. this._geometryBufferRenderer.dispose();
  27905. this._geometryBufferRenderer = null;
  27906. };
  27907. /**
  27908. * Freeze all materials
  27909. * A frozen material will not be updatable but should be faster to render
  27910. */
  27911. Scene.prototype.freezeMaterials = function () {
  27912. for (var i = 0; i < this.materials.length; i++) {
  27913. this.materials[i].freeze();
  27914. }
  27915. };
  27916. /**
  27917. * Unfreeze all materials
  27918. * A frozen material will not be updatable but should be faster to render
  27919. */
  27920. Scene.prototype.unfreezeMaterials = function () {
  27921. for (var i = 0; i < this.materials.length; i++) {
  27922. this.materials[i].unfreeze();
  27923. }
  27924. };
  27925. /**
  27926. * Releases all held ressources
  27927. */
  27928. Scene.prototype.dispose = function () {
  27929. this.beforeRender = null;
  27930. this.afterRender = null;
  27931. this.skeletons = [];
  27932. this.morphTargetManagers = [];
  27933. this.importedMeshesFiles = new Array();
  27934. this.stopAllAnimations();
  27935. this.resetCachedMaterial();
  27936. for (var key in this._depthRenderer) {
  27937. this._depthRenderer[key].dispose();
  27938. }
  27939. if (this._gamepadManager) {
  27940. this._gamepadManager.dispose();
  27941. this._gamepadManager = null;
  27942. }
  27943. // Smart arrays
  27944. if (this.activeCamera) {
  27945. this.activeCamera._activeMeshes.dispose();
  27946. this.activeCamera = null;
  27947. }
  27948. this._activeMeshes.dispose();
  27949. this._renderingManager.dispose();
  27950. this._processedMaterials.dispose();
  27951. this._activeParticleSystems.dispose();
  27952. this._activeSkeletons.dispose();
  27953. this._softwareSkinnedMeshes.dispose();
  27954. this._renderTargets.dispose();
  27955. this._registeredForLateAnimationBindings.dispose();
  27956. if (this._boundingBoxRenderer) {
  27957. this._boundingBoxRenderer.dispose();
  27958. }
  27959. this._meshesForIntersections.dispose();
  27960. this._toBeDisposed.dispose();
  27961. // Abort active requests
  27962. for (var _i = 0, _a = this._activeRequests; _i < _a.length; _i++) {
  27963. var request = _a[_i];
  27964. request.abort();
  27965. }
  27966. // Debug layer
  27967. if (this._debugLayer) {
  27968. this._debugLayer.hide();
  27969. }
  27970. // Events
  27971. this.onDisposeObservable.notifyObservers(this);
  27972. this.onDisposeObservable.clear();
  27973. this.onBeforeRenderObservable.clear();
  27974. this.onAfterRenderObservable.clear();
  27975. this.onBeforeRenderTargetsRenderObservable.clear();
  27976. this.onAfterRenderTargetsRenderObservable.clear();
  27977. this.onAfterStepObservable.clear();
  27978. this.onBeforeStepObservable.clear();
  27979. this.onBeforeActiveMeshesEvaluationObservable.clear();
  27980. this.onAfterActiveMeshesEvaluationObservable.clear();
  27981. this.onBeforeParticlesRenderingObservable.clear();
  27982. this.onAfterParticlesRenderingObservable.clear();
  27983. this.onBeforeSpritesRenderingObservable.clear();
  27984. this.onAfterSpritesRenderingObservable.clear();
  27985. this.onBeforeDrawPhaseObservable.clear();
  27986. this.onAfterDrawPhaseObservable.clear();
  27987. this.onBeforePhysicsObservable.clear();
  27988. this.onAfterPhysicsObservable.clear();
  27989. this.onBeforeAnimationsObservable.clear();
  27990. this.onAfterAnimationsObservable.clear();
  27991. this.onDataLoadedObservable.clear();
  27992. this.detachControl();
  27993. // Release sounds & sounds tracks
  27994. if (BABYLON.AudioEngine) {
  27995. this.disposeSounds();
  27996. }
  27997. // VR Helper
  27998. if (this.VRHelper) {
  27999. this.VRHelper.dispose();
  28000. }
  28001. // Detach cameras
  28002. var canvas = this._engine.getRenderingCanvas();
  28003. if (canvas) {
  28004. var index;
  28005. for (index = 0; index < this.cameras.length; index++) {
  28006. this.cameras[index].detachControl(canvas);
  28007. }
  28008. }
  28009. // Release animation groups
  28010. while (this.animationGroups.length) {
  28011. this.animationGroups[0].dispose();
  28012. }
  28013. // Release lights
  28014. while (this.lights.length) {
  28015. this.lights[0].dispose();
  28016. }
  28017. // Release meshes
  28018. while (this.meshes.length) {
  28019. this.meshes[0].dispose(true);
  28020. }
  28021. while (this.transformNodes.length) {
  28022. this.removeTransformNode(this.transformNodes[0]);
  28023. }
  28024. // Release cameras
  28025. while (this.cameras.length) {
  28026. this.cameras[0].dispose();
  28027. }
  28028. // Release materials
  28029. if (this.defaultMaterial) {
  28030. this.defaultMaterial.dispose();
  28031. }
  28032. while (this.multiMaterials.length) {
  28033. this.multiMaterials[0].dispose();
  28034. }
  28035. while (this.materials.length) {
  28036. this.materials[0].dispose();
  28037. }
  28038. // Release particles
  28039. while (this.particleSystems.length) {
  28040. this.particleSystems[0].dispose();
  28041. }
  28042. // Release sprites
  28043. while (this.spriteManagers.length) {
  28044. this.spriteManagers[0].dispose();
  28045. }
  28046. // Release postProcesses
  28047. while (this.postProcesses.length) {
  28048. this.postProcesses[0].dispose();
  28049. }
  28050. // Release layers
  28051. while (this.layers.length) {
  28052. this.layers[0].dispose();
  28053. }
  28054. while (this.effectLayers.length) {
  28055. this.effectLayers[0].dispose();
  28056. }
  28057. // Release textures
  28058. while (this.textures.length) {
  28059. this.textures[0].dispose();
  28060. }
  28061. // Release UBO
  28062. this._sceneUbo.dispose();
  28063. if (this._alternateSceneUbo) {
  28064. this._alternateSceneUbo.dispose();
  28065. }
  28066. // Post-processes
  28067. this.postProcessManager.dispose();
  28068. if (this._postProcessRenderPipelineManager) {
  28069. this._postProcessRenderPipelineManager.dispose();
  28070. }
  28071. // Physics
  28072. if (this._physicsEngine) {
  28073. this.disablePhysicsEngine();
  28074. }
  28075. // Remove from engine
  28076. index = this._engine.scenes.indexOf(this);
  28077. if (index > -1) {
  28078. this._engine.scenes.splice(index, 1);
  28079. }
  28080. this._engine.wipeCaches(true);
  28081. this._isDisposed = true;
  28082. };
  28083. Object.defineProperty(Scene.prototype, "isDisposed", {
  28084. /**
  28085. * Gets if the scene is already disposed
  28086. */
  28087. get: function () {
  28088. return this._isDisposed;
  28089. },
  28090. enumerable: true,
  28091. configurable: true
  28092. });
  28093. /**
  28094. * Releases sounds & soundtracks
  28095. */
  28096. Scene.prototype.disposeSounds = function () {
  28097. if (!this._mainSoundTrack) {
  28098. return;
  28099. }
  28100. this.mainSoundTrack.dispose();
  28101. for (var scIndex = 0; scIndex < this.soundTracks.length; scIndex++) {
  28102. this.soundTracks[scIndex].dispose();
  28103. }
  28104. };
  28105. // Octrees
  28106. /**
  28107. * Get the world extend vectors with an optional filter
  28108. *
  28109. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  28110. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  28111. */
  28112. Scene.prototype.getWorldExtends = function (filterPredicate) {
  28113. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  28114. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  28115. filterPredicate = filterPredicate || (function () { return true; });
  28116. this.meshes.filter(filterPredicate).forEach(function (mesh) {
  28117. mesh.computeWorldMatrix(true);
  28118. if (!mesh.subMeshes || mesh.subMeshes.length === 0 || mesh.infiniteDistance) {
  28119. return;
  28120. }
  28121. var boundingInfo = mesh.getBoundingInfo();
  28122. var minBox = boundingInfo.boundingBox.minimumWorld;
  28123. var maxBox = boundingInfo.boundingBox.maximumWorld;
  28124. BABYLON.Tools.CheckExtends(minBox, min, max);
  28125. BABYLON.Tools.CheckExtends(maxBox, min, max);
  28126. });
  28127. return {
  28128. min: min,
  28129. max: max
  28130. };
  28131. };
  28132. /**
  28133. * Creates or updates the octree used to boost selection (picking)
  28134. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  28135. * @param maxCapacity defines the maximum capacity per leaf
  28136. * @param maxDepth defines the maximum depth of the octree
  28137. * @returns an octree of AbstractMesh
  28138. */
  28139. Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
  28140. if (maxCapacity === void 0) { maxCapacity = 64; }
  28141. if (maxDepth === void 0) { maxDepth = 2; }
  28142. if (!this._selectionOctree) {
  28143. this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  28144. }
  28145. var worldExtends = this.getWorldExtends();
  28146. // Update octree
  28147. this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);
  28148. return this._selectionOctree;
  28149. };
  28150. // Picking
  28151. /**
  28152. * Creates a ray that can be used to pick in the scene
  28153. * @param x defines the x coordinate of the origin (on-screen)
  28154. * @param y defines the y coordinate of the origin (on-screen)
  28155. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  28156. * @param camera defines the camera to use for the picking
  28157. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  28158. * @returns a Ray
  28159. */
  28160. Scene.prototype.createPickingRay = function (x, y, world, camera, cameraViewSpace) {
  28161. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  28162. var result = BABYLON.Ray.Zero();
  28163. this.createPickingRayToRef(x, y, world, result, camera, cameraViewSpace);
  28164. return result;
  28165. };
  28166. /**
  28167. * Creates a ray that can be used to pick in the scene
  28168. * @param x defines the x coordinate of the origin (on-screen)
  28169. * @param y defines the y coordinate of the origin (on-screen)
  28170. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  28171. * @param result defines the ray where to store the picking ray
  28172. * @param camera defines the camera to use for the picking
  28173. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  28174. * @returns the current scene
  28175. */
  28176. Scene.prototype.createPickingRayToRef = function (x, y, world, result, camera, cameraViewSpace) {
  28177. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  28178. var engine = this._engine;
  28179. if (!camera) {
  28180. if (!this.activeCamera)
  28181. throw new Error("Active camera not set");
  28182. camera = this.activeCamera;
  28183. }
  28184. var cameraViewport = camera.viewport;
  28185. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  28186. // Moving coordinates to local viewport world
  28187. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  28188. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  28189. result.update(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), cameraViewSpace ? BABYLON.Matrix.Identity() : camera.getViewMatrix(), camera.getProjectionMatrix());
  28190. return this;
  28191. };
  28192. /**
  28193. * Creates a ray that can be used to pick in the scene
  28194. * @param x defines the x coordinate of the origin (on-screen)
  28195. * @param y defines the y coordinate of the origin (on-screen)
  28196. * @param camera defines the camera to use for the picking
  28197. * @returns a Ray
  28198. */
  28199. Scene.prototype.createPickingRayInCameraSpace = function (x, y, camera) {
  28200. var result = BABYLON.Ray.Zero();
  28201. this.createPickingRayInCameraSpaceToRef(x, y, result, camera);
  28202. return result;
  28203. };
  28204. /**
  28205. * Creates a ray that can be used to pick in the scene
  28206. * @param x defines the x coordinate of the origin (on-screen)
  28207. * @param y defines the y coordinate of the origin (on-screen)
  28208. * @param result defines the ray where to store the picking ray
  28209. * @param camera defines the camera to use for the picking
  28210. * @returns the current scene
  28211. */
  28212. Scene.prototype.createPickingRayInCameraSpaceToRef = function (x, y, result, camera) {
  28213. if (!BABYLON.PickingInfo) {
  28214. return this;
  28215. }
  28216. var engine = this._engine;
  28217. if (!camera) {
  28218. if (!this.activeCamera)
  28219. throw new Error("Active camera not set");
  28220. camera = this.activeCamera;
  28221. }
  28222. var cameraViewport = camera.viewport;
  28223. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  28224. var identity = BABYLON.Matrix.Identity();
  28225. // Moving coordinates to local viewport world
  28226. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  28227. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  28228. result.update(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());
  28229. return this;
  28230. };
  28231. Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
  28232. if (!BABYLON.PickingInfo) {
  28233. return null;
  28234. }
  28235. var pickingInfo = null;
  28236. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  28237. var mesh = this.meshes[meshIndex];
  28238. if (predicate) {
  28239. if (!predicate(mesh)) {
  28240. continue;
  28241. }
  28242. }
  28243. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  28244. continue;
  28245. }
  28246. var world = mesh.getWorldMatrix();
  28247. var ray = rayFunction(world);
  28248. var result = mesh.intersects(ray, fastCheck);
  28249. if (!result || !result.hit)
  28250. continue;
  28251. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance)
  28252. continue;
  28253. pickingInfo = result;
  28254. if (fastCheck) {
  28255. break;
  28256. }
  28257. }
  28258. return pickingInfo || new BABYLON.PickingInfo();
  28259. };
  28260. Scene.prototype._internalMultiPick = function (rayFunction, predicate) {
  28261. if (!BABYLON.PickingInfo) {
  28262. return null;
  28263. }
  28264. var pickingInfos = new Array();
  28265. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  28266. var mesh = this.meshes[meshIndex];
  28267. if (predicate) {
  28268. if (!predicate(mesh)) {
  28269. continue;
  28270. }
  28271. }
  28272. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  28273. continue;
  28274. }
  28275. var world = mesh.getWorldMatrix();
  28276. var ray = rayFunction(world);
  28277. var result = mesh.intersects(ray, false);
  28278. if (!result || !result.hit)
  28279. continue;
  28280. pickingInfos.push(result);
  28281. }
  28282. return pickingInfos;
  28283. };
  28284. Scene.prototype._internalPickSprites = function (ray, predicate, fastCheck, camera) {
  28285. if (!BABYLON.PickingInfo) {
  28286. return null;
  28287. }
  28288. var pickingInfo = null;
  28289. if (!camera) {
  28290. if (!this.activeCamera) {
  28291. return null;
  28292. }
  28293. camera = this.activeCamera;
  28294. }
  28295. if (this.spriteManagers.length > 0) {
  28296. for (var spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {
  28297. var spriteManager = this.spriteManagers[spriteIndex];
  28298. if (!spriteManager.isPickable) {
  28299. continue;
  28300. }
  28301. var result = spriteManager.intersects(ray, camera, predicate, fastCheck);
  28302. if (!result || !result.hit)
  28303. continue;
  28304. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance)
  28305. continue;
  28306. pickingInfo = result;
  28307. if (fastCheck) {
  28308. break;
  28309. }
  28310. }
  28311. }
  28312. return pickingInfo || new BABYLON.PickingInfo();
  28313. };
  28314. /** Launch a ray to try to pick a mesh in the scene
  28315. * @param x position on screen
  28316. * @param y position on screen
  28317. * @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
  28318. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  28319. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  28320. * @returns a PickingInfo
  28321. */
  28322. Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
  28323. var _this = this;
  28324. if (!BABYLON.PickingInfo) {
  28325. return null;
  28326. }
  28327. return this._internalPick(function (world) {
  28328. _this.createPickingRayToRef(x, y, world, _this._tempPickingRay, camera || null);
  28329. return _this._tempPickingRay;
  28330. }, predicate, fastCheck);
  28331. };
  28332. /** Launch a ray to try to pick a sprite in the scene
  28333. * @param x position on screen
  28334. * @param y position on screen
  28335. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  28336. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  28337. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  28338. * @returns a PickingInfo
  28339. */
  28340. Scene.prototype.pickSprite = function (x, y, predicate, fastCheck, camera) {
  28341. this.createPickingRayInCameraSpaceToRef(x, y, this._tempPickingRay, camera);
  28342. return this._internalPickSprites(this._tempPickingRay, predicate, fastCheck, camera);
  28343. };
  28344. /** Use the given ray to pick a mesh in the scene
  28345. * @param ray The ray to use to pick meshes
  28346. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  28347. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  28348. * @returns a PickingInfo
  28349. */
  28350. Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
  28351. var _this = this;
  28352. return this._internalPick(function (world) {
  28353. if (!_this._pickWithRayInverseMatrix) {
  28354. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  28355. }
  28356. world.invertToRef(_this._pickWithRayInverseMatrix);
  28357. if (!_this._cachedRayForTransform) {
  28358. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  28359. }
  28360. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  28361. return _this._cachedRayForTransform;
  28362. }, predicate, fastCheck);
  28363. };
  28364. /**
  28365. * Launch a ray to try to pick a mesh in the scene
  28366. * @param x X position on screen
  28367. * @param y Y position on screen
  28368. * @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
  28369. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  28370. * @returns an array of PickingInfo
  28371. */
  28372. Scene.prototype.multiPick = function (x, y, predicate, camera) {
  28373. var _this = this;
  28374. return this._internalMultiPick(function (world) { return _this.createPickingRay(x, y, world, camera || null); }, predicate);
  28375. };
  28376. /**
  28377. * Launch a ray to try to pick a mesh in the scene
  28378. * @param ray Ray to use
  28379. * @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
  28380. * @returns an array of PickingInfo
  28381. */
  28382. Scene.prototype.multiPickWithRay = function (ray, predicate) {
  28383. var _this = this;
  28384. return this._internalMultiPick(function (world) {
  28385. if (!_this._pickWithRayInverseMatrix) {
  28386. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  28387. }
  28388. world.invertToRef(_this._pickWithRayInverseMatrix);
  28389. if (!_this._cachedRayForTransform) {
  28390. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  28391. }
  28392. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  28393. return _this._cachedRayForTransform;
  28394. }, predicate);
  28395. };
  28396. /**
  28397. * Force the value of meshUnderPointer
  28398. * @param mesh defines the mesh to use
  28399. */
  28400. Scene.prototype.setPointerOverMesh = function (mesh) {
  28401. if (this._pointerOverMesh === mesh) {
  28402. return;
  28403. }
  28404. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  28405. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  28406. }
  28407. this._pointerOverMesh = mesh;
  28408. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  28409. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  28410. }
  28411. };
  28412. /**
  28413. * Gets the mesh under the pointer
  28414. * @returns a Mesh or null if no mesh is under the pointer
  28415. */
  28416. Scene.prototype.getPointerOverMesh = function () {
  28417. return this._pointerOverMesh;
  28418. };
  28419. /**
  28420. * Force the sprite under the pointer
  28421. * @param sprite defines the sprite to use
  28422. */
  28423. Scene.prototype.setPointerOverSprite = function (sprite) {
  28424. if (this._pointerOverSprite === sprite) {
  28425. return;
  28426. }
  28427. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  28428. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  28429. }
  28430. this._pointerOverSprite = sprite;
  28431. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  28432. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  28433. }
  28434. };
  28435. /**
  28436. * Gets the sprite under the pointer
  28437. * @returns a Sprite or null if no sprite is under the pointer
  28438. */
  28439. Scene.prototype.getPointerOverSprite = function () {
  28440. return this._pointerOverSprite;
  28441. };
  28442. // Physics
  28443. /**
  28444. * Gets the current physics engine
  28445. * @returns a PhysicsEngine or null if none attached
  28446. */
  28447. Scene.prototype.getPhysicsEngine = function () {
  28448. return this._physicsEngine;
  28449. };
  28450. /**
  28451. * Enables physics to the current scene
  28452. * @param gravity defines the scene's gravity for the physics engine
  28453. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  28454. * @return a boolean indicating if the physics engine was initialized
  28455. */
  28456. Scene.prototype.enablePhysics = function (gravity, plugin) {
  28457. if (gravity === void 0) { gravity = null; }
  28458. if (this._physicsEngine) {
  28459. return true;
  28460. }
  28461. try {
  28462. this._physicsEngine = new BABYLON.PhysicsEngine(gravity, plugin);
  28463. return true;
  28464. }
  28465. catch (e) {
  28466. BABYLON.Tools.Error(e.message);
  28467. return false;
  28468. }
  28469. };
  28470. /**
  28471. * Disables and disposes the physics engine associated with the scene
  28472. */
  28473. Scene.prototype.disablePhysicsEngine = function () {
  28474. if (!this._physicsEngine) {
  28475. return;
  28476. }
  28477. this._physicsEngine.dispose();
  28478. this._physicsEngine = null;
  28479. };
  28480. /**
  28481. * Gets a boolean indicating if there is an active physics engine
  28482. * @returns a boolean indicating if there is an active physics engine
  28483. */
  28484. Scene.prototype.isPhysicsEnabled = function () {
  28485. return this._physicsEngine !== undefined;
  28486. };
  28487. /**
  28488. * Deletes a physics compound impostor
  28489. * @param compound defines the compound to delete
  28490. */
  28491. Scene.prototype.deleteCompoundImpostor = function (compound) {
  28492. var mesh = compound.parts[0].mesh;
  28493. if (mesh.physicsImpostor) {
  28494. mesh.physicsImpostor.dispose( /*true*/);
  28495. mesh.physicsImpostor = null;
  28496. }
  28497. };
  28498. // Misc.
  28499. /** @hidden */
  28500. Scene.prototype._rebuildGeometries = function () {
  28501. for (var _i = 0, _a = this._geometries; _i < _a.length; _i++) {
  28502. var geometry = _a[_i];
  28503. geometry._rebuild();
  28504. }
  28505. for (var _b = 0, _c = this.meshes; _b < _c.length; _b++) {
  28506. var mesh = _c[_b];
  28507. mesh._rebuild();
  28508. }
  28509. if (this.postProcessManager) {
  28510. this.postProcessManager._rebuild();
  28511. }
  28512. for (var _d = 0, _e = this.layers; _d < _e.length; _d++) {
  28513. var layer = _e[_d];
  28514. layer._rebuild();
  28515. }
  28516. for (var _f = 0, _g = this.effectLayers; _f < _g.length; _f++) {
  28517. var effectLayer = _g[_f];
  28518. effectLayer._rebuild();
  28519. }
  28520. if (this._boundingBoxRenderer) {
  28521. this._boundingBoxRenderer._rebuild();
  28522. }
  28523. for (var _h = 0, _j = this.particleSystems; _h < _j.length; _h++) {
  28524. var system = _j[_h];
  28525. system.rebuild();
  28526. }
  28527. if (this._postProcessRenderPipelineManager) {
  28528. this._postProcessRenderPipelineManager._rebuild();
  28529. }
  28530. };
  28531. /** @hidden */
  28532. Scene.prototype._rebuildTextures = function () {
  28533. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  28534. var texture = _a[_i];
  28535. texture._rebuild();
  28536. }
  28537. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  28538. };
  28539. /**
  28540. * Creates a default light for the scene.
  28541. * @param replace Whether to replace the existing lights in the scene.
  28542. */
  28543. Scene.prototype.createDefaultLight = function (replace) {
  28544. if (replace === void 0) { replace = false; }
  28545. // Dispose existing light in replace mode.
  28546. if (replace) {
  28547. if (this.lights) {
  28548. for (var i = 0; i < this.lights.length; i++) {
  28549. this.lights[i].dispose();
  28550. }
  28551. }
  28552. }
  28553. // Light
  28554. if (this.lights.length === 0) {
  28555. new BABYLON.HemisphericLight("default light", BABYLON.Vector3.Up(), this);
  28556. }
  28557. };
  28558. /**
  28559. * Creates a default camera for the scene.
  28560. * @param createArcRotateCamera Whether to create an arc rotate or a free camera.
  28561. * @param replace Whether to replace the existing active camera in the scene.
  28562. * @param attachCameraControls Whether to attach camera controls to the canvas.
  28563. */
  28564. Scene.prototype.createDefaultCamera = function (createArcRotateCamera, replace, attachCameraControls) {
  28565. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  28566. if (replace === void 0) { replace = false; }
  28567. if (attachCameraControls === void 0) { attachCameraControls = false; }
  28568. // Dispose existing camera in replace mode.
  28569. if (replace) {
  28570. if (this.activeCamera) {
  28571. this.activeCamera.dispose();
  28572. this.activeCamera = null;
  28573. }
  28574. }
  28575. // Camera
  28576. if (!this.activeCamera) {
  28577. var worldExtends = this.getWorldExtends();
  28578. var worldSize = worldExtends.max.subtract(worldExtends.min);
  28579. var worldCenter = worldExtends.min.add(worldSize.scale(0.5));
  28580. var camera;
  28581. var radius = worldSize.length() * 1.5;
  28582. // empty scene scenario!
  28583. if (!isFinite(radius)) {
  28584. radius = 1;
  28585. worldCenter.copyFromFloats(0, 0, 0);
  28586. }
  28587. if (createArcRotateCamera) {
  28588. var arcRotateCamera = new BABYLON.ArcRotateCamera("default camera", -(Math.PI / 2), Math.PI / 2, radius, worldCenter, this);
  28589. arcRotateCamera.lowerRadiusLimit = radius * 0.01;
  28590. arcRotateCamera.wheelPrecision = 100 / radius;
  28591. camera = arcRotateCamera;
  28592. }
  28593. else {
  28594. var freeCamera = new BABYLON.FreeCamera("default camera", new BABYLON.Vector3(worldCenter.x, worldCenter.y, -radius), this);
  28595. freeCamera.setTarget(worldCenter);
  28596. camera = freeCamera;
  28597. }
  28598. camera.minZ = radius * 0.01;
  28599. camera.maxZ = radius * 1000;
  28600. camera.speed = radius * 0.2;
  28601. this.activeCamera = camera;
  28602. var canvas = this.getEngine().getRenderingCanvas();
  28603. if (attachCameraControls && canvas) {
  28604. camera.attachControl(canvas);
  28605. }
  28606. }
  28607. };
  28608. /**
  28609. * Creates a default camera and a default light
  28610. * @param createArcRotateCamera defines that the camera will be an ArcRotateCamera
  28611. * @param replace defines if the camera and/or light will replace the existing ones
  28612. * @param attachCameraControls defines if attachControl will be called on the new camera
  28613. */
  28614. Scene.prototype.createDefaultCameraOrLight = function (createArcRotateCamera, replace, attachCameraControls) {
  28615. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  28616. if (replace === void 0) { replace = false; }
  28617. if (attachCameraControls === void 0) { attachCameraControls = false; }
  28618. this.createDefaultLight(replace);
  28619. this.createDefaultCamera(createArcRotateCamera, replace, attachCameraControls);
  28620. };
  28621. /**
  28622. * Creates a new sky box
  28623. * @see http://doc.babylonjs.com/babylon101/environment#skybox
  28624. * @param environmentTexture defines the texture to use as environment texture
  28625. * @param pbr defines if PBRMaterial must be used instead of StandardMaterial
  28626. * @param scale defines the overall scale of the skybox
  28627. * @param blur defines if blurring must be applied to the environment texture (works only with pbr === true)
  28628. * @param setGlobalEnvTexture defines a boolean indicating that scene.environmentTexture must match the current skybox texture (true by default)
  28629. * @returns a new mesh holding the sky box
  28630. */
  28631. Scene.prototype.createDefaultSkybox = function (environmentTexture, pbr, scale, blur, setGlobalEnvTexture) {
  28632. if (pbr === void 0) { pbr = false; }
  28633. if (scale === void 0) { scale = 1000; }
  28634. if (blur === void 0) { blur = 0; }
  28635. if (setGlobalEnvTexture === void 0) { setGlobalEnvTexture = true; }
  28636. if (!environmentTexture) {
  28637. BABYLON.Tools.Warn("Can not create default skybox without environment texture.");
  28638. return null;
  28639. }
  28640. if (setGlobalEnvTexture) {
  28641. if (environmentTexture) {
  28642. this.environmentTexture = environmentTexture;
  28643. }
  28644. }
  28645. // Skybox
  28646. var hdrSkybox = BABYLON.Mesh.CreateBox("hdrSkyBox", scale, this);
  28647. if (pbr) {
  28648. var hdrSkyboxMaterial = new BABYLON.PBRMaterial("skyBox", this);
  28649. hdrSkyboxMaterial.backFaceCulling = false;
  28650. hdrSkyboxMaterial.reflectionTexture = environmentTexture.clone();
  28651. if (hdrSkyboxMaterial.reflectionTexture) {
  28652. hdrSkyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  28653. }
  28654. hdrSkyboxMaterial.microSurface = 1.0 - blur;
  28655. hdrSkyboxMaterial.disableLighting = true;
  28656. hdrSkyboxMaterial.twoSidedLighting = true;
  28657. hdrSkybox.infiniteDistance = true;
  28658. hdrSkybox.material = hdrSkyboxMaterial;
  28659. }
  28660. else {
  28661. var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", this);
  28662. skyboxMaterial.backFaceCulling = false;
  28663. skyboxMaterial.reflectionTexture = environmentTexture.clone();
  28664. if (skyboxMaterial.reflectionTexture) {
  28665. skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  28666. }
  28667. skyboxMaterial.disableLighting = true;
  28668. hdrSkybox.infiniteDistance = true;
  28669. hdrSkybox.material = skyboxMaterial;
  28670. }
  28671. return hdrSkybox;
  28672. };
  28673. /**
  28674. * Creates a new environment
  28675. * @see http://doc.babylonjs.com/babylon101/environment#skybox
  28676. * @param options defines the options you can use to configure the environment
  28677. * @returns the new EnvironmentHelper
  28678. */
  28679. Scene.prototype.createDefaultEnvironment = function (options) {
  28680. if (BABYLON.EnvironmentHelper) {
  28681. return new BABYLON.EnvironmentHelper(options, this);
  28682. }
  28683. return null;
  28684. };
  28685. /**
  28686. * Creates a new VREXperienceHelper
  28687. * @see http://doc.babylonjs.com/how_to/webvr_helper
  28688. * @param webVROptions defines the options used to create the new VREXperienceHelper
  28689. * @returns a new VREXperienceHelper
  28690. */
  28691. Scene.prototype.createDefaultVRExperience = function (webVROptions) {
  28692. if (webVROptions === void 0) { webVROptions = {}; }
  28693. return new BABYLON.VRExperienceHelper(this, webVROptions);
  28694. };
  28695. // Tags
  28696. Scene.prototype._getByTags = function (list, tagsQuery, forEach) {
  28697. if (tagsQuery === undefined) {
  28698. // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
  28699. return list;
  28700. }
  28701. var listByTags = [];
  28702. forEach = forEach || (function (item) { return; });
  28703. for (var i in list) {
  28704. var item = list[i];
  28705. if (BABYLON.Tags && BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  28706. listByTags.push(item);
  28707. forEach(item);
  28708. }
  28709. }
  28710. return listByTags;
  28711. };
  28712. /**
  28713. * Get a list of meshes by tags
  28714. * @param tagsQuery defines the tags query to use
  28715. * @param forEach defines a predicate used to filter results
  28716. * @returns an array of Mesh
  28717. */
  28718. Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {
  28719. return this._getByTags(this.meshes, tagsQuery, forEach);
  28720. };
  28721. /**
  28722. * Get a list of cameras by tags
  28723. * @param tagsQuery defines the tags query to use
  28724. * @param forEach defines a predicate used to filter results
  28725. * @returns an array of Camera
  28726. */
  28727. Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {
  28728. return this._getByTags(this.cameras, tagsQuery, forEach);
  28729. };
  28730. /**
  28731. * Get a list of lights by tags
  28732. * @param tagsQuery defines the tags query to use
  28733. * @param forEach defines a predicate used to filter results
  28734. * @returns an array of Light
  28735. */
  28736. Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {
  28737. return this._getByTags(this.lights, tagsQuery, forEach);
  28738. };
  28739. /**
  28740. * Get a list of materials by tags
  28741. * @param tagsQuery defines the tags query to use
  28742. * @param forEach defines a predicate used to filter results
  28743. * @returns an array of Material
  28744. */
  28745. Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {
  28746. return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
  28747. };
  28748. /**
  28749. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  28750. * This allowed control for front to back rendering or reversly depending of the special needs.
  28751. *
  28752. * @param renderingGroupId The rendering group id corresponding to its index
  28753. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  28754. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  28755. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  28756. */
  28757. Scene.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  28758. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  28759. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  28760. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  28761. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  28762. };
  28763. /**
  28764. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  28765. *
  28766. * @param renderingGroupId The rendering group id corresponding to its index
  28767. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  28768. * @param depth Automatically clears depth between groups if true and autoClear is true.
  28769. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  28770. */
  28771. Scene.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  28772. if (depth === void 0) { depth = true; }
  28773. if (stencil === void 0) { stencil = true; }
  28774. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);
  28775. };
  28776. /**
  28777. * Will flag all materials as dirty to trigger new shader compilation
  28778. * @param flag defines the flag used to specify which material part must be marked as dirty
  28779. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  28780. */
  28781. Scene.prototype.markAllMaterialsAsDirty = function (flag, predicate) {
  28782. for (var _i = 0, _a = this.materials; _i < _a.length; _i++) {
  28783. var material = _a[_i];
  28784. if (predicate && !predicate(material)) {
  28785. continue;
  28786. }
  28787. material.markAsDirty(flag);
  28788. }
  28789. };
  28790. /** @hidden */
  28791. Scene.prototype._loadFile = function (url, onSuccess, onProgress, useDatabase, useArrayBuffer, onError) {
  28792. var _this = this;
  28793. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, useDatabase ? this.database : undefined, useArrayBuffer, onError);
  28794. this._activeRequests.push(request);
  28795. request.onCompleteObservable.add(function (request) {
  28796. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  28797. });
  28798. return request;
  28799. };
  28800. /** @hidden */
  28801. Scene.prototype._loadFileAsync = function (url, useDatabase, useArrayBuffer) {
  28802. var _this = this;
  28803. return new Promise(function (resolve, reject) {
  28804. _this._loadFile(url, function (data) {
  28805. resolve(data);
  28806. }, undefined, useDatabase, useArrayBuffer, function (request, exception) {
  28807. reject(exception);
  28808. });
  28809. });
  28810. };
  28811. // Statics
  28812. Scene._FOGMODE_NONE = 0;
  28813. Scene._FOGMODE_EXP = 1;
  28814. Scene._FOGMODE_EXP2 = 2;
  28815. Scene._FOGMODE_LINEAR = 3;
  28816. Scene._uniqueIdCounter = 0;
  28817. /**
  28818. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  28819. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  28820. */
  28821. Scene.MinDeltaTime = 1.0;
  28822. /**
  28823. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  28824. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  28825. */
  28826. Scene.MaxDeltaTime = 1000.0;
  28827. /** The distance in pixel that you have to move to prevent some events */
  28828. Scene.DragMovementThreshold = 10; // in pixels
  28829. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  28830. Scene.LongPressDelay = 500; // in milliseconds
  28831. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  28832. Scene.DoubleClickDelay = 300; // in milliseconds
  28833. /** If you need to check double click without raising a single click at first click, enable this flag */
  28834. Scene.ExclusiveDoubleClickMode = false;
  28835. return Scene;
  28836. }());
  28837. BABYLON.Scene = Scene;
  28838. })(BABYLON || (BABYLON = {}));
  28839. //# sourceMappingURL=babylon.scene.js.map
  28840. var BABYLON;
  28841. (function (BABYLON) {
  28842. /**
  28843. * Set of assets to keep when moving a scene into an asset container.
  28844. */
  28845. var KeepAssets = /** @class */ (function () {
  28846. function KeepAssets() {
  28847. /**
  28848. * Cameras to keep.
  28849. */
  28850. this.cameras = new Array();
  28851. /**
  28852. * Lights to keep.
  28853. */
  28854. this.lights = new Array();
  28855. /**
  28856. * Meshes to keep.
  28857. */
  28858. this.meshes = new Array();
  28859. /**
  28860. * Skeletons to keep.
  28861. */
  28862. this.skeletons = new Array();
  28863. /**
  28864. * ParticleSystems to keep.
  28865. */
  28866. this.particleSystems = new Array();
  28867. /**
  28868. * Animations to keep.
  28869. */
  28870. this.animations = new Array();
  28871. /**
  28872. * AnimationGroups to keep.
  28873. */
  28874. this.animationGroups = new Array();
  28875. /**
  28876. * MultiMaterials to keep.
  28877. */
  28878. this.multiMaterials = new Array();
  28879. /**
  28880. * Materials to keep.
  28881. */
  28882. this.materials = new Array();
  28883. /**
  28884. * MorphTargetManagers to keep.
  28885. */
  28886. this.morphTargetManagers = new Array();
  28887. /**
  28888. * Geometries to keep.
  28889. */
  28890. this.geometries = new Array();
  28891. /**
  28892. * TransformNodes to keep.
  28893. */
  28894. this.transformNodes = new Array();
  28895. /**
  28896. * LensFlareSystems to keep.
  28897. */
  28898. this.lensFlareSystems = new Array();
  28899. /**
  28900. * ShadowGenerators to keep.
  28901. */
  28902. this.shadowGenerators = new Array();
  28903. /**
  28904. * ActionManagers to keep.
  28905. */
  28906. this.actionManagers = new Array();
  28907. /**
  28908. * Sounds to keep.
  28909. */
  28910. this.sounds = new Array();
  28911. /**
  28912. * Textures to keep.
  28913. */
  28914. this.textures = new Array();
  28915. /**
  28916. * Effect layers to keep.
  28917. */
  28918. this.effectLayers = new Array();
  28919. }
  28920. return KeepAssets;
  28921. }());
  28922. BABYLON.KeepAssets = KeepAssets;
  28923. /**
  28924. * Container with a set of assets that can be added or removed from a scene.
  28925. */
  28926. var AssetContainer = /** @class */ (function () {
  28927. /**
  28928. * Instantiates an AssetContainer.
  28929. * @param scene The scene the AssetContainer belongs to.
  28930. */
  28931. function AssetContainer(scene) {
  28932. // Objects
  28933. /**
  28934. * Cameras populated in the container.
  28935. */
  28936. this.cameras = new Array();
  28937. /**
  28938. * Lights populated in the container.
  28939. */
  28940. this.lights = new Array();
  28941. /**
  28942. * Meshes populated in the container.
  28943. */
  28944. this.meshes = new Array();
  28945. /**
  28946. * Skeletons populated in the container.
  28947. */
  28948. this.skeletons = new Array();
  28949. /**
  28950. * ParticleSystems populated in the container.
  28951. */
  28952. this.particleSystems = new Array();
  28953. /**
  28954. * Animations populated in the container.
  28955. */
  28956. this.animations = new Array();
  28957. /**
  28958. * AnimationGroups populated in the container.
  28959. */
  28960. this.animationGroups = new Array();
  28961. /**
  28962. * MultiMaterials populated in the container.
  28963. */
  28964. this.multiMaterials = new Array();
  28965. /**
  28966. * Materials populated in the container.
  28967. */
  28968. this.materials = new Array();
  28969. /**
  28970. * MorphTargetManagers populated in the container.
  28971. */
  28972. this.morphTargetManagers = new Array();
  28973. /**
  28974. * Geometries populated in the container.
  28975. */
  28976. this.geometries = new Array();
  28977. /**
  28978. * TransformNodes populated in the container.
  28979. */
  28980. this.transformNodes = new Array();
  28981. /**
  28982. * LensFlareSystems populated in the container.
  28983. */
  28984. this.lensFlareSystems = new Array();
  28985. /**
  28986. * ShadowGenerators populated in the container.
  28987. */
  28988. this.shadowGenerators = new Array();
  28989. /**
  28990. * ActionManagers populated in the container.
  28991. */
  28992. this.actionManagers = new Array();
  28993. /**
  28994. * Sounds populated in the container.
  28995. */
  28996. this.sounds = new Array();
  28997. /**
  28998. * Textures populated in the container.
  28999. */
  29000. this.textures = new Array();
  29001. /**
  29002. * Effect layers populated in the container.
  29003. */
  29004. this.effectLayers = new Array();
  29005. this.scene = scene;
  29006. }
  29007. /**
  29008. * Adds all the assets from the container to the scene.
  29009. */
  29010. AssetContainer.prototype.addAllToScene = function () {
  29011. var _this = this;
  29012. this.cameras.forEach(function (o) {
  29013. _this.scene.addCamera(o);
  29014. });
  29015. this.lights.forEach(function (o) {
  29016. _this.scene.addLight(o);
  29017. });
  29018. this.meshes.forEach(function (o) {
  29019. _this.scene.addMesh(o);
  29020. });
  29021. this.skeletons.forEach(function (o) {
  29022. _this.scene.addSkeleton(o);
  29023. });
  29024. this.particleSystems.forEach(function (o) {
  29025. _this.scene.addParticleSystem(o);
  29026. });
  29027. this.animations.forEach(function (o) {
  29028. _this.scene.addAnimation(o);
  29029. });
  29030. this.animationGroups.forEach(function (o) {
  29031. _this.scene.addAnimationGroup(o);
  29032. });
  29033. this.multiMaterials.forEach(function (o) {
  29034. _this.scene.addMultiMaterial(o);
  29035. });
  29036. this.materials.forEach(function (o) {
  29037. _this.scene.addMaterial(o);
  29038. });
  29039. this.morphTargetManagers.forEach(function (o) {
  29040. _this.scene.addMorphTargetManager(o);
  29041. });
  29042. this.geometries.forEach(function (o) {
  29043. _this.scene.addGeometry(o);
  29044. });
  29045. this.transformNodes.forEach(function (o) {
  29046. _this.scene.addTransformNode(o);
  29047. });
  29048. this.lensFlareSystems.forEach(function (o) {
  29049. _this.scene.addLensFlareSystem(o);
  29050. });
  29051. this.actionManagers.forEach(function (o) {
  29052. _this.scene.addActionManager(o);
  29053. });
  29054. this.sounds.forEach(function (o) {
  29055. o.play();
  29056. o.autoplay = true;
  29057. _this.scene.mainSoundTrack.AddSound(o);
  29058. });
  29059. this.textures.forEach(function (o) {
  29060. _this.scene.addTexture(o);
  29061. });
  29062. this.effectLayers.forEach(function (o) {
  29063. _this.scene.addEffectLayer(o);
  29064. });
  29065. };
  29066. /**
  29067. * Removes all the assets in the container from the scene
  29068. */
  29069. AssetContainer.prototype.removeAllFromScene = function () {
  29070. var _this = this;
  29071. this.cameras.forEach(function (o) {
  29072. _this.scene.removeCamera(o);
  29073. });
  29074. this.lights.forEach(function (o) {
  29075. _this.scene.removeLight(o);
  29076. });
  29077. this.meshes.forEach(function (o) {
  29078. _this.scene.removeMesh(o);
  29079. });
  29080. this.skeletons.forEach(function (o) {
  29081. _this.scene.removeSkeleton(o);
  29082. });
  29083. this.particleSystems.forEach(function (o) {
  29084. _this.scene.removeParticleSystem(o);
  29085. });
  29086. this.animations.forEach(function (o) {
  29087. _this.scene.removeAnimation(o);
  29088. });
  29089. this.animationGroups.forEach(function (o) {
  29090. _this.scene.removeAnimationGroup(o);
  29091. });
  29092. this.multiMaterials.forEach(function (o) {
  29093. _this.scene.removeMultiMaterial(o);
  29094. });
  29095. this.materials.forEach(function (o) {
  29096. _this.scene.removeMaterial(o);
  29097. });
  29098. this.morphTargetManagers.forEach(function (o) {
  29099. _this.scene.removeMorphTargetManager(o);
  29100. });
  29101. this.geometries.forEach(function (o) {
  29102. _this.scene.removeGeometry(o);
  29103. });
  29104. this.transformNodes.forEach(function (o) {
  29105. _this.scene.removeTransformNode(o);
  29106. });
  29107. this.lensFlareSystems.forEach(function (o) {
  29108. _this.scene.removeLensFlareSystem(o);
  29109. });
  29110. this.actionManagers.forEach(function (o) {
  29111. _this.scene.removeActionManager(o);
  29112. });
  29113. this.sounds.forEach(function (o) {
  29114. o.stop();
  29115. o.autoplay = false;
  29116. _this.scene.mainSoundTrack.RemoveSound(o);
  29117. });
  29118. this.textures.forEach(function (o) {
  29119. _this.scene.removeTexture(o);
  29120. });
  29121. this.effectLayers.forEach(function (o) {
  29122. _this.scene.removeEffectLayer(o);
  29123. });
  29124. };
  29125. AssetContainer.prototype._moveAssets = function (sourceAssets, targetAssets, keepAssets) {
  29126. for (var _i = 0, sourceAssets_1 = sourceAssets; _i < sourceAssets_1.length; _i++) {
  29127. var asset = sourceAssets_1[_i];
  29128. var move = true;
  29129. for (var _a = 0, keepAssets_1 = keepAssets; _a < keepAssets_1.length; _a++) {
  29130. var keepAsset = keepAssets_1[_a];
  29131. if (asset === keepAsset) {
  29132. move = false;
  29133. break;
  29134. }
  29135. }
  29136. if (move) {
  29137. targetAssets.push(asset);
  29138. }
  29139. }
  29140. };
  29141. /**
  29142. * Removes all the assets contained in the scene and adds them to the container.
  29143. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  29144. */
  29145. AssetContainer.prototype.moveAllFromScene = function (keepAssets) {
  29146. if (keepAssets === undefined) {
  29147. keepAssets = new KeepAssets();
  29148. }
  29149. this._moveAssets(this.scene.cameras, this.cameras, keepAssets.cameras);
  29150. this._moveAssets(this.scene.meshes, this.meshes, keepAssets.meshes);
  29151. this._moveAssets(this.scene.getGeometries(), this.geometries, keepAssets.geometries);
  29152. this._moveAssets(this.scene.materials, this.materials, keepAssets.materials);
  29153. this._moveAssets(this.scene._actionManagers, this.actionManagers, keepAssets.actionManagers);
  29154. this._moveAssets(this.scene.animations, this.animations, keepAssets.animations);
  29155. this._moveAssets(this.scene.animationGroups, this.animationGroups, keepAssets.animationGroups);
  29156. this._moveAssets(this.scene.lensFlareSystems, this.lensFlareSystems, keepAssets.lensFlareSystems);
  29157. this._moveAssets(this.scene.lights, this.lights, keepAssets.lights);
  29158. this._moveAssets(this.scene.morphTargetManagers, this.morphTargetManagers, keepAssets.morphTargetManagers);
  29159. this._moveAssets(this.scene.multiMaterials, this.multiMaterials, keepAssets.multiMaterials);
  29160. this._moveAssets(this.scene.skeletons, this.skeletons, keepAssets.skeletons);
  29161. this._moveAssets(this.scene.particleSystems, this.particleSystems, keepAssets.particleSystems);
  29162. this._moveAssets(this.scene.mainSoundTrack.soundCollection, this.sounds, keepAssets.sounds);
  29163. this._moveAssets(this.scene.transformNodes, this.transformNodes, keepAssets.transformNodes);
  29164. this._moveAssets(this.scene.textures, this.textures, keepAssets.textures);
  29165. this._moveAssets(this.scene.effectLayers, this.effectLayers, keepAssets.effectLayers);
  29166. this.removeAllFromScene();
  29167. };
  29168. return AssetContainer;
  29169. }());
  29170. BABYLON.AssetContainer = AssetContainer;
  29171. })(BABYLON || (BABYLON = {}));
  29172. //# sourceMappingURL=babylon.assetContainer.js.map
  29173. var BABYLON;
  29174. (function (BABYLON) {
  29175. var Buffer = /** @class */ (function () {
  29176. /**
  29177. * Constructor
  29178. * @param engine the engine
  29179. * @param data the data to use for this buffer
  29180. * @param updatable whether the data is updatable
  29181. * @param stride the stride (optional)
  29182. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  29183. * @param instanced whether the buffer is instanced (optional)
  29184. * @param useBytes set to true if the stride in in bytes (optional)
  29185. */
  29186. function Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes) {
  29187. if (stride === void 0) { stride = 0; }
  29188. if (postponeInternalCreation === void 0) { postponeInternalCreation = false; }
  29189. if (instanced === void 0) { instanced = false; }
  29190. if (useBytes === void 0) { useBytes = false; }
  29191. if (engine instanceof BABYLON.Mesh) { // old versions of BABYLON.VertexBuffer accepted 'mesh' instead of 'engine'
  29192. this._engine = engine.getScene().getEngine();
  29193. }
  29194. else {
  29195. this._engine = engine;
  29196. }
  29197. this._updatable = updatable;
  29198. this._instanced = instanced;
  29199. this._data = data;
  29200. this.byteStride = useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT;
  29201. if (!postponeInternalCreation) { // by default
  29202. this.create();
  29203. }
  29204. }
  29205. /**
  29206. * Create a new {BABYLON.VertexBuffer} based on the current buffer
  29207. * @param kind defines the vertex buffer kind (position, normal, etc.)
  29208. * @param offset defines offset in the buffer (0 by default)
  29209. * @param size defines the size in floats of attributes (position is 3 for instance)
  29210. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  29211. * @param instanced defines if the vertex buffer contains indexed data
  29212. * @param useBytes defines if the offset and stride are in bytes
  29213. * @returns the new vertex buffer
  29214. */
  29215. Buffer.prototype.createVertexBuffer = function (kind, offset, size, stride, instanced, useBytes) {
  29216. if (useBytes === void 0) { useBytes = false; }
  29217. var byteOffset = useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT;
  29218. var byteStride = stride ? (useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT) : this.byteStride;
  29219. // a lot of these parameters are ignored as they are overriden by the buffer
  29220. return new BABYLON.VertexBuffer(this._engine, this, kind, this._updatable, true, byteStride, instanced === undefined ? this._instanced : instanced, byteOffset, size, undefined, undefined, true);
  29221. };
  29222. // Properties
  29223. Buffer.prototype.isUpdatable = function () {
  29224. return this._updatable;
  29225. };
  29226. Buffer.prototype.getData = function () {
  29227. return this._data;
  29228. };
  29229. Buffer.prototype.getBuffer = function () {
  29230. return this._buffer;
  29231. };
  29232. /**
  29233. * Gets the stride in float32 units (i.e. byte stride / 4).
  29234. * May not be an integer if the byte stride is not divisible by 4.
  29235. * DEPRECATED. Use byteStride instead.
  29236. * @returns the stride in float32 units
  29237. */
  29238. Buffer.prototype.getStrideSize = function () {
  29239. return this.byteStride / Float32Array.BYTES_PER_ELEMENT;
  29240. };
  29241. // Methods
  29242. Buffer.prototype.create = function (data) {
  29243. if (data === void 0) { data = null; }
  29244. if (!data && this._buffer) {
  29245. return; // nothing to do
  29246. }
  29247. data = data || this._data;
  29248. if (!data) {
  29249. return;
  29250. }
  29251. if (!this._buffer) { // create buffer
  29252. if (this._updatable) {
  29253. this._buffer = this._engine.createDynamicVertexBuffer(data);
  29254. this._data = data;
  29255. }
  29256. else {
  29257. this._buffer = this._engine.createVertexBuffer(data);
  29258. }
  29259. }
  29260. else if (this._updatable) { // update buffer
  29261. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  29262. this._data = data;
  29263. }
  29264. };
  29265. Buffer.prototype._rebuild = function () {
  29266. this._buffer = null;
  29267. this.create(this._data);
  29268. };
  29269. Buffer.prototype.update = function (data) {
  29270. this.create(data);
  29271. };
  29272. /**
  29273. * Updates the data directly.
  29274. * @param data the new data
  29275. * @param offset the new offset
  29276. * @param vertexCount the vertex count (optional)
  29277. * @param useBytes set to true if the offset is in bytes
  29278. */
  29279. Buffer.prototype.updateDirectly = function (data, offset, vertexCount, useBytes) {
  29280. if (useBytes === void 0) { useBytes = false; }
  29281. if (!this._buffer) {
  29282. return;
  29283. }
  29284. if (this._updatable) { // update buffer
  29285. this._engine.updateDynamicVertexBuffer(this._buffer, data, useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT, (vertexCount ? vertexCount * this.byteStride : undefined));
  29286. this._data = null;
  29287. }
  29288. };
  29289. Buffer.prototype.dispose = function () {
  29290. if (!this._buffer) {
  29291. return;
  29292. }
  29293. if (this._engine._releaseBuffer(this._buffer)) {
  29294. this._buffer = null;
  29295. }
  29296. };
  29297. return Buffer;
  29298. }());
  29299. BABYLON.Buffer = Buffer;
  29300. })(BABYLON || (BABYLON = {}));
  29301. //# sourceMappingURL=babylon.buffer.js.map
  29302. var BABYLON;
  29303. (function (BABYLON) {
  29304. var VertexBuffer = /** @class */ (function () {
  29305. /**
  29306. * Constructor
  29307. * @param engine the engine
  29308. * @param data the data to use for this vertex buffer
  29309. * @param kind the vertex buffer kind
  29310. * @param updatable whether the data is updatable
  29311. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  29312. * @param stride the stride (optional)
  29313. * @param instanced whether the buffer is instanced (optional)
  29314. * @param offset the offset of the data (optional)
  29315. * @param size the number of components (optional)
  29316. * @param type the type of the component (optional)
  29317. * @param normalized whether the data contains normalized data (optional)
  29318. * @param useBytes set to true if stride and offset are in bytes (optional)
  29319. */
  29320. function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride, instanced, offset, size, type, normalized, useBytes) {
  29321. if (normalized === void 0) { normalized = false; }
  29322. if (useBytes === void 0) { useBytes = false; }
  29323. if (data instanceof BABYLON.Buffer) {
  29324. this._buffer = data;
  29325. this._ownsBuffer = false;
  29326. }
  29327. else {
  29328. this._buffer = new BABYLON.Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes);
  29329. this._ownsBuffer = true;
  29330. }
  29331. this._kind = kind;
  29332. if (type == undefined) {
  29333. var data_1 = this.getData();
  29334. this.type = VertexBuffer.FLOAT;
  29335. if (data_1 instanceof Int8Array)
  29336. this.type = VertexBuffer.BYTE;
  29337. else if (data_1 instanceof Uint8Array)
  29338. this.type = VertexBuffer.UNSIGNED_BYTE;
  29339. else if (data_1 instanceof Int16Array)
  29340. this.type = VertexBuffer.SHORT;
  29341. else if (data_1 instanceof Uint16Array)
  29342. this.type = VertexBuffer.UNSIGNED_SHORT;
  29343. else if (data_1 instanceof Int32Array)
  29344. this.type = VertexBuffer.INT;
  29345. else if (data_1 instanceof Uint32Array)
  29346. this.type = VertexBuffer.UNSIGNED_INT;
  29347. }
  29348. else {
  29349. this.type = type;
  29350. }
  29351. var typeByteLength = VertexBuffer.GetTypeByteLength(this.type);
  29352. if (useBytes) {
  29353. this._size = size || (stride ? (stride / typeByteLength) : VertexBuffer.DeduceStride(kind));
  29354. this.byteStride = stride || this._buffer.byteStride || (this._size * typeByteLength);
  29355. this.byteOffset = offset || 0;
  29356. }
  29357. else {
  29358. this._size = size || stride || VertexBuffer.DeduceStride(kind);
  29359. this.byteStride = stride ? (stride * typeByteLength) : (this._buffer.byteStride || (this._size * typeByteLength));
  29360. this.byteOffset = (offset || 0) * typeByteLength;
  29361. }
  29362. this.normalized = normalized;
  29363. this._instanced = instanced !== undefined ? instanced : false;
  29364. this._instanceDivisor = instanced ? 1 : 0;
  29365. }
  29366. Object.defineProperty(VertexBuffer.prototype, "instanceDivisor", {
  29367. /**
  29368. * Gets or sets the instance divisor when in instanced mode
  29369. */
  29370. get: function () {
  29371. return this._instanceDivisor;
  29372. },
  29373. set: function (value) {
  29374. this._instanceDivisor = value;
  29375. if (value == 0) {
  29376. this._instanced = false;
  29377. }
  29378. else {
  29379. this._instanced = true;
  29380. }
  29381. },
  29382. enumerable: true,
  29383. configurable: true
  29384. });
  29385. VertexBuffer.prototype._rebuild = function () {
  29386. if (!this._buffer) {
  29387. return;
  29388. }
  29389. this._buffer._rebuild();
  29390. };
  29391. /**
  29392. * Returns the kind of the VertexBuffer (string).
  29393. */
  29394. VertexBuffer.prototype.getKind = function () {
  29395. return this._kind;
  29396. };
  29397. // Properties
  29398. /**
  29399. * Boolean : is the VertexBuffer updatable ?
  29400. */
  29401. VertexBuffer.prototype.isUpdatable = function () {
  29402. return this._buffer.isUpdatable();
  29403. };
  29404. /**
  29405. * Returns an array of numbers or a typed array containing the VertexBuffer data.
  29406. */
  29407. VertexBuffer.prototype.getData = function () {
  29408. return this._buffer.getData();
  29409. };
  29410. /**
  29411. * Returns the WebGLBuffer associated to the VertexBuffer.
  29412. */
  29413. VertexBuffer.prototype.getBuffer = function () {
  29414. return this._buffer.getBuffer();
  29415. };
  29416. /**
  29417. * Returns the stride as a multiple of the type byte length.
  29418. * DEPRECATED. Use byteStride instead.
  29419. */
  29420. VertexBuffer.prototype.getStrideSize = function () {
  29421. return this.byteStride / VertexBuffer.GetTypeByteLength(this.type);
  29422. };
  29423. /**
  29424. * Returns the offset as a multiple of the type byte length.
  29425. * DEPRECATED. Use byteOffset instead.
  29426. */
  29427. VertexBuffer.prototype.getOffset = function () {
  29428. return this.byteOffset / VertexBuffer.GetTypeByteLength(this.type);
  29429. };
  29430. /**
  29431. * Returns the number of components per vertex attribute (integer).
  29432. */
  29433. VertexBuffer.prototype.getSize = function () {
  29434. return this._size;
  29435. };
  29436. /**
  29437. * Boolean : is the WebGLBuffer of the VertexBuffer instanced now ?
  29438. */
  29439. VertexBuffer.prototype.getIsInstanced = function () {
  29440. return this._instanced;
  29441. };
  29442. /**
  29443. * Returns the instancing divisor, zero for non-instanced (integer).
  29444. */
  29445. VertexBuffer.prototype.getInstanceDivisor = function () {
  29446. return this._instanceDivisor;
  29447. };
  29448. // Methods
  29449. /**
  29450. * Creates the underlying WebGLBuffer from the passed numeric array or Float32Array.
  29451. * Returns the created WebGLBuffer.
  29452. */
  29453. VertexBuffer.prototype.create = function (data) {
  29454. return this._buffer.create(data);
  29455. };
  29456. /**
  29457. * Updates the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  29458. * This function will create a new buffer if the current one is not updatable
  29459. * Returns the updated WebGLBuffer.
  29460. */
  29461. VertexBuffer.prototype.update = function (data) {
  29462. return this._buffer.update(data);
  29463. };
  29464. /**
  29465. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  29466. * Returns the directly updated WebGLBuffer.
  29467. * @param data the new data
  29468. * @param offset the new offset
  29469. * @param useBytes set to true if the offset is in bytes
  29470. */
  29471. VertexBuffer.prototype.updateDirectly = function (data, offset, useBytes) {
  29472. if (useBytes === void 0) { useBytes = false; }
  29473. this._buffer.updateDirectly(data, offset, undefined, useBytes);
  29474. };
  29475. /**
  29476. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  29477. */
  29478. VertexBuffer.prototype.dispose = function () {
  29479. if (this._ownsBuffer) {
  29480. this._buffer.dispose();
  29481. }
  29482. };
  29483. /**
  29484. * Enumerates each value of this vertex buffer as numbers.
  29485. * @param count the number of values to enumerate
  29486. * @param callback the callback function called for each value
  29487. */
  29488. VertexBuffer.prototype.forEach = function (count, callback) {
  29489. VertexBuffer.ForEach(this._buffer.getData(), this.byteOffset, this.byteStride, this._size, this.type, count, this.normalized, callback);
  29490. };
  29491. Object.defineProperty(VertexBuffer, "PositionKind", {
  29492. get: function () {
  29493. return VertexBuffer._PositionKind;
  29494. },
  29495. enumerable: true,
  29496. configurable: true
  29497. });
  29498. Object.defineProperty(VertexBuffer, "NormalKind", {
  29499. get: function () {
  29500. return VertexBuffer._NormalKind;
  29501. },
  29502. enumerable: true,
  29503. configurable: true
  29504. });
  29505. Object.defineProperty(VertexBuffer, "TangentKind", {
  29506. get: function () {
  29507. return VertexBuffer._TangentKind;
  29508. },
  29509. enumerable: true,
  29510. configurable: true
  29511. });
  29512. Object.defineProperty(VertexBuffer, "UVKind", {
  29513. get: function () {
  29514. return VertexBuffer._UVKind;
  29515. },
  29516. enumerable: true,
  29517. configurable: true
  29518. });
  29519. Object.defineProperty(VertexBuffer, "UV2Kind", {
  29520. get: function () {
  29521. return VertexBuffer._UV2Kind;
  29522. },
  29523. enumerable: true,
  29524. configurable: true
  29525. });
  29526. Object.defineProperty(VertexBuffer, "UV3Kind", {
  29527. get: function () {
  29528. return VertexBuffer._UV3Kind;
  29529. },
  29530. enumerable: true,
  29531. configurable: true
  29532. });
  29533. Object.defineProperty(VertexBuffer, "UV4Kind", {
  29534. get: function () {
  29535. return VertexBuffer._UV4Kind;
  29536. },
  29537. enumerable: true,
  29538. configurable: true
  29539. });
  29540. Object.defineProperty(VertexBuffer, "UV5Kind", {
  29541. get: function () {
  29542. return VertexBuffer._UV5Kind;
  29543. },
  29544. enumerable: true,
  29545. configurable: true
  29546. });
  29547. Object.defineProperty(VertexBuffer, "UV6Kind", {
  29548. get: function () {
  29549. return VertexBuffer._UV6Kind;
  29550. },
  29551. enumerable: true,
  29552. configurable: true
  29553. });
  29554. Object.defineProperty(VertexBuffer, "ColorKind", {
  29555. get: function () {
  29556. return VertexBuffer._ColorKind;
  29557. },
  29558. enumerable: true,
  29559. configurable: true
  29560. });
  29561. Object.defineProperty(VertexBuffer, "MatricesIndicesKind", {
  29562. get: function () {
  29563. return VertexBuffer._MatricesIndicesKind;
  29564. },
  29565. enumerable: true,
  29566. configurable: true
  29567. });
  29568. Object.defineProperty(VertexBuffer, "MatricesWeightsKind", {
  29569. get: function () {
  29570. return VertexBuffer._MatricesWeightsKind;
  29571. },
  29572. enumerable: true,
  29573. configurable: true
  29574. });
  29575. Object.defineProperty(VertexBuffer, "MatricesIndicesExtraKind", {
  29576. get: function () {
  29577. return VertexBuffer._MatricesIndicesExtraKind;
  29578. },
  29579. enumerable: true,
  29580. configurable: true
  29581. });
  29582. Object.defineProperty(VertexBuffer, "MatricesWeightsExtraKind", {
  29583. get: function () {
  29584. return VertexBuffer._MatricesWeightsExtraKind;
  29585. },
  29586. enumerable: true,
  29587. configurable: true
  29588. });
  29589. /**
  29590. * Deduces the stride given a kind.
  29591. * @param kind The kind string to deduce
  29592. * @returns The deduced stride
  29593. */
  29594. VertexBuffer.DeduceStride = function (kind) {
  29595. switch (kind) {
  29596. case VertexBuffer.UVKind:
  29597. case VertexBuffer.UV2Kind:
  29598. case VertexBuffer.UV3Kind:
  29599. case VertexBuffer.UV4Kind:
  29600. case VertexBuffer.UV5Kind:
  29601. case VertexBuffer.UV6Kind:
  29602. return 2;
  29603. case VertexBuffer.NormalKind:
  29604. case VertexBuffer.PositionKind:
  29605. return 3;
  29606. case VertexBuffer.ColorKind:
  29607. case VertexBuffer.MatricesIndicesKind:
  29608. case VertexBuffer.MatricesIndicesExtraKind:
  29609. case VertexBuffer.MatricesWeightsKind:
  29610. case VertexBuffer.MatricesWeightsExtraKind:
  29611. case VertexBuffer.TangentKind:
  29612. return 4;
  29613. default:
  29614. throw new Error("Invalid kind '" + kind + "'");
  29615. }
  29616. };
  29617. /**
  29618. * Gets the byte length of the given type.
  29619. * @param type the type
  29620. * @returns the number of bytes
  29621. */
  29622. VertexBuffer.GetTypeByteLength = function (type) {
  29623. switch (type) {
  29624. case VertexBuffer.BYTE:
  29625. case VertexBuffer.UNSIGNED_BYTE:
  29626. return 1;
  29627. case VertexBuffer.SHORT:
  29628. case VertexBuffer.UNSIGNED_SHORT:
  29629. return 2;
  29630. case VertexBuffer.INT:
  29631. case VertexBuffer.FLOAT:
  29632. return 4;
  29633. default:
  29634. throw new Error("Invalid type '" + type + "'");
  29635. }
  29636. };
  29637. /**
  29638. * Enumerates each value of the given parameters as numbers.
  29639. * @param data the data to enumerate
  29640. * @param byteOffset the byte offset of the data
  29641. * @param byteStride the byte stride of the data
  29642. * @param componentCount the number of components per element
  29643. * @param componentType the type of the component
  29644. * @param count the total number of components
  29645. * @param normalized whether the data is normalized
  29646. * @param callback the callback function called for each value
  29647. */
  29648. VertexBuffer.ForEach = function (data, byteOffset, byteStride, componentCount, componentType, count, normalized, callback) {
  29649. if (data instanceof Array) {
  29650. var offset = byteOffset / 4;
  29651. var stride = byteStride / 4;
  29652. for (var index = 0; index < count; index += componentCount) {
  29653. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  29654. callback(data[offset + componentIndex], index + componentIndex);
  29655. }
  29656. offset += stride;
  29657. }
  29658. }
  29659. else {
  29660. var dataView = data instanceof ArrayBuffer ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);
  29661. var componentByteLength = VertexBuffer.GetTypeByteLength(componentType);
  29662. for (var index = 0; index < count; index += componentCount) {
  29663. var componentByteOffset = byteOffset;
  29664. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  29665. var value = VertexBuffer._GetFloatValue(dataView, componentType, componentByteOffset, normalized);
  29666. callback(value, index + componentIndex);
  29667. componentByteOffset += componentByteLength;
  29668. }
  29669. byteOffset += byteStride;
  29670. }
  29671. }
  29672. };
  29673. VertexBuffer._GetFloatValue = function (dataView, type, byteOffset, normalized) {
  29674. switch (type) {
  29675. case VertexBuffer.BYTE: {
  29676. var value = dataView.getInt8(byteOffset);
  29677. if (normalized) {
  29678. value = (value + 0.5) / 127.5;
  29679. }
  29680. return value;
  29681. }
  29682. case VertexBuffer.UNSIGNED_BYTE: {
  29683. var value = dataView.getUint8(byteOffset);
  29684. if (normalized) {
  29685. value = value / 255;
  29686. }
  29687. return value;
  29688. }
  29689. case VertexBuffer.SHORT: {
  29690. var value = dataView.getInt16(byteOffset, true);
  29691. if (normalized) {
  29692. value = (value + 0.5) / 16383.5;
  29693. }
  29694. return value;
  29695. }
  29696. case VertexBuffer.UNSIGNED_SHORT: {
  29697. var value = dataView.getUint16(byteOffset, true);
  29698. if (normalized) {
  29699. value = value / 65535;
  29700. }
  29701. return value;
  29702. }
  29703. case VertexBuffer.FLOAT: {
  29704. return dataView.getFloat32(byteOffset, true);
  29705. }
  29706. default: {
  29707. throw new Error("Invalid component type " + type);
  29708. }
  29709. }
  29710. };
  29711. /**
  29712. * The byte type.
  29713. */
  29714. VertexBuffer.BYTE = 5120;
  29715. /**
  29716. * The unsigned byte type.
  29717. */
  29718. VertexBuffer.UNSIGNED_BYTE = 5121;
  29719. /**
  29720. * The short type.
  29721. */
  29722. VertexBuffer.SHORT = 5122;
  29723. /**
  29724. * The unsigned short type.
  29725. */
  29726. VertexBuffer.UNSIGNED_SHORT = 5123;
  29727. /**
  29728. * The integer type.
  29729. */
  29730. VertexBuffer.INT = 5124;
  29731. /**
  29732. * The unsigned integer type.
  29733. */
  29734. VertexBuffer.UNSIGNED_INT = 5125;
  29735. /**
  29736. * The float type.
  29737. */
  29738. VertexBuffer.FLOAT = 5126;
  29739. // Enums
  29740. VertexBuffer._PositionKind = "position";
  29741. VertexBuffer._NormalKind = "normal";
  29742. VertexBuffer._TangentKind = "tangent";
  29743. VertexBuffer._UVKind = "uv";
  29744. VertexBuffer._UV2Kind = "uv2";
  29745. VertexBuffer._UV3Kind = "uv3";
  29746. VertexBuffer._UV4Kind = "uv4";
  29747. VertexBuffer._UV5Kind = "uv5";
  29748. VertexBuffer._UV6Kind = "uv6";
  29749. VertexBuffer._ColorKind = "color";
  29750. VertexBuffer._MatricesIndicesKind = "matricesIndices";
  29751. VertexBuffer._MatricesWeightsKind = "matricesWeights";
  29752. VertexBuffer._MatricesIndicesExtraKind = "matricesIndicesExtra";
  29753. VertexBuffer._MatricesWeightsExtraKind = "matricesWeightsExtra";
  29754. return VertexBuffer;
  29755. }());
  29756. BABYLON.VertexBuffer = VertexBuffer;
  29757. })(BABYLON || (BABYLON = {}));
  29758. //# sourceMappingURL=babylon.vertexBuffer.js.map
  29759. var BABYLON;
  29760. (function (BABYLON) {
  29761. /**
  29762. * Internal class used by the engine to get list of {BABYLON.InternalTexture} already bound to the GL context
  29763. */
  29764. var DummyInternalTextureTracker = /** @class */ (function () {
  29765. function DummyInternalTextureTracker() {
  29766. /**
  29767. * Gets or set the previous tracker in the list
  29768. */
  29769. this.previous = null;
  29770. /**
  29771. * Gets or set the next tracker in the list
  29772. */
  29773. this.next = null;
  29774. }
  29775. return DummyInternalTextureTracker;
  29776. }());
  29777. BABYLON.DummyInternalTextureTracker = DummyInternalTextureTracker;
  29778. })(BABYLON || (BABYLON = {}));
  29779. //# sourceMappingURL=babylon.internalTextureTracker.js.map
  29780. var BABYLON;
  29781. (function (BABYLON) {
  29782. /**
  29783. * Class used to store data associated with WebGL texture data for the engine
  29784. * This class should not be used directly
  29785. */
  29786. var InternalTexture = /** @class */ (function () {
  29787. /**
  29788. * Creates a new InternalTexture
  29789. * @param engine defines the engine to use
  29790. * @param dataSource defines the type of data that will be used
  29791. */
  29792. function InternalTexture(engine, dataSource) {
  29793. /**
  29794. * Observable called when the texture is loaded
  29795. */
  29796. this.onLoadedObservable = new BABYLON.Observable();
  29797. /**
  29798. * Gets or set the previous tracker in the list
  29799. */
  29800. this.previous = null;
  29801. /**
  29802. * Gets or set the next tracker in the list
  29803. */
  29804. this.next = null;
  29805. // Private
  29806. /** @hidden */
  29807. this._initialSlot = -1;
  29808. /** @hidden */
  29809. this._designatedSlot = -1;
  29810. /** @hidden */
  29811. this._dataSource = InternalTexture.DATASOURCE_UNKNOWN;
  29812. /** @hidden */
  29813. this._comparisonFunction = 0;
  29814. /** @hidden */
  29815. this._references = 1;
  29816. this._engine = engine;
  29817. this._dataSource = dataSource;
  29818. this._webGLTexture = engine._createTexture();
  29819. }
  29820. Object.defineProperty(InternalTexture.prototype, "dataSource", {
  29821. /**
  29822. * Gets the data source type of the texture (can be one of the BABYLON.InternalTexture.DATASOURCE_XXXX)
  29823. */
  29824. get: function () {
  29825. return this._dataSource;
  29826. },
  29827. enumerable: true,
  29828. configurable: true
  29829. });
  29830. /**
  29831. * Increments the number of references (ie. the number of {BABYLON.Texture} that point to it)
  29832. */
  29833. InternalTexture.prototype.incrementReferences = function () {
  29834. this._references++;
  29835. };
  29836. /**
  29837. * Change the size of the texture (not the size of the content)
  29838. * @param width defines the new width
  29839. * @param height defines the new height
  29840. * @param depth defines the new depth (1 by default)
  29841. */
  29842. InternalTexture.prototype.updateSize = function (width, height, depth) {
  29843. if (depth === void 0) { depth = 1; }
  29844. this.width = width;
  29845. this.height = height;
  29846. this.depth = depth;
  29847. this.baseWidth = width;
  29848. this.baseHeight = height;
  29849. this.baseDepth = depth;
  29850. this._size = width * height * depth;
  29851. };
  29852. /** @hidden */
  29853. InternalTexture.prototype._rebuild = function () {
  29854. var _this = this;
  29855. var proxy;
  29856. this.isReady = false;
  29857. this._cachedCoordinatesMode = null;
  29858. this._cachedWrapU = null;
  29859. this._cachedWrapV = null;
  29860. this._cachedAnisotropicFilteringLevel = null;
  29861. switch (this._dataSource) {
  29862. case InternalTexture.DATASOURCE_TEMP:
  29863. return;
  29864. case InternalTexture.DATASOURCE_URL:
  29865. proxy = this._engine.createTexture(this.url, !this.generateMipMaps, this.invertY, null, this.samplingMode, function () {
  29866. _this.isReady = true;
  29867. }, null, this._buffer, undefined, this.format);
  29868. proxy._swapAndDie(this);
  29869. return;
  29870. case InternalTexture.DATASOURCE_RAW:
  29871. proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this.baseHeight, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  29872. proxy._swapAndDie(this);
  29873. this.isReady = true;
  29874. return;
  29875. case InternalTexture.DATASOURCE_RAW3D:
  29876. proxy = this._engine.createRawTexture3D(this._bufferView, this.baseWidth, this.baseHeight, this.baseDepth, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  29877. proxy._swapAndDie(this);
  29878. this.isReady = true;
  29879. return;
  29880. case InternalTexture.DATASOURCE_DYNAMIC:
  29881. proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);
  29882. proxy._swapAndDie(this);
  29883. // The engine will make sure to update content so no need to flag it as isReady = true
  29884. return;
  29885. case InternalTexture.DATASOURCE_RENDERTARGET:
  29886. var options = new BABYLON.RenderTargetCreationOptions();
  29887. options.generateDepthBuffer = this._generateDepthBuffer;
  29888. options.generateMipMaps = this.generateMipMaps;
  29889. options.generateStencilBuffer = this._generateStencilBuffer;
  29890. options.samplingMode = this.samplingMode;
  29891. options.type = this.type;
  29892. if (this.isCube) {
  29893. proxy = this._engine.createRenderTargetCubeTexture(this.width, options);
  29894. }
  29895. else {
  29896. var size = {
  29897. width: this.width,
  29898. height: this.height
  29899. };
  29900. proxy = this._engine.createRenderTargetTexture(size, options);
  29901. }
  29902. proxy._swapAndDie(this);
  29903. this.isReady = true;
  29904. return;
  29905. case InternalTexture.DATASOURCE_DEPTHTEXTURE:
  29906. var depthTextureOptions = {
  29907. bilinearFiltering: this.samplingMode !== BABYLON.Texture.BILINEAR_SAMPLINGMODE,
  29908. comparisonFunction: this._comparisonFunction,
  29909. generateStencil: this._generateStencilBuffer,
  29910. isCube: this.isCube
  29911. };
  29912. proxy = this._engine.createDepthStencilTexture({ width: this.width, height: this.height }, depthTextureOptions);
  29913. proxy._swapAndDie(this);
  29914. this.isReady = true;
  29915. return;
  29916. case InternalTexture.DATASOURCE_CUBE:
  29917. proxy = this._engine.createCubeTexture(this.url, null, this._files, !this.generateMipMaps, function () {
  29918. _this.isReady = true;
  29919. }, null, this.format, this._extension);
  29920. proxy._swapAndDie(this);
  29921. return;
  29922. case InternalTexture.DATASOURCE_CUBERAW:
  29923. proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  29924. proxy._swapAndDie(this);
  29925. this.isReady = true;
  29926. return;
  29927. case InternalTexture.DATASOURCE_CUBEPREFILTERED:
  29928. proxy = this._engine.createPrefilteredCubeTexture(this.url, null, this._lodGenerationScale, this._lodGenerationOffset, function (proxy) {
  29929. if (proxy) {
  29930. proxy._swapAndDie(_this);
  29931. }
  29932. _this.isReady = true;
  29933. }, null, this.format, this._extension);
  29934. return;
  29935. }
  29936. };
  29937. InternalTexture.prototype._swapAndDie = function (target) {
  29938. target._webGLTexture = this._webGLTexture;
  29939. if (this._framebuffer) {
  29940. target._framebuffer = this._framebuffer;
  29941. }
  29942. if (this._depthStencilBuffer) {
  29943. target._depthStencilBuffer = this._depthStencilBuffer;
  29944. }
  29945. if (this._lodTextureHigh) {
  29946. if (target._lodTextureHigh) {
  29947. target._lodTextureHigh.dispose();
  29948. }
  29949. target._lodTextureHigh = this._lodTextureHigh;
  29950. }
  29951. if (this._lodTextureMid) {
  29952. if (target._lodTextureMid) {
  29953. target._lodTextureMid.dispose();
  29954. }
  29955. target._lodTextureMid = this._lodTextureMid;
  29956. }
  29957. if (this._lodTextureLow) {
  29958. if (target._lodTextureLow) {
  29959. target._lodTextureLow.dispose();
  29960. }
  29961. target._lodTextureLow = this._lodTextureLow;
  29962. }
  29963. var cache = this._engine.getLoadedTexturesCache();
  29964. var index = cache.indexOf(this);
  29965. if (index !== -1) {
  29966. cache.splice(index, 1);
  29967. }
  29968. };
  29969. /**
  29970. * Dispose the current allocated resources
  29971. */
  29972. InternalTexture.prototype.dispose = function () {
  29973. if (!this._webGLTexture) {
  29974. return;
  29975. }
  29976. this._references--;
  29977. if (this._references === 0) {
  29978. this._engine._releaseTexture(this);
  29979. this._webGLTexture = null;
  29980. this.previous = null;
  29981. this.next = null;
  29982. }
  29983. };
  29984. /**
  29985. * The source of the texture data is unknown
  29986. */
  29987. InternalTexture.DATASOURCE_UNKNOWN = 0;
  29988. /**
  29989. * Texture data comes from an URL
  29990. */
  29991. InternalTexture.DATASOURCE_URL = 1;
  29992. /**
  29993. * Texture data is only used for temporary storage
  29994. */
  29995. InternalTexture.DATASOURCE_TEMP = 2;
  29996. /**
  29997. * Texture data comes from raw data (ArrayBuffer)
  29998. */
  29999. InternalTexture.DATASOURCE_RAW = 3;
  30000. /**
  30001. * Texture content is dynamic (video or dynamic texture)
  30002. */
  30003. InternalTexture.DATASOURCE_DYNAMIC = 4;
  30004. /**
  30005. * Texture content is generated by rendering to it
  30006. */
  30007. InternalTexture.DATASOURCE_RENDERTARGET = 5;
  30008. /**
  30009. * Texture content is part of a multi render target process
  30010. */
  30011. InternalTexture.DATASOURCE_MULTIRENDERTARGET = 6;
  30012. /**
  30013. * Texture data comes from a cube data file
  30014. */
  30015. InternalTexture.DATASOURCE_CUBE = 7;
  30016. /**
  30017. * Texture data comes from a raw cube data
  30018. */
  30019. InternalTexture.DATASOURCE_CUBERAW = 8;
  30020. /**
  30021. * Texture data come from a prefiltered cube data file
  30022. */
  30023. InternalTexture.DATASOURCE_CUBEPREFILTERED = 9;
  30024. /**
  30025. * Texture content is raw 3D data
  30026. */
  30027. InternalTexture.DATASOURCE_RAW3D = 10;
  30028. /**
  30029. * Texture content is a depth texture
  30030. */
  30031. InternalTexture.DATASOURCE_DEPTHTEXTURE = 11;
  30032. return InternalTexture;
  30033. }());
  30034. BABYLON.InternalTexture = InternalTexture;
  30035. })(BABYLON || (BABYLON = {}));
  30036. //# sourceMappingURL=babylon.internalTexture.js.map
  30037. var BABYLON;
  30038. (function (BABYLON) {
  30039. var BaseTexture = /** @class */ (function () {
  30040. function BaseTexture(scene) {
  30041. this._hasAlpha = false;
  30042. this.getAlphaFromRGB = false;
  30043. this.level = 1;
  30044. this.coordinatesIndex = 0;
  30045. this._coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
  30046. /**
  30047. * | Value | Type | Description |
  30048. * | ----- | ------------------ | ----------- |
  30049. * | 0 | CLAMP_ADDRESSMODE | |
  30050. * | 1 | WRAP_ADDRESSMODE | |
  30051. * | 2 | MIRROR_ADDRESSMODE | |
  30052. */
  30053. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  30054. /**
  30055. * | Value | Type | Description |
  30056. * | ----- | ------------------ | ----------- |
  30057. * | 0 | CLAMP_ADDRESSMODE | |
  30058. * | 1 | WRAP_ADDRESSMODE | |
  30059. * | 2 | MIRROR_ADDRESSMODE | |
  30060. */
  30061. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  30062. /**
  30063. * | Value | Type | Description |
  30064. * | ----- | ------------------ | ----------- |
  30065. * | 0 | CLAMP_ADDRESSMODE | |
  30066. * | 1 | WRAP_ADDRESSMODE | |
  30067. * | 2 | MIRROR_ADDRESSMODE | |
  30068. */
  30069. this.wrapR = BABYLON.Texture.WRAP_ADDRESSMODE;
  30070. this.anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;
  30071. this.isCube = false;
  30072. this.is3D = false;
  30073. this.gammaSpace = true;
  30074. this.invertZ = false;
  30075. this.lodLevelInAlpha = false;
  30076. this.lodGenerationOffset = 0.0;
  30077. this.lodGenerationScale = 0.8;
  30078. this.isRenderTarget = false;
  30079. this.animations = new Array();
  30080. /**
  30081. * An event triggered when the texture is disposed.
  30082. */
  30083. this.onDisposeObservable = new BABYLON.Observable();
  30084. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  30085. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  30086. if (this._scene) {
  30087. this._scene.textures.push(this);
  30088. }
  30089. this._uid = null;
  30090. }
  30091. Object.defineProperty(BaseTexture.prototype, "hasAlpha", {
  30092. get: function () {
  30093. return this._hasAlpha;
  30094. },
  30095. set: function (value) {
  30096. if (this._hasAlpha === value) {
  30097. return;
  30098. }
  30099. this._hasAlpha = value;
  30100. if (this._scene) {
  30101. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  30102. }
  30103. },
  30104. enumerable: true,
  30105. configurable: true
  30106. });
  30107. Object.defineProperty(BaseTexture.prototype, "coordinatesMode", {
  30108. get: function () {
  30109. return this._coordinatesMode;
  30110. },
  30111. /**
  30112. * How a texture is mapped.
  30113. *
  30114. * | Value | Type | Description |
  30115. * | ----- | ----------------------------------- | ----------- |
  30116. * | 0 | EXPLICIT_MODE | |
  30117. * | 1 | SPHERICAL_MODE | |
  30118. * | 2 | PLANAR_MODE | |
  30119. * | 3 | CUBIC_MODE | |
  30120. * | 4 | PROJECTION_MODE | |
  30121. * | 5 | SKYBOX_MODE | |
  30122. * | 6 | INVCUBIC_MODE | |
  30123. * | 7 | EQUIRECTANGULAR_MODE | |
  30124. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  30125. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  30126. */
  30127. set: function (value) {
  30128. if (this._coordinatesMode === value) {
  30129. return;
  30130. }
  30131. this._coordinatesMode = value;
  30132. if (this._scene) {
  30133. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  30134. }
  30135. },
  30136. enumerable: true,
  30137. configurable: true
  30138. });
  30139. Object.defineProperty(BaseTexture.prototype, "uid", {
  30140. get: function () {
  30141. if (!this._uid) {
  30142. this._uid = BABYLON.Tools.RandomId();
  30143. }
  30144. return this._uid;
  30145. },
  30146. enumerable: true,
  30147. configurable: true
  30148. });
  30149. BaseTexture.prototype.toString = function () {
  30150. return this.name;
  30151. };
  30152. BaseTexture.prototype.getClassName = function () {
  30153. return "BaseTexture";
  30154. };
  30155. Object.defineProperty(BaseTexture.prototype, "onDispose", {
  30156. set: function (callback) {
  30157. if (this._onDisposeObserver) {
  30158. this.onDisposeObservable.remove(this._onDisposeObserver);
  30159. }
  30160. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  30161. },
  30162. enumerable: true,
  30163. configurable: true
  30164. });
  30165. Object.defineProperty(BaseTexture.prototype, "isBlocking", {
  30166. get: function () {
  30167. return true;
  30168. },
  30169. enumerable: true,
  30170. configurable: true
  30171. });
  30172. BaseTexture.prototype.getScene = function () {
  30173. return this._scene;
  30174. };
  30175. BaseTexture.prototype.getTextureMatrix = function () {
  30176. return BABYLON.Matrix.IdentityReadOnly;
  30177. };
  30178. BaseTexture.prototype.getReflectionTextureMatrix = function () {
  30179. return BABYLON.Matrix.IdentityReadOnly;
  30180. };
  30181. BaseTexture.prototype.getInternalTexture = function () {
  30182. return this._texture;
  30183. };
  30184. BaseTexture.prototype.isReadyOrNotBlocking = function () {
  30185. return !this.isBlocking || this.isReady();
  30186. };
  30187. BaseTexture.prototype.isReady = function () {
  30188. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  30189. this.delayLoad();
  30190. return false;
  30191. }
  30192. if (this._texture) {
  30193. return this._texture.isReady;
  30194. }
  30195. return false;
  30196. };
  30197. BaseTexture.prototype.getSize = function () {
  30198. if (this._texture && this._texture.width) {
  30199. return new BABYLON.Size(this._texture.width, this._texture.height);
  30200. }
  30201. if (this._texture && this._texture._size) {
  30202. return new BABYLON.Size(this._texture._size, this._texture._size);
  30203. }
  30204. return BABYLON.Size.Zero();
  30205. };
  30206. BaseTexture.prototype.getBaseSize = function () {
  30207. if (!this.isReady() || !this._texture)
  30208. return BABYLON.Size.Zero();
  30209. if (this._texture._size) {
  30210. return new BABYLON.Size(this._texture._size, this._texture._size);
  30211. }
  30212. return new BABYLON.Size(this._texture.baseWidth, this._texture.baseHeight);
  30213. };
  30214. BaseTexture.prototype.scale = function (ratio) {
  30215. };
  30216. Object.defineProperty(BaseTexture.prototype, "canRescale", {
  30217. get: function () {
  30218. return false;
  30219. },
  30220. enumerable: true,
  30221. configurable: true
  30222. });
  30223. BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling) {
  30224. if (!this._scene) {
  30225. return null;
  30226. }
  30227. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  30228. for (var index = 0; index < texturesCache.length; index++) {
  30229. var texturesCacheEntry = texturesCache[index];
  30230. if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {
  30231. if (!sampling || sampling === texturesCacheEntry.samplingMode) {
  30232. texturesCacheEntry.incrementReferences();
  30233. return texturesCacheEntry;
  30234. }
  30235. }
  30236. }
  30237. return null;
  30238. };
  30239. BaseTexture.prototype._rebuild = function () {
  30240. };
  30241. BaseTexture.prototype.delayLoad = function () {
  30242. };
  30243. BaseTexture.prototype.clone = function () {
  30244. return null;
  30245. };
  30246. Object.defineProperty(BaseTexture.prototype, "textureType", {
  30247. get: function () {
  30248. if (!this._texture) {
  30249. return BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  30250. }
  30251. return (this._texture.type !== undefined) ? this._texture.type : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  30252. },
  30253. enumerable: true,
  30254. configurable: true
  30255. });
  30256. Object.defineProperty(BaseTexture.prototype, "textureFormat", {
  30257. get: function () {
  30258. if (!this._texture) {
  30259. return BABYLON.Engine.TEXTUREFORMAT_RGBA;
  30260. }
  30261. return (this._texture.format !== undefined) ? this._texture.format : BABYLON.Engine.TEXTUREFORMAT_RGBA;
  30262. },
  30263. enumerable: true,
  30264. configurable: true
  30265. });
  30266. BaseTexture.prototype.readPixels = function (faceIndex) {
  30267. if (faceIndex === void 0) { faceIndex = 0; }
  30268. if (!this._texture) {
  30269. return null;
  30270. }
  30271. var size = this.getSize();
  30272. var scene = this.getScene();
  30273. if (!scene) {
  30274. return null;
  30275. }
  30276. var engine = scene.getEngine();
  30277. if (this._texture.isCube) {
  30278. return engine._readTexturePixels(this._texture, size.width, size.height, faceIndex);
  30279. }
  30280. return engine._readTexturePixels(this._texture, size.width, size.height, -1);
  30281. };
  30282. BaseTexture.prototype.releaseInternalTexture = function () {
  30283. if (this._texture) {
  30284. this._texture.dispose();
  30285. this._texture = null;
  30286. }
  30287. };
  30288. Object.defineProperty(BaseTexture.prototype, "sphericalPolynomial", {
  30289. get: function () {
  30290. if (!this._texture || !BABYLON.CubeMapToSphericalPolynomialTools || !this.isReady()) {
  30291. return null;
  30292. }
  30293. if (!this._texture._sphericalPolynomial) {
  30294. this._texture._sphericalPolynomial =
  30295. BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial(this);
  30296. }
  30297. return this._texture._sphericalPolynomial;
  30298. },
  30299. set: function (value) {
  30300. if (this._texture) {
  30301. this._texture._sphericalPolynomial = value;
  30302. }
  30303. },
  30304. enumerable: true,
  30305. configurable: true
  30306. });
  30307. Object.defineProperty(BaseTexture.prototype, "_lodTextureHigh", {
  30308. get: function () {
  30309. if (this._texture) {
  30310. return this._texture._lodTextureHigh;
  30311. }
  30312. return null;
  30313. },
  30314. enumerable: true,
  30315. configurable: true
  30316. });
  30317. Object.defineProperty(BaseTexture.prototype, "_lodTextureMid", {
  30318. get: function () {
  30319. if (this._texture) {
  30320. return this._texture._lodTextureMid;
  30321. }
  30322. return null;
  30323. },
  30324. enumerable: true,
  30325. configurable: true
  30326. });
  30327. Object.defineProperty(BaseTexture.prototype, "_lodTextureLow", {
  30328. get: function () {
  30329. if (this._texture) {
  30330. return this._texture._lodTextureLow;
  30331. }
  30332. return null;
  30333. },
  30334. enumerable: true,
  30335. configurable: true
  30336. });
  30337. BaseTexture.prototype.dispose = function () {
  30338. if (!this._scene) {
  30339. return;
  30340. }
  30341. // Animations
  30342. this._scene.stopAnimation(this);
  30343. // Remove from scene
  30344. this._scene._removePendingData(this);
  30345. var index = this._scene.textures.indexOf(this);
  30346. if (index >= 0) {
  30347. this._scene.textures.splice(index, 1);
  30348. }
  30349. if (this._texture === undefined) {
  30350. return;
  30351. }
  30352. // Release
  30353. this.releaseInternalTexture();
  30354. // Callback
  30355. this.onDisposeObservable.notifyObservers(this);
  30356. this.onDisposeObservable.clear();
  30357. };
  30358. BaseTexture.prototype.serialize = function () {
  30359. if (!this.name) {
  30360. return null;
  30361. }
  30362. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  30363. // Animations
  30364. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  30365. return serializationObject;
  30366. };
  30367. BaseTexture.WhenAllReady = function (textures, callback) {
  30368. var numRemaining = textures.length;
  30369. if (numRemaining === 0) {
  30370. callback();
  30371. return;
  30372. }
  30373. var _loop_1 = function () {
  30374. texture = textures[i];
  30375. if (texture.isReady()) {
  30376. if (--numRemaining === 0) {
  30377. callback();
  30378. }
  30379. }
  30380. else {
  30381. onLoadObservable = texture.onLoadObservable;
  30382. var onLoadCallback_1 = function () {
  30383. onLoadObservable.removeCallback(onLoadCallback_1);
  30384. if (--numRemaining === 0) {
  30385. callback();
  30386. }
  30387. };
  30388. onLoadObservable.add(onLoadCallback_1);
  30389. }
  30390. };
  30391. var texture, onLoadObservable;
  30392. for (var i = 0; i < textures.length; i++) {
  30393. _loop_1();
  30394. }
  30395. };
  30396. BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;
  30397. __decorate([
  30398. BABYLON.serialize()
  30399. ], BaseTexture.prototype, "name", void 0);
  30400. __decorate([
  30401. BABYLON.serialize("hasAlpha")
  30402. ], BaseTexture.prototype, "_hasAlpha", void 0);
  30403. __decorate([
  30404. BABYLON.serialize()
  30405. ], BaseTexture.prototype, "getAlphaFromRGB", void 0);
  30406. __decorate([
  30407. BABYLON.serialize()
  30408. ], BaseTexture.prototype, "level", void 0);
  30409. __decorate([
  30410. BABYLON.serialize()
  30411. ], BaseTexture.prototype, "coordinatesIndex", void 0);
  30412. __decorate([
  30413. BABYLON.serialize("coordinatesMode")
  30414. ], BaseTexture.prototype, "_coordinatesMode", void 0);
  30415. __decorate([
  30416. BABYLON.serialize()
  30417. ], BaseTexture.prototype, "wrapU", void 0);
  30418. __decorate([
  30419. BABYLON.serialize()
  30420. ], BaseTexture.prototype, "wrapV", void 0);
  30421. __decorate([
  30422. BABYLON.serialize()
  30423. ], BaseTexture.prototype, "wrapR", void 0);
  30424. __decorate([
  30425. BABYLON.serialize()
  30426. ], BaseTexture.prototype, "anisotropicFilteringLevel", void 0);
  30427. __decorate([
  30428. BABYLON.serialize()
  30429. ], BaseTexture.prototype, "isCube", void 0);
  30430. __decorate([
  30431. BABYLON.serialize()
  30432. ], BaseTexture.prototype, "is3D", void 0);
  30433. __decorate([
  30434. BABYLON.serialize()
  30435. ], BaseTexture.prototype, "gammaSpace", void 0);
  30436. __decorate([
  30437. BABYLON.serialize()
  30438. ], BaseTexture.prototype, "invertZ", void 0);
  30439. __decorate([
  30440. BABYLON.serialize()
  30441. ], BaseTexture.prototype, "lodLevelInAlpha", void 0);
  30442. __decorate([
  30443. BABYLON.serialize()
  30444. ], BaseTexture.prototype, "lodGenerationOffset", void 0);
  30445. __decorate([
  30446. BABYLON.serialize()
  30447. ], BaseTexture.prototype, "lodGenerationScale", void 0);
  30448. __decorate([
  30449. BABYLON.serialize()
  30450. ], BaseTexture.prototype, "isRenderTarget", void 0);
  30451. return BaseTexture;
  30452. }());
  30453. BABYLON.BaseTexture = BaseTexture;
  30454. })(BABYLON || (BABYLON = {}));
  30455. //# sourceMappingURL=babylon.baseTexture.js.map
  30456. var BABYLON;
  30457. (function (BABYLON) {
  30458. var Texture = /** @class */ (function (_super) {
  30459. __extends(Texture, _super);
  30460. function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format) {
  30461. if (noMipmap === void 0) { noMipmap = false; }
  30462. if (invertY === void 0) { invertY = true; }
  30463. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  30464. if (onLoad === void 0) { onLoad = null; }
  30465. if (onError === void 0) { onError = null; }
  30466. if (buffer === void 0) { buffer = null; }
  30467. if (deleteBuffer === void 0) { deleteBuffer = false; }
  30468. var _this = _super.call(this, scene) || this;
  30469. _this.uOffset = 0;
  30470. _this.vOffset = 0;
  30471. _this.uScale = 1.0;
  30472. _this.vScale = 1.0;
  30473. _this.uAng = 0;
  30474. _this.vAng = 0;
  30475. _this.wAng = 0;
  30476. _this._isBlocking = true;
  30477. _this.name = url || "";
  30478. _this.url = url;
  30479. _this._noMipmap = noMipmap;
  30480. _this._invertY = invertY;
  30481. _this._samplingMode = samplingMode;
  30482. _this._buffer = buffer;
  30483. _this._deleteBuffer = deleteBuffer;
  30484. if (format) {
  30485. _this._format = format;
  30486. }
  30487. scene = _this.getScene();
  30488. if (!scene) {
  30489. return _this;
  30490. }
  30491. scene.getEngine().onBeforeTextureInitObservable.notifyObservers(_this);
  30492. var load = function () {
  30493. if (_this._onLoadObservable && _this._onLoadObservable.hasObservers()) {
  30494. _this.onLoadObservable.notifyObservers(_this);
  30495. }
  30496. if (onLoad) {
  30497. onLoad();
  30498. }
  30499. if (!_this.isBlocking && scene) {
  30500. scene.resetCachedMaterial();
  30501. }
  30502. };
  30503. if (!_this.url) {
  30504. _this._delayedOnLoad = load;
  30505. _this._delayedOnError = onError;
  30506. return _this;
  30507. }
  30508. _this._texture = _this._getFromCache(_this.url, noMipmap, samplingMode);
  30509. if (!_this._texture) {
  30510. if (!scene.useDelayedTextureLoading) {
  30511. _this._texture = scene.getEngine().createTexture(_this.url, noMipmap, invertY, scene, _this._samplingMode, load, onError, _this._buffer, undefined, _this._format);
  30512. if (deleteBuffer) {
  30513. delete _this._buffer;
  30514. }
  30515. }
  30516. else {
  30517. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  30518. _this._delayedOnLoad = load;
  30519. _this._delayedOnError = onError;
  30520. }
  30521. }
  30522. else {
  30523. if (_this._texture.isReady) {
  30524. BABYLON.Tools.SetImmediate(function () { return load(); });
  30525. }
  30526. else {
  30527. _this._texture.onLoadedObservable.add(load);
  30528. }
  30529. }
  30530. return _this;
  30531. }
  30532. Object.defineProperty(Texture.prototype, "noMipmap", {
  30533. get: function () {
  30534. return this._noMipmap;
  30535. },
  30536. enumerable: true,
  30537. configurable: true
  30538. });
  30539. Object.defineProperty(Texture.prototype, "isBlocking", {
  30540. get: function () {
  30541. return this._isBlocking;
  30542. },
  30543. set: function (value) {
  30544. this._isBlocking = value;
  30545. },
  30546. enumerable: true,
  30547. configurable: true
  30548. });
  30549. Object.defineProperty(Texture.prototype, "samplingMode", {
  30550. get: function () {
  30551. return this._samplingMode;
  30552. },
  30553. enumerable: true,
  30554. configurable: true
  30555. });
  30556. Texture.prototype.updateURL = function (url) {
  30557. this.url = url;
  30558. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  30559. this.delayLoad();
  30560. };
  30561. Texture.prototype.delayLoad = function () {
  30562. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  30563. return;
  30564. }
  30565. var scene = this.getScene();
  30566. if (!scene) {
  30567. return;
  30568. }
  30569. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  30570. this._texture = this._getFromCache(this.url, this._noMipmap, this._samplingMode);
  30571. if (!this._texture) {
  30572. this._texture = scene.getEngine().createTexture(this.url, this._noMipmap, this._invertY, scene, this._samplingMode, this._delayedOnLoad, this._delayedOnError, this._buffer, null, this._format);
  30573. if (this._deleteBuffer) {
  30574. delete this._buffer;
  30575. }
  30576. }
  30577. else {
  30578. if (this._delayedOnLoad) {
  30579. if (this._texture.isReady) {
  30580. BABYLON.Tools.SetImmediate(this._delayedOnLoad);
  30581. }
  30582. else {
  30583. this._texture.onLoadedObservable.add(this._delayedOnLoad);
  30584. }
  30585. }
  30586. }
  30587. this._delayedOnLoad = null;
  30588. this._delayedOnError = null;
  30589. };
  30590. Texture.prototype.updateSamplingMode = function (samplingMode) {
  30591. if (!this._texture) {
  30592. return;
  30593. }
  30594. var scene = this.getScene();
  30595. if (!scene) {
  30596. return;
  30597. }
  30598. this._samplingMode = samplingMode;
  30599. scene.getEngine().updateTextureSamplingMode(samplingMode, this._texture);
  30600. };
  30601. Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
  30602. x *= this.uScale;
  30603. y *= this.vScale;
  30604. x -= 0.5 * this.uScale;
  30605. y -= 0.5 * this.vScale;
  30606. z -= 0.5;
  30607. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
  30608. t.x += 0.5 * this.uScale + this.uOffset;
  30609. t.y += 0.5 * this.vScale + this.vOffset;
  30610. t.z += 0.5;
  30611. };
  30612. Texture.prototype.getTextureMatrix = function () {
  30613. var _this = this;
  30614. if (this.uOffset === this._cachedUOffset &&
  30615. this.vOffset === this._cachedVOffset &&
  30616. this.uScale === this._cachedUScale &&
  30617. this.vScale === this._cachedVScale &&
  30618. this.uAng === this._cachedUAng &&
  30619. this.vAng === this._cachedVAng &&
  30620. this.wAng === this._cachedWAng) {
  30621. return this._cachedTextureMatrix;
  30622. }
  30623. this._cachedUOffset = this.uOffset;
  30624. this._cachedVOffset = this.vOffset;
  30625. this._cachedUScale = this.uScale;
  30626. this._cachedVScale = this.vScale;
  30627. this._cachedUAng = this.uAng;
  30628. this._cachedVAng = this.vAng;
  30629. this._cachedWAng = this.wAng;
  30630. if (!this._cachedTextureMatrix) {
  30631. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  30632. this._rowGenerationMatrix = new BABYLON.Matrix();
  30633. this._t0 = BABYLON.Vector3.Zero();
  30634. this._t1 = BABYLON.Vector3.Zero();
  30635. this._t2 = BABYLON.Vector3.Zero();
  30636. }
  30637. BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
  30638. this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
  30639. this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
  30640. this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
  30641. this._t1.subtractInPlace(this._t0);
  30642. this._t2.subtractInPlace(this._t0);
  30643. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  30644. this._cachedTextureMatrix.m[0] = this._t1.x;
  30645. this._cachedTextureMatrix.m[1] = this._t1.y;
  30646. this._cachedTextureMatrix.m[2] = this._t1.z;
  30647. this._cachedTextureMatrix.m[4] = this._t2.x;
  30648. this._cachedTextureMatrix.m[5] = this._t2.y;
  30649. this._cachedTextureMatrix.m[6] = this._t2.z;
  30650. this._cachedTextureMatrix.m[8] = this._t0.x;
  30651. this._cachedTextureMatrix.m[9] = this._t0.y;
  30652. this._cachedTextureMatrix.m[10] = this._t0.z;
  30653. var scene = this.getScene();
  30654. if (!scene) {
  30655. return this._cachedTextureMatrix;
  30656. }
  30657. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  30658. return mat.hasTexture(_this);
  30659. });
  30660. return this._cachedTextureMatrix;
  30661. };
  30662. Texture.prototype.getReflectionTextureMatrix = function () {
  30663. var _this = this;
  30664. var scene = this.getScene();
  30665. if (!scene) {
  30666. return this._cachedTextureMatrix;
  30667. }
  30668. if (this.uOffset === this._cachedUOffset &&
  30669. this.vOffset === this._cachedVOffset &&
  30670. this.uScale === this._cachedUScale &&
  30671. this.vScale === this._cachedVScale &&
  30672. this.coordinatesMode === this._cachedCoordinatesMode) {
  30673. if (this.coordinatesMode === Texture.PROJECTION_MODE) {
  30674. if (this._cachedProjectionMatrixId === scene.getProjectionMatrix().updateFlag) {
  30675. return this._cachedTextureMatrix;
  30676. }
  30677. }
  30678. else {
  30679. return this._cachedTextureMatrix;
  30680. }
  30681. }
  30682. if (!this._cachedTextureMatrix) {
  30683. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  30684. }
  30685. if (!this._projectionModeMatrix) {
  30686. this._projectionModeMatrix = BABYLON.Matrix.Zero();
  30687. }
  30688. this._cachedUOffset = this.uOffset;
  30689. this._cachedVOffset = this.vOffset;
  30690. this._cachedUScale = this.uScale;
  30691. this._cachedVScale = this.vScale;
  30692. this._cachedCoordinatesMode = this.coordinatesMode;
  30693. switch (this.coordinatesMode) {
  30694. case Texture.PLANAR_MODE:
  30695. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  30696. this._cachedTextureMatrix[0] = this.uScale;
  30697. this._cachedTextureMatrix[5] = this.vScale;
  30698. this._cachedTextureMatrix[12] = this.uOffset;
  30699. this._cachedTextureMatrix[13] = this.vOffset;
  30700. break;
  30701. case Texture.PROJECTION_MODE:
  30702. BABYLON.Matrix.IdentityToRef(this._projectionModeMatrix);
  30703. this._projectionModeMatrix.m[0] = 0.5;
  30704. this._projectionModeMatrix.m[5] = -0.5;
  30705. this._projectionModeMatrix.m[10] = 0.0;
  30706. this._projectionModeMatrix.m[12] = 0.5;
  30707. this._projectionModeMatrix.m[13] = 0.5;
  30708. this._projectionModeMatrix.m[14] = 1.0;
  30709. this._projectionModeMatrix.m[15] = 1.0;
  30710. var projectionMatrix = scene.getProjectionMatrix();
  30711. this._cachedProjectionMatrixId = projectionMatrix.updateFlag;
  30712. projectionMatrix.multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
  30713. break;
  30714. default:
  30715. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  30716. break;
  30717. }
  30718. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  30719. return (mat.getActiveTextures().indexOf(_this) !== -1);
  30720. });
  30721. return this._cachedTextureMatrix;
  30722. };
  30723. Texture.prototype.clone = function () {
  30724. var _this = this;
  30725. return BABYLON.SerializationHelper.Clone(function () {
  30726. return new Texture(_this._texture ? _this._texture.url : null, _this.getScene(), _this._noMipmap, _this._invertY, _this._samplingMode);
  30727. }, this);
  30728. };
  30729. Object.defineProperty(Texture.prototype, "onLoadObservable", {
  30730. get: function () {
  30731. if (!this._onLoadObservable) {
  30732. this._onLoadObservable = new BABYLON.Observable();
  30733. }
  30734. return this._onLoadObservable;
  30735. },
  30736. enumerable: true,
  30737. configurable: true
  30738. });
  30739. Texture.prototype.serialize = function () {
  30740. var serializationObject = _super.prototype.serialize.call(this);
  30741. if (typeof this._buffer === "string" && this._buffer.substr(0, 5) === "data:") {
  30742. serializationObject.base64String = this._buffer;
  30743. serializationObject.name = serializationObject.name.replace("data:", "");
  30744. }
  30745. serializationObject.invertY = this._invertY;
  30746. serializationObject.samplingMode = this.samplingMode;
  30747. return serializationObject;
  30748. };
  30749. Texture.prototype.getClassName = function () {
  30750. return "Texture";
  30751. };
  30752. Texture.prototype.dispose = function () {
  30753. _super.prototype.dispose.call(this);
  30754. if (this.onLoadObservable) {
  30755. this.onLoadObservable.clear();
  30756. this._onLoadObservable = null;
  30757. }
  30758. this._delayedOnLoad = null;
  30759. this._delayedOnError = null;
  30760. };
  30761. // Statics
  30762. Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  30763. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  30764. if (onLoad === void 0) { onLoad = null; }
  30765. if (onError === void 0) { onError = null; }
  30766. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  30767. return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data, false, format);
  30768. };
  30769. Texture.Parse = function (parsedTexture, scene, rootUrl) {
  30770. if (parsedTexture.customType) {
  30771. var customTexture = BABYLON.Tools.Instantiate(parsedTexture.customType);
  30772. // Update Sampling Mode
  30773. var parsedCustomTexture = customTexture.Parse(parsedTexture, scene, rootUrl);
  30774. if (parsedTexture.samplingMode && parsedCustomTexture.updateSamplingMode && parsedCustomTexture._samplingMode) {
  30775. if (parsedCustomTexture._samplingMode !== parsedTexture.samplingMode) {
  30776. parsedCustomTexture.updateSamplingMode(parsedTexture.samplingMode);
  30777. }
  30778. }
  30779. return parsedCustomTexture;
  30780. }
  30781. if (parsedTexture.isCube) {
  30782. return BABYLON.CubeTexture.Parse(parsedTexture, scene, rootUrl);
  30783. }
  30784. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  30785. return null;
  30786. }
  30787. var texture = BABYLON.SerializationHelper.Parse(function () {
  30788. var generateMipMaps = true;
  30789. if (parsedTexture.noMipmap) {
  30790. generateMipMaps = false;
  30791. }
  30792. if (parsedTexture.mirrorPlane) {
  30793. var mirrorTexture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  30794. mirrorTexture._waitingRenderList = parsedTexture.renderList;
  30795. mirrorTexture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  30796. return mirrorTexture;
  30797. }
  30798. else if (parsedTexture.isRenderTarget) {
  30799. var renderTargetTexture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  30800. renderTargetTexture._waitingRenderList = parsedTexture.renderList;
  30801. return renderTargetTexture;
  30802. }
  30803. else {
  30804. var texture;
  30805. if (parsedTexture.base64String) {
  30806. texture = Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene, !generateMipMaps);
  30807. }
  30808. else {
  30809. var url = rootUrl + parsedTexture.name;
  30810. if (Texture.UseSerializedUrlIfAny && parsedTexture.url) {
  30811. url = parsedTexture.url;
  30812. }
  30813. texture = new Texture(url, scene, !generateMipMaps, parsedTexture.invertY);
  30814. }
  30815. return texture;
  30816. }
  30817. }, parsedTexture, scene);
  30818. // Update Sampling Mode
  30819. if (parsedTexture.samplingMode) {
  30820. var sampling = parsedTexture.samplingMode;
  30821. if (texture._samplingMode !== sampling) {
  30822. texture.updateSamplingMode(sampling);
  30823. }
  30824. }
  30825. // Animations
  30826. if (parsedTexture.animations) {
  30827. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  30828. var parsedAnimation = parsedTexture.animations[animationIndex];
  30829. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  30830. }
  30831. }
  30832. return texture;
  30833. };
  30834. Texture.LoadFromDataString = function (name, buffer, scene, deleteBuffer, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  30835. if (deleteBuffer === void 0) { deleteBuffer = false; }
  30836. if (noMipmap === void 0) { noMipmap = false; }
  30837. if (invertY === void 0) { invertY = true; }
  30838. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  30839. if (onLoad === void 0) { onLoad = null; }
  30840. if (onError === void 0) { onError = null; }
  30841. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  30842. if (name.substr(0, 5) !== "data:") {
  30843. name = "data:" + name;
  30844. }
  30845. return new Texture(name, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format);
  30846. };
  30847. // Constants
  30848. Texture.NEAREST_SAMPLINGMODE = 1;
  30849. Texture.NEAREST_NEAREST_MIPLINEAR = 1; // nearest is mag = nearest and min = nearest and mip = linear
  30850. Texture.BILINEAR_SAMPLINGMODE = 2;
  30851. Texture.LINEAR_LINEAR_MIPNEAREST = 2; // Bilinear is mag = linear and min = linear and mip = nearest
  30852. Texture.TRILINEAR_SAMPLINGMODE = 3;
  30853. Texture.LINEAR_LINEAR_MIPLINEAR = 3; // Trilinear is mag = linear and min = linear and mip = linear
  30854. Texture.NEAREST_NEAREST_MIPNEAREST = 4;
  30855. Texture.NEAREST_LINEAR_MIPNEAREST = 5;
  30856. Texture.NEAREST_LINEAR_MIPLINEAR = 6;
  30857. Texture.NEAREST_LINEAR = 7;
  30858. Texture.NEAREST_NEAREST = 8;
  30859. Texture.LINEAR_NEAREST_MIPNEAREST = 9;
  30860. Texture.LINEAR_NEAREST_MIPLINEAR = 10;
  30861. Texture.LINEAR_LINEAR = 11;
  30862. Texture.LINEAR_NEAREST = 12;
  30863. Texture.EXPLICIT_MODE = 0;
  30864. Texture.SPHERICAL_MODE = 1;
  30865. Texture.PLANAR_MODE = 2;
  30866. Texture.CUBIC_MODE = 3;
  30867. Texture.PROJECTION_MODE = 4;
  30868. Texture.SKYBOX_MODE = 5;
  30869. Texture.INVCUBIC_MODE = 6;
  30870. Texture.EQUIRECTANGULAR_MODE = 7;
  30871. Texture.FIXED_EQUIRECTANGULAR_MODE = 8;
  30872. Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE = 9;
  30873. Texture.CLAMP_ADDRESSMODE = 0;
  30874. Texture.WRAP_ADDRESSMODE = 1;
  30875. Texture.MIRROR_ADDRESSMODE = 2;
  30876. /**
  30877. * 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
  30878. */
  30879. Texture.UseSerializedUrlIfAny = false;
  30880. __decorate([
  30881. BABYLON.serialize()
  30882. ], Texture.prototype, "url", void 0);
  30883. __decorate([
  30884. BABYLON.serialize()
  30885. ], Texture.prototype, "uOffset", void 0);
  30886. __decorate([
  30887. BABYLON.serialize()
  30888. ], Texture.prototype, "vOffset", void 0);
  30889. __decorate([
  30890. BABYLON.serialize()
  30891. ], Texture.prototype, "uScale", void 0);
  30892. __decorate([
  30893. BABYLON.serialize()
  30894. ], Texture.prototype, "vScale", void 0);
  30895. __decorate([
  30896. BABYLON.serialize()
  30897. ], Texture.prototype, "uAng", void 0);
  30898. __decorate([
  30899. BABYLON.serialize()
  30900. ], Texture.prototype, "vAng", void 0);
  30901. __decorate([
  30902. BABYLON.serialize()
  30903. ], Texture.prototype, "wAng", void 0);
  30904. __decorate([
  30905. BABYLON.serialize()
  30906. ], Texture.prototype, "isBlocking", null);
  30907. return Texture;
  30908. }(BABYLON.BaseTexture));
  30909. BABYLON.Texture = Texture;
  30910. })(BABYLON || (BABYLON = {}));
  30911. //# sourceMappingURL=babylon.texture.js.map
  30912. var BABYLON;
  30913. (function (BABYLON) {
  30914. /**
  30915. * @hidden
  30916. **/
  30917. var _InstancesBatch = /** @class */ (function () {
  30918. function _InstancesBatch() {
  30919. this.mustReturn = false;
  30920. this.visibleInstances = new Array();
  30921. this.renderSelf = new Array();
  30922. }
  30923. return _InstancesBatch;
  30924. }());
  30925. BABYLON._InstancesBatch = _InstancesBatch;
  30926. var Mesh = /** @class */ (function (_super) {
  30927. __extends(Mesh, _super);
  30928. /**
  30929. * @constructor
  30930. * @param {string} name The value used by scene.getMeshByName() to do a lookup.
  30931. * @param {Scene} scene The scene to add this mesh to.
  30932. * @param {Node} parent The parent of this mesh, if it has one
  30933. * @param {Mesh} source An optional Mesh from which geometry is shared, cloned.
  30934. * @param {boolean} doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  30935. * When false, achieved by calling a clone(), also passing False.
  30936. * This will make creation of children, recursive.
  30937. * @param {boolean} clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  30938. */
  30939. function Mesh(name, scene, parent, source, doNotCloneChildren, clonePhysicsImpostor) {
  30940. if (scene === void 0) { scene = null; }
  30941. if (parent === void 0) { parent = null; }
  30942. if (source === void 0) { source = null; }
  30943. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  30944. var _this = _super.call(this, name, scene) || this;
  30945. // Events
  30946. /**
  30947. * An event triggered before rendering the mesh
  30948. */
  30949. _this.onBeforeRenderObservable = new BABYLON.Observable();
  30950. /**
  30951. * An event triggered after rendering the mesh
  30952. */
  30953. _this.onAfterRenderObservable = new BABYLON.Observable();
  30954. /**
  30955. * An event triggered before drawing the mesh
  30956. */
  30957. _this.onBeforeDrawObservable = new BABYLON.Observable();
  30958. // Members
  30959. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  30960. _this.instances = new Array();
  30961. _this._LODLevels = new Array();
  30962. _this._visibleInstances = {};
  30963. _this._renderIdForInstances = new Array();
  30964. _this._batchCache = new _InstancesBatch();
  30965. _this._instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances
  30966. // Use by builder only to know what orientation were the mesh build in.
  30967. _this._originalBuilderSideOrientation = Mesh._DEFAULTSIDE;
  30968. _this.overrideMaterialSideOrientation = null;
  30969. _this._areNormalsFrozen = false; // Will be used by ribbons mainly
  30970. // Will be used to save a source mesh reference, If any
  30971. _this._source = null;
  30972. scene = _this.getScene();
  30973. if (source) {
  30974. // Source mesh
  30975. _this._source = source;
  30976. // Geometry
  30977. if (source._geometry) {
  30978. source._geometry.applyToMesh(_this);
  30979. }
  30980. // Deep copy
  30981. BABYLON.Tools.DeepCopy(source, _this, ["name", "material", "skeleton", "instances", "parent", "uniqueId",
  30982. "source", "metadata", "hasLODLevels", "geometry", "isBlocked", "areNormalsFrozen"], ["_poseMatrix", "_source"]);
  30983. // Metadata
  30984. if (source.metadata && source.metadata.clone) {
  30985. _this.metadata = source.metadata.clone();
  30986. }
  30987. else {
  30988. _this.metadata = source.metadata;
  30989. }
  30990. // Tags
  30991. if (BABYLON.Tags && BABYLON.Tags.HasTags(source)) {
  30992. BABYLON.Tags.AddTagsTo(_this, BABYLON.Tags.GetTags(source, true));
  30993. }
  30994. // Parent
  30995. _this.parent = source.parent;
  30996. // Pivot
  30997. _this.setPivotMatrix(source.getPivotMatrix());
  30998. _this.id = name + "." + source.id;
  30999. // Material
  31000. _this.material = source.material;
  31001. var index;
  31002. if (!doNotCloneChildren) {
  31003. // Children
  31004. var directDescendants = source.getDescendants(true);
  31005. for (var index_1 = 0; index_1 < directDescendants.length; index_1++) {
  31006. var child = directDescendants[index_1];
  31007. if (child.clone) {
  31008. child.clone(name + "." + child.name, _this);
  31009. }
  31010. }
  31011. }
  31012. // Physics clone
  31013. var physicsEngine = _this.getScene().getPhysicsEngine();
  31014. if (clonePhysicsImpostor && physicsEngine) {
  31015. var impostor = physicsEngine.getImpostorForPhysicsObject(source);
  31016. if (impostor) {
  31017. _this.physicsImpostor = impostor.clone(_this);
  31018. }
  31019. }
  31020. // Particles
  31021. for (index = 0; index < scene.particleSystems.length; index++) {
  31022. var system = scene.particleSystems[index];
  31023. if (system.emitter === source) {
  31024. system.clone(system.name, _this);
  31025. }
  31026. }
  31027. _this.computeWorldMatrix(true);
  31028. }
  31029. // Parent
  31030. if (parent !== null) {
  31031. _this.parent = parent;
  31032. }
  31033. return _this;
  31034. }
  31035. Object.defineProperty(Mesh, "FRONTSIDE", {
  31036. /**
  31037. * Mesh side orientation : usually the external or front surface
  31038. */
  31039. get: function () {
  31040. return Mesh._FRONTSIDE;
  31041. },
  31042. enumerable: true,
  31043. configurable: true
  31044. });
  31045. Object.defineProperty(Mesh, "BACKSIDE", {
  31046. /**
  31047. * Mesh side orientation : usually the internal or back surface
  31048. */
  31049. get: function () {
  31050. return Mesh._BACKSIDE;
  31051. },
  31052. enumerable: true,
  31053. configurable: true
  31054. });
  31055. Object.defineProperty(Mesh, "DOUBLESIDE", {
  31056. /**
  31057. * Mesh side orientation : both internal and external or front and back surfaces
  31058. */
  31059. get: function () {
  31060. return Mesh._DOUBLESIDE;
  31061. },
  31062. enumerable: true,
  31063. configurable: true
  31064. });
  31065. Object.defineProperty(Mesh, "DEFAULTSIDE", {
  31066. /**
  31067. * Mesh side orientation : by default, `FRONTSIDE`
  31068. */
  31069. get: function () {
  31070. return Mesh._DEFAULTSIDE;
  31071. },
  31072. enumerable: true,
  31073. configurable: true
  31074. });
  31075. Object.defineProperty(Mesh, "NO_CAP", {
  31076. /**
  31077. * Mesh cap setting : no cap
  31078. */
  31079. get: function () {
  31080. return Mesh._NO_CAP;
  31081. },
  31082. enumerable: true,
  31083. configurable: true
  31084. });
  31085. Object.defineProperty(Mesh, "CAP_START", {
  31086. /**
  31087. * Mesh cap setting : one cap at the beginning of the mesh
  31088. */
  31089. get: function () {
  31090. return Mesh._CAP_START;
  31091. },
  31092. enumerable: true,
  31093. configurable: true
  31094. });
  31095. Object.defineProperty(Mesh, "CAP_END", {
  31096. /**
  31097. * Mesh cap setting : one cap at the end of the mesh
  31098. */
  31099. get: function () {
  31100. return Mesh._CAP_END;
  31101. },
  31102. enumerable: true,
  31103. configurable: true
  31104. });
  31105. Object.defineProperty(Mesh, "CAP_ALL", {
  31106. /**
  31107. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  31108. */
  31109. get: function () {
  31110. return Mesh._CAP_ALL;
  31111. },
  31112. enumerable: true,
  31113. configurable: true
  31114. });
  31115. Object.defineProperty(Mesh.prototype, "onBeforeDraw", {
  31116. set: function (callback) {
  31117. if (this._onBeforeDrawObserver) {
  31118. this.onBeforeDrawObservable.remove(this._onBeforeDrawObserver);
  31119. }
  31120. this._onBeforeDrawObserver = this.onBeforeDrawObservable.add(callback);
  31121. },
  31122. enumerable: true,
  31123. configurable: true
  31124. });
  31125. Object.defineProperty(Mesh.prototype, "morphTargetManager", {
  31126. get: function () {
  31127. return this._morphTargetManager;
  31128. },
  31129. set: function (value) {
  31130. if (this._morphTargetManager === value) {
  31131. return;
  31132. }
  31133. this._morphTargetManager = value;
  31134. this._syncGeometryWithMorphTargetManager();
  31135. },
  31136. enumerable: true,
  31137. configurable: true
  31138. });
  31139. Object.defineProperty(Mesh.prototype, "source", {
  31140. get: function () {
  31141. return this._source;
  31142. },
  31143. enumerable: true,
  31144. configurable: true
  31145. });
  31146. Object.defineProperty(Mesh.prototype, "isUnIndexed", {
  31147. get: function () {
  31148. return this._unIndexed;
  31149. },
  31150. set: function (value) {
  31151. if (this._unIndexed !== value) {
  31152. this._unIndexed = value;
  31153. this._markSubMeshesAsAttributesDirty();
  31154. }
  31155. },
  31156. enumerable: true,
  31157. configurable: true
  31158. });
  31159. // Methods
  31160. /**
  31161. * Returns the string "Mesh".
  31162. */
  31163. Mesh.prototype.getClassName = function () {
  31164. return "Mesh";
  31165. };
  31166. /**
  31167. * Returns a string.
  31168. * @param {boolean} fullDetails - support for multiple levels of logging within scene loading
  31169. */
  31170. Mesh.prototype.toString = function (fullDetails) {
  31171. var ret = _super.prototype.toString.call(this, fullDetails);
  31172. ret += ", n vertices: " + this.getTotalVertices();
  31173. ret += ", parent: " + (this._waitingParentId ? this._waitingParentId : (this.parent ? this.parent.name : "NONE"));
  31174. if (this.animations) {
  31175. for (var i = 0; i < this.animations.length; i++) {
  31176. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  31177. }
  31178. }
  31179. if (fullDetails) {
  31180. if (this._geometry) {
  31181. var ib = this.getIndices();
  31182. var vb = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  31183. if (vb && ib) {
  31184. ret += ", flat shading: " + (vb.length / 3 === ib.length ? "YES" : "NO");
  31185. }
  31186. }
  31187. else {
  31188. ret += ", flat shading: UNKNOWN";
  31189. }
  31190. }
  31191. return ret;
  31192. };
  31193. Mesh.prototype._unBindEffect = function () {
  31194. _super.prototype._unBindEffect.call(this);
  31195. for (var _i = 0, _a = this.instances; _i < _a.length; _i++) {
  31196. var instance = _a[_i];
  31197. instance._unBindEffect();
  31198. }
  31199. };
  31200. Object.defineProperty(Mesh.prototype, "hasLODLevels", {
  31201. /**
  31202. * True if the mesh has some Levels Of Details (LOD).
  31203. * Returns a boolean.
  31204. */
  31205. get: function () {
  31206. return this._LODLevels.length > 0;
  31207. },
  31208. enumerable: true,
  31209. configurable: true
  31210. });
  31211. /**
  31212. * Gets the list of {BABYLON.MeshLODLevel} associated with the current mesh
  31213. * @returns an array of {BABYLON.MeshLODLevel}
  31214. */
  31215. Mesh.prototype.getLODLevels = function () {
  31216. return this._LODLevels;
  31217. };
  31218. Mesh.prototype._sortLODLevels = function () {
  31219. this._LODLevels.sort(function (a, b) {
  31220. if (a.distance < b.distance) {
  31221. return 1;
  31222. }
  31223. if (a.distance > b.distance) {
  31224. return -1;
  31225. }
  31226. return 0;
  31227. });
  31228. };
  31229. /**
  31230. * Add a mesh as LOD level triggered at the given distance.
  31231. * tuto : http://doc.babylonjs.com/tutorials/How_to_use_LOD
  31232. * @param {number} distance The distance from the center of the object to show this level
  31233. * @param {Mesh} mesh The mesh to be added as LOD level
  31234. * @return {Mesh} This mesh (for chaining)
  31235. */
  31236. Mesh.prototype.addLODLevel = function (distance, mesh) {
  31237. if (mesh && mesh._masterMesh) {
  31238. BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
  31239. return this;
  31240. }
  31241. var level = new BABYLON.MeshLODLevel(distance, mesh);
  31242. this._LODLevels.push(level);
  31243. if (mesh) {
  31244. mesh._masterMesh = this;
  31245. }
  31246. this._sortLODLevels();
  31247. return this;
  31248. };
  31249. /**
  31250. * Returns the LOD level mesh at the passed distance or null if not found.
  31251. * It is related to the method `addLODLevel(distance, mesh)`.
  31252. * tuto : http://doc.babylonjs.com/tutorials/How_to_use_LOD
  31253. * Returns an object Mesh or `null`.
  31254. */
  31255. Mesh.prototype.getLODLevelAtDistance = function (distance) {
  31256. for (var index = 0; index < this._LODLevels.length; index++) {
  31257. var level = this._LODLevels[index];
  31258. if (level.distance === distance) {
  31259. return level.mesh;
  31260. }
  31261. }
  31262. return null;
  31263. };
  31264. /**
  31265. * Remove a mesh from the LOD array
  31266. * tuto : http://doc.babylonjs.com/tutorials/How_to_use_LOD
  31267. * @param {Mesh} mesh The mesh to be removed.
  31268. * @return {Mesh} This mesh (for chaining)
  31269. */
  31270. Mesh.prototype.removeLODLevel = function (mesh) {
  31271. for (var index = 0; index < this._LODLevels.length; index++) {
  31272. if (this._LODLevels[index].mesh === mesh) {
  31273. this._LODLevels.splice(index, 1);
  31274. if (mesh) {
  31275. mesh._masterMesh = null;
  31276. }
  31277. }
  31278. }
  31279. this._sortLODLevels();
  31280. return this;
  31281. };
  31282. /**
  31283. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  31284. * tuto : http://doc.babylonjs.com/tutorials/How_to_use_LOD
  31285. */
  31286. Mesh.prototype.getLOD = function (camera, boundingSphere) {
  31287. if (!this._LODLevels || this._LODLevels.length === 0) {
  31288. return this;
  31289. }
  31290. var bSphere;
  31291. if (boundingSphere) {
  31292. bSphere = boundingSphere;
  31293. }
  31294. else {
  31295. var boundingInfo = this.getBoundingInfo();
  31296. bSphere = boundingInfo.boundingSphere;
  31297. }
  31298. var distanceToCamera = bSphere.centerWorld.subtract(camera.globalPosition).length();
  31299. if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
  31300. if (this.onLODLevelSelection) {
  31301. this.onLODLevelSelection(distanceToCamera, this, this._LODLevels[this._LODLevels.length - 1].mesh);
  31302. }
  31303. return this;
  31304. }
  31305. for (var index = 0; index < this._LODLevels.length; index++) {
  31306. var level = this._LODLevels[index];
  31307. if (level.distance < distanceToCamera) {
  31308. if (level.mesh) {
  31309. level.mesh._preActivate();
  31310. level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  31311. }
  31312. if (this.onLODLevelSelection) {
  31313. this.onLODLevelSelection(distanceToCamera, this, level.mesh);
  31314. }
  31315. return level.mesh;
  31316. }
  31317. }
  31318. if (this.onLODLevelSelection) {
  31319. this.onLODLevelSelection(distanceToCamera, this, this);
  31320. }
  31321. return this;
  31322. };
  31323. Object.defineProperty(Mesh.prototype, "geometry", {
  31324. /**
  31325. * Returns the mesh internal Geometry object.
  31326. */
  31327. get: function () {
  31328. return this._geometry;
  31329. },
  31330. enumerable: true,
  31331. configurable: true
  31332. });
  31333. /**
  31334. * Returns a positive integer : the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  31335. */
  31336. Mesh.prototype.getTotalVertices = function () {
  31337. if (this._geometry === null || this._geometry === undefined) {
  31338. return 0;
  31339. }
  31340. return this._geometry.getTotalVertices();
  31341. };
  31342. /**
  31343. * Returns an array of integers or floats, or a Float32Array, depending on the requested `kind` (positions, indices, normals, etc).
  31344. * If `copywhenShared` is true (default false) and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  31345. * You can force the copy with forceCopy === true
  31346. * Returns null if the mesh has no geometry or no vertex buffer.
  31347. * Possible `kind` values :
  31348. * - BABYLON.VertexBuffer.PositionKind
  31349. * - BABYLON.VertexBuffer.UVKind
  31350. * - BABYLON.VertexBuffer.UV2Kind
  31351. * - BABYLON.VertexBuffer.UV3Kind
  31352. * - BABYLON.VertexBuffer.UV4Kind
  31353. * - BABYLON.VertexBuffer.UV5Kind
  31354. * - BABYLON.VertexBuffer.UV6Kind
  31355. * - BABYLON.VertexBuffer.ColorKind
  31356. * - BABYLON.VertexBuffer.MatricesIndicesKind
  31357. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  31358. * - BABYLON.VertexBuffer.MatricesWeightsKind
  31359. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  31360. */
  31361. Mesh.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  31362. if (!this._geometry) {
  31363. return null;
  31364. }
  31365. return this._geometry.getVerticesData(kind, copyWhenShared, forceCopy);
  31366. };
  31367. /**
  31368. * Returns the mesh VertexBuffer object from the requested `kind` : positions, indices, normals, etc.
  31369. * Returns `null` if the mesh has no geometry.
  31370. * Possible `kind` values :
  31371. * - BABYLON.VertexBuffer.PositionKind
  31372. * - BABYLON.VertexBuffer.UVKind
  31373. * - BABYLON.VertexBuffer.UV2Kind
  31374. * - BABYLON.VertexBuffer.UV3Kind
  31375. * - BABYLON.VertexBuffer.UV4Kind
  31376. * - BABYLON.VertexBuffer.UV5Kind
  31377. * - BABYLON.VertexBuffer.UV6Kind
  31378. * - BABYLON.VertexBuffer.ColorKind
  31379. * - BABYLON.VertexBuffer.MatricesIndicesKind
  31380. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  31381. * - BABYLON.VertexBuffer.MatricesWeightsKind
  31382. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  31383. */
  31384. Mesh.prototype.getVertexBuffer = function (kind) {
  31385. if (!this._geometry) {
  31386. return null;
  31387. }
  31388. return this._geometry.getVertexBuffer(kind);
  31389. };
  31390. Mesh.prototype.isVerticesDataPresent = function (kind) {
  31391. if (!this._geometry) {
  31392. if (this._delayInfo) {
  31393. return this._delayInfo.indexOf(kind) !== -1;
  31394. }
  31395. return false;
  31396. }
  31397. return this._geometry.isVerticesDataPresent(kind);
  31398. };
  31399. /**
  31400. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  31401. * Possible `kind` values :
  31402. * - BABYLON.VertexBuffer.PositionKind
  31403. * - BABYLON.VertexBuffer.UVKind
  31404. * - BABYLON.VertexBuffer.UV2Kind
  31405. * - BABYLON.VertexBuffer.UV3Kind
  31406. * - BABYLON.VertexBuffer.UV4Kind
  31407. * - BABYLON.VertexBuffer.UV5Kind
  31408. * - BABYLON.VertexBuffer.UV6Kind
  31409. * - BABYLON.VertexBuffer.ColorKind
  31410. * - BABYLON.VertexBuffer.MatricesIndicesKind
  31411. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  31412. * - BABYLON.VertexBuffer.MatricesWeightsKind
  31413. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  31414. */
  31415. Mesh.prototype.isVertexBufferUpdatable = function (kind) {
  31416. if (!this._geometry) {
  31417. if (this._delayInfo) {
  31418. return this._delayInfo.indexOf(kind) !== -1;
  31419. }
  31420. return false;
  31421. }
  31422. return this._geometry.isVertexBufferUpdatable(kind);
  31423. };
  31424. /**
  31425. * Returns a string : the list of existing `kinds` of Vertex Data for this mesh.
  31426. * Possible `kind` values :
  31427. * - BABYLON.VertexBuffer.PositionKind
  31428. * - BABYLON.VertexBuffer.UVKind
  31429. * - BABYLON.VertexBuffer.UV2Kind
  31430. * - BABYLON.VertexBuffer.UV3Kind
  31431. * - BABYLON.VertexBuffer.UV4Kind
  31432. * - BABYLON.VertexBuffer.UV5Kind
  31433. * - BABYLON.VertexBuffer.UV6Kind
  31434. * - BABYLON.VertexBuffer.ColorKind
  31435. * - BABYLON.VertexBuffer.MatricesIndicesKind
  31436. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  31437. * - BABYLON.VertexBuffer.MatricesWeightsKind
  31438. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  31439. */
  31440. Mesh.prototype.getVerticesDataKinds = function () {
  31441. if (!this._geometry) {
  31442. var result = new Array();
  31443. if (this._delayInfo) {
  31444. this._delayInfo.forEach(function (kind, index, array) {
  31445. result.push(kind);
  31446. });
  31447. }
  31448. return result;
  31449. }
  31450. return this._geometry.getVerticesDataKinds();
  31451. };
  31452. /**
  31453. * Returns a positive integer : the total number of indices in this mesh geometry.
  31454. * Returns zero if the mesh has no geometry.
  31455. */
  31456. Mesh.prototype.getTotalIndices = function () {
  31457. if (!this._geometry) {
  31458. return 0;
  31459. }
  31460. return this._geometry.getTotalIndices();
  31461. };
  31462. /**
  31463. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  31464. * If the parameter `copyWhenShared` is 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.
  31465. * Returns an empty array if the mesh has no geometry.
  31466. */
  31467. Mesh.prototype.getIndices = function (copyWhenShared) {
  31468. if (!this._geometry) {
  31469. return [];
  31470. }
  31471. return this._geometry.getIndices(copyWhenShared);
  31472. };
  31473. Object.defineProperty(Mesh.prototype, "isBlocked", {
  31474. get: function () {
  31475. return this._masterMesh !== null && this._masterMesh !== undefined;
  31476. },
  31477. enumerable: true,
  31478. configurable: true
  31479. });
  31480. /**
  31481. * Determine if the current mesh is ready to be rendered
  31482. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  31483. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  31484. * @returns true if all associated assets are ready (material, textures, shaders)
  31485. */
  31486. Mesh.prototype.isReady = function (completeCheck, forceInstanceSupport) {
  31487. if (completeCheck === void 0) { completeCheck = false; }
  31488. if (forceInstanceSupport === void 0) { forceInstanceSupport = false; }
  31489. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  31490. return false;
  31491. }
  31492. if (!_super.prototype.isReady.call(this, completeCheck)) {
  31493. return false;
  31494. }
  31495. if (!this.subMeshes || this.subMeshes.length === 0) {
  31496. return true;
  31497. }
  31498. if (!completeCheck) {
  31499. return true;
  31500. }
  31501. var engine = this.getEngine();
  31502. var scene = this.getScene();
  31503. var hardwareInstancedRendering = forceInstanceSupport || engine.getCaps().instancedArrays && this.instances.length > 0;
  31504. this.computeWorldMatrix();
  31505. var mat = this.material || scene.defaultMaterial;
  31506. if (mat) {
  31507. if (mat.storeEffectOnSubMeshes) {
  31508. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  31509. var subMesh = _a[_i];
  31510. var effectiveMaterial = subMesh.getMaterial();
  31511. if (effectiveMaterial) {
  31512. if (effectiveMaterial.storeEffectOnSubMeshes) {
  31513. if (!effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  31514. return false;
  31515. }
  31516. }
  31517. else {
  31518. if (!effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  31519. return false;
  31520. }
  31521. }
  31522. }
  31523. }
  31524. }
  31525. else {
  31526. if (!mat.isReady(this, hardwareInstancedRendering)) {
  31527. return false;
  31528. }
  31529. }
  31530. }
  31531. // Shadows
  31532. for (var _b = 0, _c = this._lightSources; _b < _c.length; _b++) {
  31533. var light = _c[_b];
  31534. var generator = light.getShadowGenerator();
  31535. if (generator) {
  31536. for (var _d = 0, _e = this.subMeshes; _d < _e.length; _d++) {
  31537. var subMesh = _e[_d];
  31538. if (!generator.isReady(subMesh, hardwareInstancedRendering)) {
  31539. return false;
  31540. }
  31541. }
  31542. }
  31543. }
  31544. // LOD
  31545. for (var _f = 0, _g = this._LODLevels; _f < _g.length; _f++) {
  31546. var lod = _g[_f];
  31547. if (lod.mesh && !lod.mesh.isReady(hardwareInstancedRendering)) {
  31548. return false;
  31549. }
  31550. }
  31551. return true;
  31552. };
  31553. Object.defineProperty(Mesh.prototype, "areNormalsFrozen", {
  31554. /**
  31555. * Boolean : true if the normals aren't to be recomputed on next mesh `positions` array update.
  31556. * This property is pertinent only for updatable parametric shapes.
  31557. */
  31558. get: function () {
  31559. return this._areNormalsFrozen;
  31560. },
  31561. enumerable: true,
  31562. configurable: true
  31563. });
  31564. /**
  31565. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc.
  31566. * It has no effect at all on other shapes.
  31567. * It prevents the mesh normals from being recomputed on next `positions` array update.
  31568. * Returns the Mesh.
  31569. */
  31570. Mesh.prototype.freezeNormals = function () {
  31571. this._areNormalsFrozen = true;
  31572. return this;
  31573. };
  31574. /**
  31575. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc.
  31576. * It has no effect at all on other shapes.
  31577. * It reactivates the mesh normals computation if it was previously frozen.
  31578. * Returns the Mesh.
  31579. */
  31580. Mesh.prototype.unfreezeNormals = function () {
  31581. this._areNormalsFrozen = false;
  31582. return this;
  31583. };
  31584. Object.defineProperty(Mesh.prototype, "overridenInstanceCount", {
  31585. /**
  31586. * Overrides instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  31587. */
  31588. set: function (count) {
  31589. this._overridenInstanceCount = count;
  31590. },
  31591. enumerable: true,
  31592. configurable: true
  31593. });
  31594. // Methods
  31595. Mesh.prototype._preActivate = function () {
  31596. var sceneRenderId = this.getScene().getRenderId();
  31597. if (this._preActivateId === sceneRenderId) {
  31598. return this;
  31599. }
  31600. this._preActivateId = sceneRenderId;
  31601. this._visibleInstances = null;
  31602. return this;
  31603. };
  31604. Mesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  31605. if (this._visibleInstances) {
  31606. this._visibleInstances.intermediateDefaultRenderId = renderId;
  31607. }
  31608. return this;
  31609. };
  31610. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  31611. if (!this._visibleInstances) {
  31612. this._visibleInstances = {};
  31613. this._visibleInstances.defaultRenderId = renderId;
  31614. this._visibleInstances.selfDefaultRenderId = this._renderId;
  31615. }
  31616. if (!this._visibleInstances[renderId]) {
  31617. this._visibleInstances[renderId] = new Array();
  31618. }
  31619. this._visibleInstances[renderId].push(instance);
  31620. return this;
  31621. };
  31622. /**
  31623. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  31624. * This means the mesh underlying bounding box and sphere are recomputed.
  31625. * Returns the Mesh.
  31626. */
  31627. Mesh.prototype.refreshBoundingInfo = function () {
  31628. return this._refreshBoundingInfo(false);
  31629. };
  31630. Mesh.prototype._refreshBoundingInfo = function (applySkeleton) {
  31631. if (this._boundingInfo && this._boundingInfo.isLocked) {
  31632. return this;
  31633. }
  31634. var data = this._getPositionData(applySkeleton);
  31635. if (data) {
  31636. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices());
  31637. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  31638. }
  31639. if (this.subMeshes) {
  31640. for (var index = 0; index < this.subMeshes.length; index++) {
  31641. this.subMeshes[index].refreshBoundingInfo();
  31642. }
  31643. }
  31644. this._updateBoundingInfo();
  31645. return this;
  31646. };
  31647. Mesh.prototype._getPositionData = function (applySkeleton) {
  31648. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  31649. if (data && applySkeleton && this.skeleton) {
  31650. data = BABYLON.Tools.Slice(data);
  31651. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  31652. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  31653. if (matricesWeightsData && matricesIndicesData) {
  31654. var needExtras = this.numBoneInfluencers > 4;
  31655. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  31656. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  31657. var skeletonMatrices = this.skeleton.getTransformMatrices(this);
  31658. var tempVector = BABYLON.Tmp.Vector3[0];
  31659. var finalMatrix = BABYLON.Tmp.Matrix[0];
  31660. var tempMatrix = BABYLON.Tmp.Matrix[1];
  31661. var matWeightIdx = 0;
  31662. for (var index = 0; index < data.length; index += 3, matWeightIdx += 4) {
  31663. finalMatrix.reset();
  31664. var inf;
  31665. var weight;
  31666. for (inf = 0; inf < 4; inf++) {
  31667. weight = matricesWeightsData[matWeightIdx + inf];
  31668. if (weight <= 0)
  31669. break;
  31670. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  31671. finalMatrix.addToSelf(tempMatrix);
  31672. }
  31673. if (needExtras) {
  31674. for (inf = 0; inf < 4; inf++) {
  31675. weight = matricesWeightsExtraData[matWeightIdx + inf];
  31676. if (weight <= 0)
  31677. break;
  31678. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  31679. finalMatrix.addToSelf(tempMatrix);
  31680. }
  31681. }
  31682. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], finalMatrix, tempVector);
  31683. tempVector.toArray(data, index);
  31684. }
  31685. }
  31686. }
  31687. return data;
  31688. };
  31689. Mesh.prototype._createGlobalSubMesh = function (force) {
  31690. var totalVertices = this.getTotalVertices();
  31691. if (!totalVertices || !this.getIndices()) {
  31692. return null;
  31693. }
  31694. // Check if we need to recreate the submeshes
  31695. if (this.subMeshes && this.subMeshes.length > 0) {
  31696. var ib = this.getIndices();
  31697. if (!ib) {
  31698. return null;
  31699. }
  31700. var totalIndices = ib.length;
  31701. var needToRecreate = false;
  31702. if (force) {
  31703. needToRecreate = true;
  31704. }
  31705. else {
  31706. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  31707. var submesh = _a[_i];
  31708. if (submesh.indexStart + submesh.indexCount >= totalIndices) {
  31709. needToRecreate = true;
  31710. break;
  31711. }
  31712. if (submesh.verticesStart + submesh.verticesCount >= totalVertices) {
  31713. needToRecreate = true;
  31714. break;
  31715. }
  31716. }
  31717. }
  31718. if (!needToRecreate) {
  31719. return this.subMeshes[0];
  31720. }
  31721. }
  31722. this.releaseSubMeshes();
  31723. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  31724. };
  31725. Mesh.prototype.subdivide = function (count) {
  31726. if (count < 1) {
  31727. return;
  31728. }
  31729. var totalIndices = this.getTotalIndices();
  31730. var subdivisionSize = (totalIndices / count) | 0;
  31731. var offset = 0;
  31732. // Ensure that subdivisionSize is a multiple of 3
  31733. while (subdivisionSize % 3 !== 0) {
  31734. subdivisionSize++;
  31735. }
  31736. this.releaseSubMeshes();
  31737. for (var index = 0; index < count; index++) {
  31738. if (offset >= totalIndices) {
  31739. break;
  31740. }
  31741. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  31742. offset += subdivisionSize;
  31743. }
  31744. this.synchronizeInstances();
  31745. };
  31746. Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  31747. if (updatable === void 0) { updatable = false; }
  31748. if (!this._geometry) {
  31749. var vertexData = new BABYLON.VertexData();
  31750. vertexData.set(data, kind);
  31751. var scene = this.getScene();
  31752. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  31753. }
  31754. else {
  31755. this._geometry.setVerticesData(kind, data, updatable, stride);
  31756. }
  31757. return this;
  31758. };
  31759. Mesh.prototype.markVerticesDataAsUpdatable = function (kind, updatable) {
  31760. if (updatable === void 0) { updatable = true; }
  31761. var vb = this.getVertexBuffer(kind);
  31762. if (!vb || vb.isUpdatable() === updatable) {
  31763. return;
  31764. }
  31765. this.setVerticesData(kind, this.getVerticesData(kind), updatable);
  31766. };
  31767. /**
  31768. * Sets the mesh VertexBuffer.
  31769. * Returns the Mesh.
  31770. */
  31771. Mesh.prototype.setVerticesBuffer = function (buffer) {
  31772. if (!this._geometry) {
  31773. this._geometry = BABYLON.Geometry.CreateGeometryForMesh(this);
  31774. }
  31775. this._geometry.setVerticesBuffer(buffer);
  31776. return this;
  31777. };
  31778. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  31779. if (!this._geometry) {
  31780. return this;
  31781. }
  31782. if (!makeItUnique) {
  31783. this._geometry.updateVerticesData(kind, data, updateExtends);
  31784. }
  31785. else {
  31786. this.makeGeometryUnique();
  31787. this.updateVerticesData(kind, data, updateExtends, false);
  31788. }
  31789. return this;
  31790. };
  31791. /**
  31792. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  31793. * tuto : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  31794. * The parameter `positionFunction` is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything.
  31795. * The parameter `computeNormals` is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update.
  31796. * Returns the Mesh.
  31797. */
  31798. Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {
  31799. if (computeNormals === void 0) { computeNormals = true; }
  31800. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  31801. if (!positions) {
  31802. return this;
  31803. }
  31804. positionFunction(positions);
  31805. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  31806. if (computeNormals) {
  31807. var indices = this.getIndices();
  31808. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  31809. if (!normals) {
  31810. return this;
  31811. }
  31812. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  31813. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  31814. }
  31815. return this;
  31816. };
  31817. /**
  31818. * Creates a un-shared specific occurence of the geometry for the mesh.
  31819. * Returns the Mesh.
  31820. */
  31821. Mesh.prototype.makeGeometryUnique = function () {
  31822. if (!this._geometry) {
  31823. return this;
  31824. }
  31825. var oldGeometry = this._geometry;
  31826. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  31827. oldGeometry.releaseForMesh(this, true);
  31828. geometry.applyToMesh(this);
  31829. return this;
  31830. };
  31831. Mesh.prototype.setIndices = function (indices, totalVertices, updatable) {
  31832. if (totalVertices === void 0) { totalVertices = null; }
  31833. if (updatable === void 0) { updatable = false; }
  31834. if (!this._geometry) {
  31835. var vertexData = new BABYLON.VertexData();
  31836. vertexData.indices = indices;
  31837. var scene = this.getScene();
  31838. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  31839. }
  31840. else {
  31841. this._geometry.setIndices(indices, totalVertices, updatable);
  31842. }
  31843. return this;
  31844. };
  31845. /**
  31846. * Update the current index buffer
  31847. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  31848. * Returns the Mesh.
  31849. */
  31850. Mesh.prototype.updateIndices = function (indices, offset) {
  31851. if (!this._geometry) {
  31852. return this;
  31853. }
  31854. this._geometry.updateIndices(indices, offset);
  31855. return this;
  31856. };
  31857. /**
  31858. * Invert the geometry to move from a right handed system to a left handed one.
  31859. * Returns the Mesh.
  31860. */
  31861. Mesh.prototype.toLeftHanded = function () {
  31862. if (!this._geometry) {
  31863. return this;
  31864. }
  31865. this._geometry.toLeftHanded();
  31866. return this;
  31867. };
  31868. Mesh.prototype._bind = function (subMesh, effect, fillMode) {
  31869. if (!this._geometry) {
  31870. return this;
  31871. }
  31872. var engine = this.getScene().getEngine();
  31873. // Wireframe
  31874. var indexToBind;
  31875. if (this._unIndexed) {
  31876. indexToBind = null;
  31877. }
  31878. else {
  31879. switch (fillMode) {
  31880. case BABYLON.Material.PointFillMode:
  31881. indexToBind = null;
  31882. break;
  31883. case BABYLON.Material.WireFrameFillMode:
  31884. indexToBind = subMesh.getLinesIndexBuffer(this.getIndices(), engine);
  31885. break;
  31886. default:
  31887. case BABYLON.Material.TriangleFillMode:
  31888. indexToBind = this._unIndexed ? null : this._geometry.getIndexBuffer();
  31889. break;
  31890. }
  31891. }
  31892. // VBOs
  31893. this._geometry._bind(effect, indexToBind);
  31894. return this;
  31895. };
  31896. Mesh.prototype._draw = function (subMesh, fillMode, instancesCount, alternate) {
  31897. if (alternate === void 0) { alternate = false; }
  31898. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  31899. return this;
  31900. }
  31901. this.onBeforeDrawObservable.notifyObservers(this);
  31902. var scene = this.getScene();
  31903. var engine = scene.getEngine();
  31904. if (this._unIndexed || fillMode == BABYLON.Material.PointFillMode) {
  31905. // or triangles as points
  31906. engine.drawArraysType(fillMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);
  31907. }
  31908. else if (fillMode == BABYLON.Material.WireFrameFillMode) {
  31909. // Triangles as wireframe
  31910. engine.drawElementsType(fillMode, 0, subMesh.linesIndexCount, instancesCount);
  31911. }
  31912. else {
  31913. engine.drawElementsType(fillMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  31914. }
  31915. if (scene._isAlternateRenderingEnabled && !alternate) {
  31916. var effect = subMesh.effect || this._effectiveMaterial.getEffect();
  31917. if (!effect || !scene.activeCamera) {
  31918. return this;
  31919. }
  31920. scene._switchToAlternateCameraConfiguration(true);
  31921. this._effectiveMaterial.bindView(effect);
  31922. this._effectiveMaterial.bindViewProjection(effect);
  31923. engine.setViewport(scene.activeCamera._alternateCamera.viewport);
  31924. this._draw(subMesh, fillMode, instancesCount, true);
  31925. engine.setViewport(scene.activeCamera.viewport);
  31926. scene._switchToAlternateCameraConfiguration(false);
  31927. this._effectiveMaterial.bindView(effect);
  31928. this._effectiveMaterial.bindViewProjection(effect);
  31929. }
  31930. return this;
  31931. };
  31932. /**
  31933. * Registers for this mesh a javascript function called just before the rendering process.
  31934. * This function is passed the current mesh.
  31935. * Return the Mesh.
  31936. */
  31937. Mesh.prototype.registerBeforeRender = function (func) {
  31938. this.onBeforeRenderObservable.add(func);
  31939. return this;
  31940. };
  31941. /**
  31942. * Disposes a previously registered javascript function called before the rendering.
  31943. * This function is passed the current mesh.
  31944. * Returns the Mesh.
  31945. */
  31946. Mesh.prototype.unregisterBeforeRender = function (func) {
  31947. this.onBeforeRenderObservable.removeCallback(func);
  31948. return this;
  31949. };
  31950. /**
  31951. * Registers for this mesh a javascript function called just after the rendering is complete.
  31952. * This function is passed the current mesh.
  31953. * Returns the Mesh.
  31954. */
  31955. Mesh.prototype.registerAfterRender = function (func) {
  31956. this.onAfterRenderObservable.add(func);
  31957. return this;
  31958. };
  31959. /**
  31960. * Disposes a previously registered javascript function called after the rendering.
  31961. * This function is passed the current mesh.
  31962. * Return the Mesh.
  31963. */
  31964. Mesh.prototype.unregisterAfterRender = function (func) {
  31965. this.onAfterRenderObservable.removeCallback(func);
  31966. return this;
  31967. };
  31968. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  31969. var scene = this.getScene();
  31970. this._batchCache.mustReturn = false;
  31971. this._batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  31972. this._batchCache.visibleInstances[subMeshId] = null;
  31973. if (this._visibleInstances) {
  31974. var currentRenderId = scene.getRenderId();
  31975. var defaultRenderId = (scene._isInIntermediateRendering() ? this._visibleInstances.intermediateDefaultRenderId : this._visibleInstances.defaultRenderId);
  31976. this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[currentRenderId];
  31977. var selfRenderId = this._renderId;
  31978. if (!this._batchCache.visibleInstances[subMeshId] && defaultRenderId) {
  31979. this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[defaultRenderId];
  31980. currentRenderId = Math.max(defaultRenderId, currentRenderId);
  31981. selfRenderId = Math.max(this._visibleInstances.selfDefaultRenderId, currentRenderId);
  31982. }
  31983. var visibleInstancesForSubMesh = this._batchCache.visibleInstances[subMeshId];
  31984. if (visibleInstancesForSubMesh && visibleInstancesForSubMesh.length) {
  31985. if (this._renderIdForInstances[subMeshId] === currentRenderId) {
  31986. this._batchCache.mustReturn = true;
  31987. return this._batchCache;
  31988. }
  31989. if (currentRenderId !== selfRenderId) {
  31990. this._batchCache.renderSelf[subMeshId] = false;
  31991. }
  31992. }
  31993. this._renderIdForInstances[subMeshId] = currentRenderId;
  31994. }
  31995. return this._batchCache;
  31996. };
  31997. Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
  31998. var visibleInstances = batch.visibleInstances[subMesh._id];
  31999. if (!visibleInstances) {
  32000. return this;
  32001. }
  32002. var matricesCount = visibleInstances.length + 1;
  32003. var bufferSize = matricesCount * 16 * 4;
  32004. var currentInstancesBufferSize = this._instancesBufferSize;
  32005. var instancesBuffer = this._instancesBuffer;
  32006. while (this._instancesBufferSize < bufferSize) {
  32007. this._instancesBufferSize *= 2;
  32008. }
  32009. if (!this._instancesData || currentInstancesBufferSize != this._instancesBufferSize) {
  32010. this._instancesData = new Float32Array(this._instancesBufferSize / 4);
  32011. }
  32012. var offset = 0;
  32013. var instancesCount = 0;
  32014. var world = this.getWorldMatrix();
  32015. if (batch.renderSelf[subMesh._id]) {
  32016. world.copyToArray(this._instancesData, offset);
  32017. offset += 16;
  32018. instancesCount++;
  32019. }
  32020. if (visibleInstances) {
  32021. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  32022. var instance = visibleInstances[instanceIndex];
  32023. instance.getWorldMatrix().copyToArray(this._instancesData, offset);
  32024. offset += 16;
  32025. instancesCount++;
  32026. }
  32027. }
  32028. if (!instancesBuffer || currentInstancesBufferSize != this._instancesBufferSize) {
  32029. if (instancesBuffer) {
  32030. instancesBuffer.dispose();
  32031. }
  32032. instancesBuffer = new BABYLON.Buffer(engine, this._instancesData, true, 16, false, true);
  32033. this._instancesBuffer = instancesBuffer;
  32034. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world0", 0, 4));
  32035. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world1", 4, 4));
  32036. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world2", 8, 4));
  32037. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world3", 12, 4));
  32038. }
  32039. else {
  32040. instancesBuffer.updateDirectly(this._instancesData, 0, instancesCount);
  32041. }
  32042. this._bind(subMesh, effect, fillMode);
  32043. this._draw(subMesh, fillMode, instancesCount);
  32044. engine.unbindInstanceAttributes();
  32045. return this;
  32046. };
  32047. Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw, effectiveMaterial) {
  32048. var scene = this.getScene();
  32049. var engine = scene.getEngine();
  32050. if (hardwareInstancedRendering) {
  32051. this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
  32052. }
  32053. else {
  32054. if (batch.renderSelf[subMesh._id]) {
  32055. // Draw
  32056. if (onBeforeDraw) {
  32057. onBeforeDraw(false, this.getWorldMatrix(), effectiveMaterial);
  32058. }
  32059. this._draw(subMesh, fillMode, this._overridenInstanceCount);
  32060. }
  32061. var visibleInstancesForSubMesh = batch.visibleInstances[subMesh._id];
  32062. if (visibleInstancesForSubMesh) {
  32063. for (var instanceIndex = 0; instanceIndex < visibleInstancesForSubMesh.length; instanceIndex++) {
  32064. var instance = visibleInstancesForSubMesh[instanceIndex];
  32065. // World
  32066. var world = instance.getWorldMatrix();
  32067. if (onBeforeDraw) {
  32068. onBeforeDraw(true, world, effectiveMaterial);
  32069. }
  32070. // Draw
  32071. this._draw(subMesh, fillMode);
  32072. }
  32073. }
  32074. }
  32075. return this;
  32076. };
  32077. /**
  32078. * Triggers the draw call for the mesh.
  32079. * Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager.
  32080. * Returns the Mesh.
  32081. */
  32082. Mesh.prototype.render = function (subMesh, enableAlphaMode) {
  32083. this._checkOcclusionQuery();
  32084. if (this._isOccluded) {
  32085. return this;
  32086. }
  32087. var scene = this.getScene();
  32088. // Managing instances
  32089. var batch = this._getInstancesRenderList(subMesh._id);
  32090. if (batch.mustReturn) {
  32091. return this;
  32092. }
  32093. // Checking geometry state
  32094. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  32095. return this;
  32096. }
  32097. this.onBeforeRenderObservable.notifyObservers(this);
  32098. var engine = scene.getEngine();
  32099. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  32100. // Material
  32101. var material = subMesh.getMaterial();
  32102. if (!material) {
  32103. return this;
  32104. }
  32105. this._effectiveMaterial = material;
  32106. if (this._effectiveMaterial.storeEffectOnSubMeshes) {
  32107. if (!this._effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  32108. return this;
  32109. }
  32110. }
  32111. else if (!this._effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  32112. return this;
  32113. }
  32114. // Alpha mode
  32115. if (enableAlphaMode) {
  32116. engine.setAlphaMode(this._effectiveMaterial.alphaMode);
  32117. }
  32118. // Outline - step 1
  32119. var savedDepthWrite = engine.getDepthWrite();
  32120. if (this.renderOutline) {
  32121. engine.setDepthWrite(false);
  32122. scene.getOutlineRenderer().render(subMesh, batch);
  32123. engine.setDepthWrite(savedDepthWrite);
  32124. }
  32125. var effect;
  32126. if (this._effectiveMaterial.storeEffectOnSubMeshes) {
  32127. effect = subMesh.effect;
  32128. }
  32129. else {
  32130. effect = this._effectiveMaterial.getEffect();
  32131. }
  32132. if (!effect) {
  32133. return this;
  32134. }
  32135. var sideOrientation = this.overrideMaterialSideOrientation;
  32136. if (sideOrientation == null) {
  32137. sideOrientation = this._effectiveMaterial.sideOrientation;
  32138. if (this._getWorldMatrixDeterminant() < 0) {
  32139. sideOrientation = (sideOrientation === BABYLON.Material.ClockWiseSideOrientation ? BABYLON.Material.CounterClockWiseSideOrientation : BABYLON.Material.ClockWiseSideOrientation);
  32140. }
  32141. }
  32142. var reverse = this._effectiveMaterial._preBind(effect, sideOrientation);
  32143. if (this._effectiveMaterial.forceDepthWrite) {
  32144. engine.setDepthWrite(true);
  32145. }
  32146. // Bind
  32147. var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : this._effectiveMaterial.fillMode);
  32148. if (!hardwareInstancedRendering) { // Binding will be done later because we need to add more info to the VB
  32149. this._bind(subMesh, effect, fillMode);
  32150. }
  32151. var world = this.getWorldMatrix();
  32152. if (this._effectiveMaterial.storeEffectOnSubMeshes) {
  32153. this._effectiveMaterial.bindForSubMesh(world, this, subMesh);
  32154. }
  32155. else {
  32156. this._effectiveMaterial.bind(world, this);
  32157. }
  32158. if (!this._effectiveMaterial.backFaceCulling && this._effectiveMaterial.separateCullingPass) {
  32159. engine.setState(true, this._effectiveMaterial.zOffset, false, !reverse);
  32160. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  32161. engine.setState(true, this._effectiveMaterial.zOffset, false, reverse);
  32162. }
  32163. // Draw
  32164. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  32165. // Unbind
  32166. this._effectiveMaterial.unbind();
  32167. // Outline - step 2
  32168. if (this.renderOutline && savedDepthWrite) {
  32169. engine.setDepthWrite(true);
  32170. engine.setColorWrite(false);
  32171. scene.getOutlineRenderer().render(subMesh, batch);
  32172. engine.setColorWrite(true);
  32173. }
  32174. // Overlay
  32175. if (this.renderOverlay) {
  32176. var currentMode = engine.getAlphaMode();
  32177. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  32178. scene.getOutlineRenderer().render(subMesh, batch, true);
  32179. engine.setAlphaMode(currentMode);
  32180. }
  32181. this.onAfterRenderObservable.notifyObservers(this);
  32182. return this;
  32183. };
  32184. Mesh.prototype._onBeforeDraw = function (isInstance, world, effectiveMaterial) {
  32185. if (isInstance && effectiveMaterial) {
  32186. effectiveMaterial.bindOnlyWorldMatrix(world);
  32187. }
  32188. };
  32189. /**
  32190. * Returns an array populated with ParticleSystem objects whose the mesh is the emitter.
  32191. */
  32192. Mesh.prototype.getEmittedParticleSystems = function () {
  32193. var results = new Array();
  32194. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  32195. var particleSystem = this.getScene().particleSystems[index];
  32196. if (particleSystem.emitter === this) {
  32197. results.push(particleSystem);
  32198. }
  32199. }
  32200. return results;
  32201. };
  32202. /**
  32203. * Returns an array populated with ParticleSystem objects whose the mesh or its children are the emitter.
  32204. */
  32205. Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  32206. var results = new Array();
  32207. var descendants = this.getDescendants();
  32208. descendants.push(this);
  32209. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  32210. var particleSystem = this.getScene().particleSystems[index];
  32211. var emitter = particleSystem.emitter;
  32212. if (emitter.position && descendants.indexOf(emitter) !== -1) {
  32213. results.push(particleSystem);
  32214. }
  32215. }
  32216. return results;
  32217. };
  32218. Mesh.prototype._checkDelayState = function () {
  32219. var scene = this.getScene();
  32220. if (this._geometry) {
  32221. this._geometry.load(scene);
  32222. }
  32223. else if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  32224. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  32225. this._queueLoad(scene);
  32226. }
  32227. return this;
  32228. };
  32229. Mesh.prototype._queueLoad = function (scene) {
  32230. var _this = this;
  32231. scene._addPendingData(this);
  32232. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1);
  32233. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  32234. if (data instanceof ArrayBuffer) {
  32235. _this._delayLoadingFunction(data, _this);
  32236. }
  32237. else {
  32238. _this._delayLoadingFunction(JSON.parse(data), _this);
  32239. }
  32240. _this.instances.forEach(function (instance) {
  32241. instance._syncSubMeshes();
  32242. });
  32243. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  32244. scene._removePendingData(_this);
  32245. }, function () { }, scene.database, getBinaryData);
  32246. return this;
  32247. };
  32248. /**
  32249. * Boolean, true is the mesh in the frustum defined by the Plane objects from the `frustumPlanes` array parameter.
  32250. */
  32251. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  32252. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  32253. return false;
  32254. }
  32255. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  32256. return false;
  32257. }
  32258. this._checkDelayState();
  32259. return true;
  32260. };
  32261. /**
  32262. * Sets the mesh material by the material or multiMaterial `id` property.
  32263. * The material `id` is a string identifying the material or the multiMaterial.
  32264. * This method returns the Mesh.
  32265. */
  32266. Mesh.prototype.setMaterialByID = function (id) {
  32267. var materials = this.getScene().materials;
  32268. var index;
  32269. for (index = materials.length - 1; index > -1; index--) {
  32270. if (materials[index].id === id) {
  32271. this.material = materials[index];
  32272. return this;
  32273. }
  32274. }
  32275. // Multi
  32276. var multiMaterials = this.getScene().multiMaterials;
  32277. for (index = multiMaterials.length - 1; index > -1; index--) {
  32278. if (multiMaterials[index].id === id) {
  32279. this.material = multiMaterials[index];
  32280. return this;
  32281. }
  32282. }
  32283. return this;
  32284. };
  32285. /**
  32286. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  32287. */
  32288. Mesh.prototype.getAnimatables = function () {
  32289. var results = new Array();
  32290. if (this.material) {
  32291. results.push(this.material);
  32292. }
  32293. if (this.skeleton) {
  32294. results.push(this.skeleton);
  32295. }
  32296. return results;
  32297. };
  32298. /**
  32299. * Modifies the mesh geometry according to the passed transformation matrix.
  32300. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  32301. * The mesh normals are modified accordingly the same transformation.
  32302. * tuto : http://doc.babylonjs.com/tutorials/How_Rotations_and_Translations_Work#baking-transform
  32303. * Note that, under the hood, this method sets a new VertexBuffer each call.
  32304. * Returns the Mesh.
  32305. */
  32306. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  32307. // Position
  32308. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  32309. return this;
  32310. }
  32311. var submeshes = this.subMeshes.splice(0);
  32312. this._resetPointsArrayCache();
  32313. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  32314. var temp = new Array();
  32315. var index;
  32316. for (index = 0; index < data.length; index += 3) {
  32317. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  32318. }
  32319. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  32320. // Normals
  32321. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  32322. return this;
  32323. }
  32324. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  32325. temp = [];
  32326. for (index = 0; index < data.length; index += 3) {
  32327. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);
  32328. }
  32329. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  32330. // flip faces?
  32331. if (transform.m[0] * transform.m[5] * transform.m[10] < 0) {
  32332. this.flipFaces();
  32333. }
  32334. // Restore submeshes
  32335. this.releaseSubMeshes();
  32336. this.subMeshes = submeshes;
  32337. return this;
  32338. };
  32339. /**
  32340. * Modifies the mesh geometry according to its own current World Matrix.
  32341. * The mesh World Matrix is then reset.
  32342. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  32343. * tuto : tuto : http://doc.babylonjs.com/resources/baking_transformations
  32344. * Note that, under the hood, this method sets a new VertexBuffer each call.
  32345. * Returns the Mesh.
  32346. */
  32347. Mesh.prototype.bakeCurrentTransformIntoVertices = function () {
  32348. this.bakeTransformIntoVertices(this.computeWorldMatrix(true));
  32349. this.scaling.copyFromFloats(1, 1, 1);
  32350. this.position.copyFromFloats(0, 0, 0);
  32351. this.rotation.copyFromFloats(0, 0, 0);
  32352. //only if quaternion is already set
  32353. if (this.rotationQuaternion) {
  32354. this.rotationQuaternion = BABYLON.Quaternion.Identity();
  32355. }
  32356. this._worldMatrix = BABYLON.Matrix.Identity();
  32357. return this;
  32358. };
  32359. Object.defineProperty(Mesh.prototype, "_positions", {
  32360. // Cache
  32361. get: function () {
  32362. if (this._geometry) {
  32363. return this._geometry._positions;
  32364. }
  32365. return null;
  32366. },
  32367. enumerable: true,
  32368. configurable: true
  32369. });
  32370. Mesh.prototype._resetPointsArrayCache = function () {
  32371. if (this._geometry) {
  32372. this._geometry._resetPointsArrayCache();
  32373. }
  32374. return this;
  32375. };
  32376. Mesh.prototype._generatePointsArray = function () {
  32377. if (this._geometry) {
  32378. return this._geometry._generatePointsArray();
  32379. }
  32380. return false;
  32381. };
  32382. /**
  32383. * Returns a new Mesh object generated from the current mesh properties.
  32384. * This method must not get confused with createInstance().
  32385. * The parameter `name` is a string, the name given to the new mesh.
  32386. * The optional parameter `newParent` can be any Node object (default `null`).
  32387. * The optional parameter `doNotCloneChildren` (default `false`) allows/denies the recursive cloning of the original mesh children if any.
  32388. * The parameter `clonePhysicsImpostor` (default `true`) allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any.
  32389. */
  32390. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren, clonePhysicsImpostor) {
  32391. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  32392. return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren, clonePhysicsImpostor);
  32393. };
  32394. /**
  32395. * Releases resources associated with this mesh.
  32396. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  32397. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  32398. */
  32399. Mesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  32400. var _this = this;
  32401. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  32402. this.morphTargetManager = null;
  32403. if (this._geometry) {
  32404. this._geometry.releaseForMesh(this, true);
  32405. }
  32406. // Sources
  32407. var meshes = this.getScene().meshes;
  32408. meshes.forEach(function (abstractMesh) {
  32409. var mesh = abstractMesh;
  32410. if (mesh._source && mesh._source === _this) {
  32411. mesh._source = null;
  32412. }
  32413. });
  32414. this._source = null;
  32415. // Instances
  32416. if (this._instancesBuffer) {
  32417. this._instancesBuffer.dispose();
  32418. this._instancesBuffer = null;
  32419. }
  32420. while (this.instances.length) {
  32421. this.instances[0].dispose();
  32422. }
  32423. // Effect layers.
  32424. var effectLayers = this.getScene().effectLayers;
  32425. for (var i = 0; i < effectLayers.length; i++) {
  32426. var effectLayer = effectLayers[i];
  32427. if (effectLayer) {
  32428. effectLayer._disposeMesh(this);
  32429. }
  32430. }
  32431. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  32432. };
  32433. /**
  32434. * Modifies the mesh geometry according to a displacement map.
  32435. * 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.
  32436. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  32437. * This method returns nothing.
  32438. * The parameter `url` is a string, the URL from the image file is to be downloaded.
  32439. * The parameters `minHeight` and `maxHeight` are the lower and upper limits of the displacement.
  32440. * The parameter `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.
  32441. * The parameter `uvOffset` is an optional vector2 used to offset UV.
  32442. * The parameter `uvScale` is an optional vector2 used to scale UV.
  32443. *
  32444. * Returns the Mesh.
  32445. */
  32446. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess, uvOffset, uvScale) {
  32447. var _this = this;
  32448. var scene = this.getScene();
  32449. var onload = function (img) {
  32450. // Getting height map data
  32451. var canvas = document.createElement("canvas");
  32452. var context = canvas.getContext("2d");
  32453. var heightMapWidth = img.width;
  32454. var heightMapHeight = img.height;
  32455. canvas.width = heightMapWidth;
  32456. canvas.height = heightMapHeight;
  32457. context.drawImage(img, 0, 0);
  32458. // Create VertexData from map data
  32459. //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  32460. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  32461. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale);
  32462. //execute success callback, if set
  32463. if (onSuccess) {
  32464. onSuccess(_this);
  32465. }
  32466. };
  32467. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.database);
  32468. return this;
  32469. };
  32470. /**
  32471. * Modifies the mesh geometry according to a displacementMap buffer.
  32472. * 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.
  32473. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  32474. * This method returns nothing.
  32475. * The parameter `buffer` is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  32476. * The parameters `heightMapWidth` and `heightMapHeight` are positive integers to set the width and height of the buffer image.
  32477. * The parameters `minHeight` and `maxHeight` are the lower and upper limits of the displacement.
  32478. * The parameter `uvOffset` is an optional vector2 used to offset UV.
  32479. * The parameter `uvScale` is an optional vector2 used to scale UV.
  32480. *
  32481. * Returns the Mesh.
  32482. */
  32483. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale) {
  32484. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)
  32485. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)
  32486. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  32487. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  32488. return this;
  32489. }
  32490. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  32491. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  32492. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  32493. var position = BABYLON.Vector3.Zero();
  32494. var normal = BABYLON.Vector3.Zero();
  32495. var uv = BABYLON.Vector2.Zero();
  32496. uvOffset = uvOffset || BABYLON.Vector2.Zero();
  32497. uvScale = uvScale || new BABYLON.Vector2(1, 1);
  32498. for (var index = 0; index < positions.length; index += 3) {
  32499. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  32500. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  32501. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  32502. // Compute height
  32503. var u = ((Math.abs(uv.x * uvScale.x + uvOffset.x) * heightMapWidth) % heightMapWidth) | 0;
  32504. var v = ((Math.abs(uv.y * uvScale.y + uvOffset.y) * heightMapHeight) % heightMapHeight) | 0;
  32505. var pos = (u + v * heightMapWidth) * 4;
  32506. var r = buffer[pos] / 255.0;
  32507. var g = buffer[pos + 1] / 255.0;
  32508. var b = buffer[pos + 2] / 255.0;
  32509. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  32510. normal.normalize();
  32511. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  32512. position = position.add(normal);
  32513. position.toArray(positions, index);
  32514. }
  32515. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  32516. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  32517. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  32518. return this;
  32519. };
  32520. /**
  32521. * Modify the mesh to get a flat shading rendering.
  32522. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  32523. * This method returns the Mesh.
  32524. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  32525. */
  32526. Mesh.prototype.convertToFlatShadedMesh = function () {
  32527. /// <summary>Update normals and vertices to get a flat shading rendering.</summary>
  32528. /// <summary>Warning: This may imply adding vertices to the mesh in order to get exactly 3 vertices per face</summary>
  32529. var kinds = this.getVerticesDataKinds();
  32530. var vbs = {};
  32531. var data = {};
  32532. var newdata = {};
  32533. var updatableNormals = false;
  32534. var kindIndex;
  32535. var kind;
  32536. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  32537. kind = kinds[kindIndex];
  32538. var vertexBuffer = this.getVertexBuffer(kind);
  32539. if (kind === BABYLON.VertexBuffer.NormalKind) {
  32540. updatableNormals = vertexBuffer.isUpdatable();
  32541. kinds.splice(kindIndex, 1);
  32542. kindIndex--;
  32543. continue;
  32544. }
  32545. vbs[kind] = vertexBuffer;
  32546. data[kind] = vbs[kind].getData();
  32547. newdata[kind] = [];
  32548. }
  32549. // Save previous submeshes
  32550. var previousSubmeshes = this.subMeshes.slice(0);
  32551. var indices = this.getIndices();
  32552. var totalIndices = this.getTotalIndices();
  32553. // Generating unique vertices per face
  32554. var index;
  32555. for (index = 0; index < totalIndices; index++) {
  32556. var vertexIndex = indices[index];
  32557. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  32558. kind = kinds[kindIndex];
  32559. var stride = vbs[kind].getStrideSize();
  32560. for (var offset = 0; offset < stride; offset++) {
  32561. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  32562. }
  32563. }
  32564. }
  32565. // Updating faces & normal
  32566. var normals = [];
  32567. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  32568. for (index = 0; index < totalIndices; index += 3) {
  32569. indices[index] = index;
  32570. indices[index + 1] = index + 1;
  32571. indices[index + 2] = index + 2;
  32572. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  32573. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  32574. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  32575. var p1p2 = p1.subtract(p2);
  32576. var p3p2 = p3.subtract(p2);
  32577. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  32578. // Store same normals for every vertex
  32579. for (var localIndex = 0; localIndex < 3; localIndex++) {
  32580. normals.push(normal.x);
  32581. normals.push(normal.y);
  32582. normals.push(normal.z);
  32583. }
  32584. }
  32585. this.setIndices(indices);
  32586. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  32587. // Updating vertex buffers
  32588. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  32589. kind = kinds[kindIndex];
  32590. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  32591. }
  32592. // Updating submeshes
  32593. this.releaseSubMeshes();
  32594. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  32595. var previousOne = previousSubmeshes[submeshIndex];
  32596. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  32597. }
  32598. this.synchronizeInstances();
  32599. return this;
  32600. };
  32601. /**
  32602. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  32603. * In other words, more vertices, no more indices and a single bigger VBO.
  32604. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  32605. * Returns the Mesh.
  32606. */
  32607. Mesh.prototype.convertToUnIndexedMesh = function () {
  32608. /// <summary>Remove indices by unfolding faces into buffers</summary>
  32609. /// <summary>Warning: This implies adding vertices to the mesh in order to get exactly 3 vertices per face</summary>
  32610. var kinds = this.getVerticesDataKinds();
  32611. var vbs = {};
  32612. var data = {};
  32613. var newdata = {};
  32614. var kindIndex;
  32615. var kind;
  32616. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  32617. kind = kinds[kindIndex];
  32618. var vertexBuffer = this.getVertexBuffer(kind);
  32619. vbs[kind] = vertexBuffer;
  32620. data[kind] = vbs[kind].getData();
  32621. newdata[kind] = [];
  32622. }
  32623. // Save previous submeshes
  32624. var previousSubmeshes = this.subMeshes.slice(0);
  32625. var indices = this.getIndices();
  32626. var totalIndices = this.getTotalIndices();
  32627. // Generating unique vertices per face
  32628. var index;
  32629. for (index = 0; index < totalIndices; index++) {
  32630. var vertexIndex = indices[index];
  32631. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  32632. kind = kinds[kindIndex];
  32633. var stride = vbs[kind].getStrideSize();
  32634. for (var offset = 0; offset < stride; offset++) {
  32635. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  32636. }
  32637. }
  32638. }
  32639. // Updating indices
  32640. for (index = 0; index < totalIndices; index += 3) {
  32641. indices[index] = index;
  32642. indices[index + 1] = index + 1;
  32643. indices[index + 2] = index + 2;
  32644. }
  32645. this.setIndices(indices);
  32646. // Updating vertex buffers
  32647. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  32648. kind = kinds[kindIndex];
  32649. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  32650. }
  32651. // Updating submeshes
  32652. this.releaseSubMeshes();
  32653. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  32654. var previousOne = previousSubmeshes[submeshIndex];
  32655. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  32656. }
  32657. this._unIndexed = true;
  32658. this.synchronizeInstances();
  32659. return this;
  32660. };
  32661. /**
  32662. * Inverses facet orientations and inverts also the normals with `flipNormals` (default `false`) if true.
  32663. * This method returns the Mesh.
  32664. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  32665. */
  32666. Mesh.prototype.flipFaces = function (flipNormals) {
  32667. if (flipNormals === void 0) { flipNormals = false; }
  32668. var vertex_data = BABYLON.VertexData.ExtractFromMesh(this);
  32669. var i;
  32670. if (flipNormals && this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) && vertex_data.normals) {
  32671. for (i = 0; i < vertex_data.normals.length; i++) {
  32672. vertex_data.normals[i] *= -1;
  32673. }
  32674. }
  32675. if (vertex_data.indices) {
  32676. var temp;
  32677. for (i = 0; i < vertex_data.indices.length; i += 3) {
  32678. // reassign indices
  32679. temp = vertex_data.indices[i + 1];
  32680. vertex_data.indices[i + 1] = vertex_data.indices[i + 2];
  32681. vertex_data.indices[i + 2] = temp;
  32682. }
  32683. }
  32684. vertex_data.applyToMesh(this);
  32685. return this;
  32686. };
  32687. // Instances
  32688. /**
  32689. * Creates a new InstancedMesh object from the mesh model.
  32690. * An instance shares the same properties and the same material than its model.
  32691. * Only these properties of each instance can then be set individually :
  32692. * - position
  32693. * - rotation
  32694. * - rotationQuaternion
  32695. * - setPivotMatrix
  32696. * - scaling
  32697. * tuto : http://doc.babylonjs.com/tutorials/How_to_use_Instances
  32698. * Warning : this method is not supported for Line mesh and LineSystem
  32699. */
  32700. Mesh.prototype.createInstance = function (name) {
  32701. return new BABYLON.InstancedMesh(name, this);
  32702. };
  32703. /**
  32704. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  32705. * After this call, all the mesh instances have the same submeshes than the current mesh.
  32706. * This method returns the Mesh.
  32707. */
  32708. Mesh.prototype.synchronizeInstances = function () {
  32709. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  32710. var instance = this.instances[instanceIndex];
  32711. instance._syncSubMeshes();
  32712. }
  32713. return this;
  32714. };
  32715. /**
  32716. * Simplify the mesh according to the given array of settings.
  32717. * Function will return immediately and will simplify async. It returns the Mesh.
  32718. * @param settings a collection of simplification settings.
  32719. * @param parallelProcessing should all levels calculate parallel or one after the other.
  32720. * @param type the type of simplification to run.
  32721. * @param successCallback optional success callback to be called after the simplification finished processing all settings.
  32722. */
  32723. Mesh.prototype.simplify = function (settings, parallelProcessing, simplificationType, successCallback) {
  32724. if (parallelProcessing === void 0) { parallelProcessing = true; }
  32725. if (simplificationType === void 0) { simplificationType = BABYLON.SimplificationType.QUADRATIC; }
  32726. this.getScene().simplificationQueue.addTask({
  32727. settings: settings,
  32728. parallelProcessing: parallelProcessing,
  32729. mesh: this,
  32730. simplificationType: simplificationType,
  32731. successCallback: successCallback
  32732. });
  32733. return this;
  32734. };
  32735. /**
  32736. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  32737. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  32738. * This should be used together with the simplification to avoid disappearing triangles.
  32739. * Returns the Mesh.
  32740. * @param successCallback an optional success callback to be called after the optimization finished.
  32741. */
  32742. Mesh.prototype.optimizeIndices = function (successCallback) {
  32743. var _this = this;
  32744. var indices = this.getIndices();
  32745. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  32746. if (!positions || !indices) {
  32747. return this;
  32748. }
  32749. var vectorPositions = new Array();
  32750. for (var pos = 0; pos < positions.length; pos = pos + 3) {
  32751. vectorPositions.push(BABYLON.Vector3.FromArray(positions, pos));
  32752. }
  32753. var dupes = new Array();
  32754. BABYLON.AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {
  32755. var realPos = vectorPositions.length - 1 - iteration;
  32756. var testedPosition = vectorPositions[realPos];
  32757. for (var j = 0; j < realPos; ++j) {
  32758. var againstPosition = vectorPositions[j];
  32759. if (testedPosition.equals(againstPosition)) {
  32760. dupes[realPos] = j;
  32761. break;
  32762. }
  32763. }
  32764. }, function () {
  32765. for (var i = 0; i < indices.length; ++i) {
  32766. indices[i] = dupes[indices[i]] || indices[i];
  32767. }
  32768. //indices are now reordered
  32769. var originalSubMeshes = _this.subMeshes.slice(0);
  32770. _this.setIndices(indices);
  32771. _this.subMeshes = originalSubMeshes;
  32772. if (successCallback) {
  32773. successCallback(_this);
  32774. }
  32775. });
  32776. return this;
  32777. };
  32778. Mesh.prototype.serialize = function (serializationObject) {
  32779. serializationObject.name = this.name;
  32780. serializationObject.id = this.id;
  32781. serializationObject.type = this.getClassName();
  32782. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  32783. serializationObject.tags = BABYLON.Tags.GetTags(this);
  32784. }
  32785. serializationObject.position = this.position.asArray();
  32786. if (this.rotationQuaternion) {
  32787. serializationObject.rotationQuaternion = this.rotationQuaternion.asArray();
  32788. }
  32789. else if (this.rotation) {
  32790. serializationObject.rotation = this.rotation.asArray();
  32791. }
  32792. serializationObject.scaling = this.scaling.asArray();
  32793. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  32794. serializationObject.isEnabled = this.isEnabled(false);
  32795. serializationObject.isVisible = this.isVisible;
  32796. serializationObject.infiniteDistance = this.infiniteDistance;
  32797. serializationObject.pickable = this.isPickable;
  32798. serializationObject.receiveShadows = this.receiveShadows;
  32799. serializationObject.billboardMode = this.billboardMode;
  32800. serializationObject.visibility = this.visibility;
  32801. serializationObject.checkCollisions = this.checkCollisions;
  32802. serializationObject.isBlocker = this.isBlocker;
  32803. // Parent
  32804. if (this.parent) {
  32805. serializationObject.parentId = this.parent.id;
  32806. }
  32807. // Geometry
  32808. serializationObject.isUnIndexed = this.isUnIndexed;
  32809. var geometry = this._geometry;
  32810. if (geometry) {
  32811. var geometryId = geometry.id;
  32812. serializationObject.geometryId = geometryId;
  32813. // SubMeshes
  32814. serializationObject.subMeshes = [];
  32815. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  32816. var subMesh = this.subMeshes[subIndex];
  32817. serializationObject.subMeshes.push({
  32818. materialIndex: subMesh.materialIndex,
  32819. verticesStart: subMesh.verticesStart,
  32820. verticesCount: subMesh.verticesCount,
  32821. indexStart: subMesh.indexStart,
  32822. indexCount: subMesh.indexCount
  32823. });
  32824. }
  32825. }
  32826. // Material
  32827. if (this.material) {
  32828. serializationObject.materialId = this.material.id;
  32829. }
  32830. else {
  32831. this.material = null;
  32832. }
  32833. // Morph targets
  32834. if (this.morphTargetManager) {
  32835. serializationObject.morphTargetManagerId = this.morphTargetManager.uniqueId;
  32836. }
  32837. // Skeleton
  32838. if (this.skeleton) {
  32839. serializationObject.skeletonId = this.skeleton.id;
  32840. }
  32841. // Physics
  32842. //TODO implement correct serialization for physics impostors.
  32843. var impostor = this.getPhysicsImpostor();
  32844. if (impostor) {
  32845. serializationObject.physicsMass = impostor.getParam("mass");
  32846. serializationObject.physicsFriction = impostor.getParam("friction");
  32847. serializationObject.physicsRestitution = impostor.getParam("mass");
  32848. serializationObject.physicsImpostor = impostor.type;
  32849. }
  32850. // Metadata
  32851. if (this.metadata) {
  32852. serializationObject.metadata = this.metadata;
  32853. }
  32854. // Instances
  32855. serializationObject.instances = [];
  32856. for (var index = 0; index < this.instances.length; index++) {
  32857. var instance = this.instances[index];
  32858. var serializationInstance = {
  32859. name: instance.name,
  32860. id: instance.id,
  32861. position: instance.position.asArray(),
  32862. scaling: instance.scaling.asArray()
  32863. };
  32864. if (instance.rotationQuaternion) {
  32865. serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray();
  32866. }
  32867. else if (instance.rotation) {
  32868. serializationInstance.rotation = instance.rotation.asArray();
  32869. }
  32870. serializationObject.instances.push(serializationInstance);
  32871. // Animations
  32872. BABYLON.Animation.AppendSerializedAnimations(instance, serializationInstance);
  32873. serializationInstance.ranges = instance.serializeAnimationRanges();
  32874. }
  32875. //
  32876. // Animations
  32877. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  32878. serializationObject.ranges = this.serializeAnimationRanges();
  32879. // Layer mask
  32880. serializationObject.layerMask = this.layerMask;
  32881. // Alpha
  32882. serializationObject.alphaIndex = this.alphaIndex;
  32883. serializationObject.hasVertexAlpha = this.hasVertexAlpha;
  32884. // Overlay
  32885. serializationObject.overlayAlpha = this.overlayAlpha;
  32886. serializationObject.overlayColor = this.overlayColor.asArray();
  32887. serializationObject.renderOverlay = this.renderOverlay;
  32888. // Fog
  32889. serializationObject.applyFog = this.applyFog;
  32890. // Action Manager
  32891. if (this.actionManager) {
  32892. serializationObject.actions = this.actionManager.serialize(this.name);
  32893. }
  32894. };
  32895. Mesh.prototype._syncGeometryWithMorphTargetManager = function () {
  32896. if (!this.geometry) {
  32897. return;
  32898. }
  32899. this._markSubMeshesAsAttributesDirty();
  32900. var morphTargetManager = this._morphTargetManager;
  32901. if (morphTargetManager && morphTargetManager.vertexCount) {
  32902. if (morphTargetManager.vertexCount !== this.getTotalVertices()) {
  32903. BABYLON.Tools.Error("Mesh is incompatible with morph targets. Targets and mesh must all have the same vertices count.");
  32904. this.morphTargetManager = null;
  32905. return;
  32906. }
  32907. for (var index = 0; index < morphTargetManager.numInfluencers; index++) {
  32908. var morphTarget = morphTargetManager.getActiveTarget(index);
  32909. var positions = morphTarget.getPositions();
  32910. if (!positions) {
  32911. BABYLON.Tools.Error("Invalid morph target. Target must have positions.");
  32912. return;
  32913. }
  32914. this.geometry.setVerticesData(BABYLON.VertexBuffer.PositionKind + index, positions, false, 3);
  32915. var normals = morphTarget.getNormals();
  32916. if (normals) {
  32917. this.geometry.setVerticesData(BABYLON.VertexBuffer.NormalKind + index, normals, false, 3);
  32918. }
  32919. var tangents = morphTarget.getTangents();
  32920. if (tangents) {
  32921. this.geometry.setVerticesData(BABYLON.VertexBuffer.TangentKind + index, tangents, false, 3);
  32922. }
  32923. }
  32924. }
  32925. else {
  32926. var index = 0;
  32927. // Positions
  32928. while (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind + index)) {
  32929. this.geometry.removeVerticesData(BABYLON.VertexBuffer.PositionKind + index);
  32930. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind + index)) {
  32931. this.geometry.removeVerticesData(BABYLON.VertexBuffer.NormalKind + index);
  32932. }
  32933. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind + index)) {
  32934. this.geometry.removeVerticesData(BABYLON.VertexBuffer.TangentKind + index);
  32935. }
  32936. index++;
  32937. }
  32938. }
  32939. };
  32940. // Statics
  32941. /**
  32942. * Returns a new Mesh object parsed from the source provided.
  32943. * The parameter `parsedMesh` is the source.
  32944. * The parameter `rootUrl` is a string, it's the root URL to prefix the `delayLoadingFile` property with
  32945. */
  32946. Mesh.Parse = function (parsedMesh, scene, rootUrl) {
  32947. var mesh;
  32948. if (parsedMesh.type && parsedMesh.type === "GroundMesh") {
  32949. mesh = BABYLON.GroundMesh.Parse(parsedMesh, scene);
  32950. }
  32951. else {
  32952. mesh = new Mesh(parsedMesh.name, scene);
  32953. }
  32954. mesh.id = parsedMesh.id;
  32955. if (BABYLON.Tags) {
  32956. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  32957. }
  32958. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  32959. if (parsedMesh.metadata !== undefined) {
  32960. mesh.metadata = parsedMesh.metadata;
  32961. }
  32962. if (parsedMesh.rotationQuaternion) {
  32963. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  32964. }
  32965. else if (parsedMesh.rotation) {
  32966. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  32967. }
  32968. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  32969. if (parsedMesh.localMatrix) {
  32970. mesh.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  32971. }
  32972. else if (parsedMesh.pivotMatrix) {
  32973. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  32974. }
  32975. mesh.setEnabled(parsedMesh.isEnabled);
  32976. mesh.isVisible = parsedMesh.isVisible;
  32977. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  32978. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  32979. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  32980. if (parsedMesh.applyFog !== undefined) {
  32981. mesh.applyFog = parsedMesh.applyFog;
  32982. }
  32983. if (parsedMesh.pickable !== undefined) {
  32984. mesh.isPickable = parsedMesh.pickable;
  32985. }
  32986. if (parsedMesh.alphaIndex !== undefined) {
  32987. mesh.alphaIndex = parsedMesh.alphaIndex;
  32988. }
  32989. mesh.receiveShadows = parsedMesh.receiveShadows;
  32990. mesh.billboardMode = parsedMesh.billboardMode;
  32991. if (parsedMesh.visibility !== undefined) {
  32992. mesh.visibility = parsedMesh.visibility;
  32993. }
  32994. mesh.checkCollisions = parsedMesh.checkCollisions;
  32995. if (parsedMesh.isBlocker !== undefined) {
  32996. mesh.isBlocker = parsedMesh.isBlocker;
  32997. }
  32998. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  32999. // freezeWorldMatrix
  33000. if (parsedMesh.freezeWorldMatrix) {
  33001. mesh._waitingFreezeWorldMatrix = parsedMesh.freezeWorldMatrix;
  33002. }
  33003. // Parent
  33004. if (parsedMesh.parentId) {
  33005. mesh._waitingParentId = parsedMesh.parentId;
  33006. }
  33007. // Actions
  33008. if (parsedMesh.actions !== undefined) {
  33009. mesh._waitingActions = parsedMesh.actions;
  33010. }
  33011. // Overlay
  33012. if (parsedMesh.overlayAlpha !== undefined) {
  33013. mesh.overlayAlpha = parsedMesh.overlayAlpha;
  33014. }
  33015. if (parsedMesh.overlayColor !== undefined) {
  33016. mesh.overlayColor = BABYLON.Color3.FromArray(parsedMesh.overlayColor);
  33017. }
  33018. if (parsedMesh.renderOverlay !== undefined) {
  33019. mesh.renderOverlay = parsedMesh.renderOverlay;
  33020. }
  33021. // Geometry
  33022. mesh.isUnIndexed = !!parsedMesh.isUnIndexed;
  33023. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  33024. if (parsedMesh.delayLoadingFile) {
  33025. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  33026. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  33027. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  33028. if (parsedMesh._binaryInfo) {
  33029. mesh._binaryInfo = parsedMesh._binaryInfo;
  33030. }
  33031. mesh._delayInfo = [];
  33032. if (parsedMesh.hasUVs) {
  33033. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  33034. }
  33035. if (parsedMesh.hasUVs2) {
  33036. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  33037. }
  33038. if (parsedMesh.hasUVs3) {
  33039. mesh._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  33040. }
  33041. if (parsedMesh.hasUVs4) {
  33042. mesh._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  33043. }
  33044. if (parsedMesh.hasUVs5) {
  33045. mesh._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  33046. }
  33047. if (parsedMesh.hasUVs6) {
  33048. mesh._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  33049. }
  33050. if (parsedMesh.hasColors) {
  33051. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  33052. }
  33053. if (parsedMesh.hasMatricesIndices) {
  33054. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  33055. }
  33056. if (parsedMesh.hasMatricesWeights) {
  33057. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  33058. }
  33059. mesh._delayLoadingFunction = BABYLON.Geometry._ImportGeometry;
  33060. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  33061. mesh._checkDelayState();
  33062. }
  33063. }
  33064. else {
  33065. BABYLON.Geometry._ImportGeometry(parsedMesh, mesh);
  33066. }
  33067. // Material
  33068. if (parsedMesh.materialId) {
  33069. mesh.setMaterialByID(parsedMesh.materialId);
  33070. }
  33071. else {
  33072. mesh.material = null;
  33073. }
  33074. // Morph targets
  33075. if (parsedMesh.morphTargetManagerId > -1) {
  33076. mesh.morphTargetManager = scene.getMorphTargetManagerById(parsedMesh.morphTargetManagerId);
  33077. }
  33078. // Skeleton
  33079. if (parsedMesh.skeletonId > -1) {
  33080. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  33081. if (parsedMesh.numBoneInfluencers) {
  33082. mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;
  33083. }
  33084. }
  33085. // Animations
  33086. if (parsedMesh.animations) {
  33087. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  33088. var parsedAnimation = parsedMesh.animations[animationIndex];
  33089. mesh.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  33090. }
  33091. BABYLON.Node.ParseAnimationRanges(mesh, parsedMesh, scene);
  33092. }
  33093. if (parsedMesh.autoAnimate) {
  33094. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, parsedMesh.autoAnimateSpeed || 1.0);
  33095. }
  33096. // Layer Mask
  33097. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  33098. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  33099. }
  33100. else {
  33101. mesh.layerMask = 0x0FFFFFFF;
  33102. }
  33103. // Physics
  33104. if (parsedMesh.physicsImpostor) {
  33105. mesh.physicsImpostor = new BABYLON.PhysicsImpostor(mesh, parsedMesh.physicsImpostor, {
  33106. mass: parsedMesh.physicsMass,
  33107. friction: parsedMesh.physicsFriction,
  33108. restitution: parsedMesh.physicsRestitution
  33109. }, scene);
  33110. }
  33111. // Instances
  33112. if (parsedMesh.instances) {
  33113. for (var index = 0; index < parsedMesh.instances.length; index++) {
  33114. var parsedInstance = parsedMesh.instances[index];
  33115. var instance = mesh.createInstance(parsedInstance.name);
  33116. if (parsedInstance.id) {
  33117. instance.id = parsedInstance.id;
  33118. }
  33119. if (BABYLON.Tags) {
  33120. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  33121. }
  33122. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  33123. if (parsedInstance.parentId) {
  33124. instance._waitingParentId = parsedInstance.parentId;
  33125. }
  33126. if (parsedInstance.rotationQuaternion) {
  33127. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  33128. }
  33129. else if (parsedInstance.rotation) {
  33130. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  33131. }
  33132. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  33133. instance.checkCollisions = mesh.checkCollisions;
  33134. if (parsedMesh.animations) {
  33135. for (animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  33136. parsedAnimation = parsedMesh.animations[animationIndex];
  33137. instance.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  33138. }
  33139. BABYLON.Node.ParseAnimationRanges(instance, parsedMesh, scene);
  33140. }
  33141. }
  33142. }
  33143. return mesh;
  33144. };
  33145. /**
  33146. * Creates a ribbon mesh.
  33147. * Please consider using the same method from the MeshBuilder class instead.
  33148. * The ribbon is a parametric shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes. It has no predefined shape. Its final shape will depend on the input parameters.
  33149. *
  33150. * Please read this full tutorial to understand how to design a ribbon : http://doc.babylonjs.com/tutorials/Ribbon_Tutorial
  33151. * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  33152. * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array.
  33153. * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array.
  33154. * 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.
  33155. * It's the offset to join together the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11.
  33156. * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#ribbon
  33157. * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  33158. * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
  33159. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  33160. */
  33161. Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, instance) {
  33162. if (closeArray === void 0) { closeArray = false; }
  33163. if (updatable === void 0) { updatable = false; }
  33164. return BABYLON.MeshBuilder.CreateRibbon(name, {
  33165. pathArray: pathArray,
  33166. closeArray: closeArray,
  33167. closePath: closePath,
  33168. offset: offset,
  33169. updatable: updatable,
  33170. sideOrientation: sideOrientation,
  33171. instance: instance
  33172. }, scene);
  33173. };
  33174. /**
  33175. * Creates a plane polygonal mesh. By default, this is a disc.
  33176. * Please consider using the same method from the MeshBuilder class instead.
  33177. * The parameter `radius` sets the radius size (float) of the polygon (default 0.5).
  33178. * 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.
  33179. * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  33180. * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
  33181. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  33182. */
  33183. Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {
  33184. if (scene === void 0) { scene = null; }
  33185. var options = {
  33186. radius: radius,
  33187. tessellation: tessellation,
  33188. sideOrientation: sideOrientation,
  33189. updatable: updatable
  33190. };
  33191. return BABYLON.MeshBuilder.CreateDisc(name, options, scene);
  33192. };
  33193. /**
  33194. * Creates a box mesh.
  33195. * Please consider using the same method from the MeshBuilder class instead.
  33196. * The parameter `size` sets the size (float) of each box side (default 1).
  33197. * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  33198. * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
  33199. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  33200. */
  33201. Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {
  33202. if (scene === void 0) { scene = null; }
  33203. var options = {
  33204. size: size,
  33205. sideOrientation: sideOrientation,
  33206. updatable: updatable
  33207. };
  33208. return BABYLON.MeshBuilder.CreateBox(name, options, scene);
  33209. };
  33210. /**
  33211. * Creates a sphere mesh.
  33212. * Please consider using the same method from the MeshBuilder class instead.
  33213. * The parameter `diameter` sets the diameter size (float) of the sphere (default 1).
  33214. * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32).
  33215. * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  33216. * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
  33217. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  33218. */
  33219. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {
  33220. var options = {
  33221. segments: segments,
  33222. diameterX: diameter,
  33223. diameterY: diameter,
  33224. diameterZ: diameter,
  33225. sideOrientation: sideOrientation,
  33226. updatable: updatable
  33227. };
  33228. return BABYLON.MeshBuilder.CreateSphere(name, options, scene);
  33229. };
  33230. /**
  33231. * Creates a cylinder or a cone mesh.
  33232. * Please consider using the same method from the MeshBuilder class instead.
  33233. * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  33234. * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  33235. * 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.
  33236. * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  33237. * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  33238. * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  33239. * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
  33240. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  33241. */
  33242. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
  33243. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  33244. if (scene !== undefined) {
  33245. sideOrientation = updatable || Mesh.DEFAULTSIDE;
  33246. updatable = scene;
  33247. }
  33248. scene = subdivisions;
  33249. subdivisions = 1;
  33250. }
  33251. var options = {
  33252. height: height,
  33253. diameterTop: diameterTop,
  33254. diameterBottom: diameterBottom,
  33255. tessellation: tessellation,
  33256. subdivisions: subdivisions,
  33257. sideOrientation: sideOrientation,
  33258. updatable: updatable
  33259. };
  33260. return BABYLON.MeshBuilder.CreateCylinder(name, options, scene);
  33261. };
  33262. // Torus (Code from SharpDX.org)
  33263. /**
  33264. * Creates a torus mesh.
  33265. * Please consider using the same method from the MeshBuilder class instead.
  33266. * The parameter `diameter` sets the diameter size (float) of the torus (default 1).
  33267. * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5).
  33268. * The parameter `tessellation` sets the number of torus sides (postive integer, default 16).
  33269. * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  33270. * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
  33271. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  33272. */
  33273. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
  33274. var options = {
  33275. diameter: diameter,
  33276. thickness: thickness,
  33277. tessellation: tessellation,
  33278. sideOrientation: sideOrientation,
  33279. updatable: updatable
  33280. };
  33281. return BABYLON.MeshBuilder.CreateTorus(name, options, scene);
  33282. };
  33283. /**
  33284. * Creates a torus knot mesh.
  33285. * Please consider using the same method from the MeshBuilder class instead.
  33286. * The parameter `radius` sets the global radius size (float) of the torus knot (default 2).
  33287. * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32).
  33288. * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32).
  33289. * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3).
  33290. * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  33291. * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
  33292. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  33293. */
  33294. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
  33295. var options = {
  33296. radius: radius,
  33297. tube: tube,
  33298. radialSegments: radialSegments,
  33299. tubularSegments: tubularSegments,
  33300. p: p,
  33301. q: q,
  33302. sideOrientation: sideOrientation,
  33303. updatable: updatable
  33304. };
  33305. return BABYLON.MeshBuilder.CreateTorusKnot(name, options, scene);
  33306. };
  33307. /**
  33308. * Creates a line mesh.
  33309. * Please consider using the same method from the MeshBuilder class instead.
  33310. * 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.
  33311. * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function.
  33312. * The parameter `points` is an array successive Vector3.
  33313. * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
  33314. * When updating an instance, remember that only point positions can change, not the number of points.
  33315. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  33316. */
  33317. Mesh.CreateLines = function (name, points, scene, updatable, instance) {
  33318. if (scene === void 0) { scene = null; }
  33319. if (updatable === void 0) { updatable = false; }
  33320. if (instance === void 0) { instance = null; }
  33321. var options = {
  33322. points: points,
  33323. updatable: updatable,
  33324. instance: instance
  33325. };
  33326. return BABYLON.MeshBuilder.CreateLines(name, options, scene);
  33327. };
  33328. /**
  33329. * Creates a dashed line mesh.
  33330. * Please consider using the same method from the MeshBuilder class instead.
  33331. * 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.
  33332. * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function.
  33333. * The parameter `points` is an array successive Vector3.
  33334. * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200).
  33335. * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3).
  33336. * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1).
  33337. * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
  33338. * When updating an instance, remember that only point positions can change, not the number of points.
  33339. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  33340. */
  33341. Mesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) {
  33342. if (scene === void 0) { scene = null; }
  33343. var options = {
  33344. points: points,
  33345. dashSize: dashSize,
  33346. gapSize: gapSize,
  33347. dashNb: dashNb,
  33348. updatable: updatable,
  33349. instance: instance
  33350. };
  33351. return BABYLON.MeshBuilder.CreateDashedLines(name, options, scene);
  33352. };
  33353. /**
  33354. * Creates a polygon mesh.
  33355. * Please consider using the same method from the MeshBuilder class instead.
  33356. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  33357. * 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.
  33358. * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  33359. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  33360. * Remember you can only change the shape positions, not their number when updating a polygon.
  33361. */
  33362. Mesh.CreatePolygon = function (name, shape, scene, holes, updatable, sideOrientation) {
  33363. var options = {
  33364. shape: shape,
  33365. holes: holes,
  33366. updatable: updatable,
  33367. sideOrientation: sideOrientation
  33368. };
  33369. return BABYLON.MeshBuilder.CreatePolygon(name, options, scene);
  33370. };
  33371. /**
  33372. * Creates an extruded polygon mesh, with depth in the Y direction.
  33373. * Please consider using the same method from the MeshBuilder class instead.
  33374. */
  33375. Mesh.ExtrudePolygon = function (name, shape, depth, scene, holes, updatable, sideOrientation) {
  33376. var options = {
  33377. shape: shape,
  33378. holes: holes,
  33379. depth: depth,
  33380. updatable: updatable,
  33381. sideOrientation: sideOrientation
  33382. };
  33383. return BABYLON.MeshBuilder.ExtrudePolygon(name, options, scene);
  33384. };
  33385. /**
  33386. * Creates an extruded shape mesh.
  33387. * The extrusion is a parametric shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes. It has no predefined shape. Its final shape will depend on the input parameters.
  33388. * Please consider using the same method from the MeshBuilder class instead.
  33389. *
  33390. * Please read this full tutorial to understand how to design an extruded shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes#extrusion
  33391. * 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
  33392. * extruded along the Z axis.
  33393. * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  33394. * 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.
  33395. * The parameter `scale` (float, default 1) is the value to scale the shape.
  33396. * 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
  33397. * The optional parameter `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/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape
  33398. * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  33399. * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  33400. * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
  33401. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  33402. */
  33403. Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) {
  33404. if (scene === void 0) { scene = null; }
  33405. var options = {
  33406. shape: shape,
  33407. path: path,
  33408. scale: scale,
  33409. rotation: rotation,
  33410. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  33411. sideOrientation: sideOrientation,
  33412. instance: instance,
  33413. updatable: updatable
  33414. };
  33415. return BABYLON.MeshBuilder.ExtrudeShape(name, options, scene);
  33416. };
  33417. /**
  33418. * Creates an custom extruded shape mesh.
  33419. * The custom extrusion is a parametric shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes. It has no predefined shape. Its final shape will depend on the input parameters.
  33420. * Please consider using the same method from the MeshBuilder class instead.
  33421. *
  33422. * Please read this full tutorial to understand how to design a custom extruded shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes#extrusion
  33423. * 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
  33424. * extruded along the Z axis.
  33425. * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  33426. * 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
  33427. * and the distance of this point from the begining of the path :
  33428. * ```javascript
  33429. * var rotationFunction = function(i, distance) {
  33430. * // do things
  33431. * return rotationValue; }
  33432. * ```
  33433. * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  33434. * 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
  33435. * and the distance of this point from the begining of the path :
  33436. * ```javascript
  33437. * var scaleFunction = function(i, distance) {
  33438. * // do things
  33439. * return scaleValue;}
  33440. * ```
  33441. * It must returns a float value that will be the scale value applied to the shape on each path point.
  33442. * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`.
  33443. * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`.
  33444. * 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
  33445. * The optional parameter `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/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape
  33446. * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  33447. * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  33448. * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
  33449. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  33450. */
  33451. Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) {
  33452. var options = {
  33453. shape: shape,
  33454. path: path,
  33455. scaleFunction: scaleFunction,
  33456. rotationFunction: rotationFunction,
  33457. ribbonCloseArray: ribbonCloseArray,
  33458. ribbonClosePath: ribbonClosePath,
  33459. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  33460. sideOrientation: sideOrientation,
  33461. instance: instance,
  33462. updatable: updatable
  33463. };
  33464. return BABYLON.MeshBuilder.ExtrudeShapeCustom(name, options, scene);
  33465. };
  33466. /**
  33467. * Creates lathe mesh.
  33468. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  33469. * Please consider using the same method from the MeshBuilder class instead.
  33470. * 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
  33471. * rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero.
  33472. * The parameter `radius` (positive float, default 1) is the radius value of the lathe.
  33473. * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe.
  33474. * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  33475. * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
  33476. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  33477. */
  33478. Mesh.CreateLathe = function (name, shape, radius, tessellation, scene, updatable, sideOrientation) {
  33479. var options = {
  33480. shape: shape,
  33481. radius: radius,
  33482. tessellation: tessellation,
  33483. sideOrientation: sideOrientation,
  33484. updatable: updatable
  33485. };
  33486. return BABYLON.MeshBuilder.CreateLathe(name, options, scene);
  33487. };
  33488. /**
  33489. * Creates a plane mesh.
  33490. * Please consider using the same method from the MeshBuilder class instead.
  33491. * The parameter `size` sets the size (float) of both sides of the plane at once (default 1).
  33492. * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  33493. * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
  33494. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  33495. */
  33496. Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {
  33497. var options = {
  33498. size: size,
  33499. width: size,
  33500. height: size,
  33501. sideOrientation: sideOrientation,
  33502. updatable: updatable
  33503. };
  33504. return BABYLON.MeshBuilder.CreatePlane(name, options, scene);
  33505. };
  33506. /**
  33507. * Creates a ground mesh.
  33508. * Please consider using the same method from the MeshBuilder class instead.
  33509. * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground.
  33510. * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side.
  33511. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  33512. */
  33513. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  33514. var options = {
  33515. width: width,
  33516. height: height,
  33517. subdivisions: subdivisions,
  33518. updatable: updatable
  33519. };
  33520. return BABYLON.MeshBuilder.CreateGround(name, options, scene);
  33521. };
  33522. /**
  33523. * Creates a tiled ground mesh.
  33524. * Please consider using the same method from the MeshBuilder class instead.
  33525. * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates.
  33526. * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates.
  33527. * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the
  33528. * numbers of subdivisions on the ground width and height. Each subdivision is called a tile.
  33529. * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the
  33530. * numbers of subdivisions on the ground width and height of each tile.
  33531. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  33532. */
  33533. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  33534. var options = {
  33535. xmin: xmin,
  33536. zmin: zmin,
  33537. xmax: xmax,
  33538. zmax: zmax,
  33539. subdivisions: subdivisions,
  33540. precision: precision,
  33541. updatable: updatable
  33542. };
  33543. return BABYLON.MeshBuilder.CreateTiledGround(name, options, scene);
  33544. };
  33545. /**
  33546. * Creates a ground mesh from a height map.
  33547. * tuto : http://doc.babylonjs.com/tutorials/14._Height_Map
  33548. * Please consider using the same method from the MeshBuilder class instead.
  33549. * The parameter `url` sets the URL of the height map image resource.
  33550. * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  33551. * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  33552. * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  33553. * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  33554. * 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).
  33555. * This function is passed the newly built mesh :
  33556. * ```javascript
  33557. * function(mesh) { // do things
  33558. * return; }
  33559. * ```
  33560. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  33561. */
  33562. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady) {
  33563. var options = {
  33564. width: width,
  33565. height: height,
  33566. subdivisions: subdivisions,
  33567. minHeight: minHeight,
  33568. maxHeight: maxHeight,
  33569. updatable: updatable,
  33570. onReady: onReady
  33571. };
  33572. return BABYLON.MeshBuilder.CreateGroundFromHeightMap(name, url, options, scene);
  33573. };
  33574. /**
  33575. * Creates a tube mesh.
  33576. * The tube is a parametric shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes. It has no predefined shape. Its final shape will depend on the input parameters.
  33577. * Please consider using the same method from the MeshBuilder class instead.
  33578. * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube.
  33579. * The parameter `radius` (positive float, default 1) sets the tube radius size.
  33580. * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface.
  33581. * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`.
  33582. * 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.
  33583. * It must return a radius value (positive float) :
  33584. * ```javascript
  33585. * var radiusFunction = function(i, distance) {
  33586. * // do things
  33587. * return radius; }
  33588. * ```
  33589. * 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
  33590. * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#tube
  33591. * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  33592. * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
  33593. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  33594. */
  33595. Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) {
  33596. var options = {
  33597. path: path,
  33598. radius: radius,
  33599. tessellation: tessellation,
  33600. radiusFunction: radiusFunction,
  33601. arc: 1,
  33602. cap: cap,
  33603. updatable: updatable,
  33604. sideOrientation: sideOrientation,
  33605. instance: instance
  33606. };
  33607. return BABYLON.MeshBuilder.CreateTube(name, options, scene);
  33608. };
  33609. /**
  33610. * Creates a polyhedron mesh.
  33611. * Please consider using the same method from the MeshBuilder class instead.
  33612. * 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
  33613. * to choose the wanted type.
  33614. * The parameter `size` (positive float, default 1) sets the polygon size.
  33615. * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value).
  33616. * 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`.
  33617. * 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
  33618. * 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)`).
  33619. * 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 : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  33620. * 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.
  33621. * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  33622. * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
  33623. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  33624. */
  33625. Mesh.CreatePolyhedron = function (name, options, scene) {
  33626. return BABYLON.MeshBuilder.CreatePolyhedron(name, options, scene);
  33627. };
  33628. /**
  33629. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided.
  33630. * Please consider using the same method from the MeshBuilder class instead.
  33631. * The parameter `radius` sets the radius size (float) of the icosphere (default 1).
  33632. * 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`).
  33633. * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size.
  33634. * 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.
  33635. * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  33636. * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
  33637. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  33638. */
  33639. Mesh.CreateIcoSphere = function (name, options, scene) {
  33640. return BABYLON.MeshBuilder.CreateIcoSphere(name, options, scene);
  33641. };
  33642. /**
  33643. * Creates a decal mesh.
  33644. * Please consider using the same method from the MeshBuilder class instead.
  33645. * 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.
  33646. * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates.
  33647. * The parameter `normal` (Vector3, default Vector3.Up) sets the normal of the mesh where the decal is applied onto in World coordinates.
  33648. * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling.
  33649. * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal.
  33650. */
  33651. Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {
  33652. var options = {
  33653. position: position,
  33654. normal: normal,
  33655. size: size,
  33656. angle: angle
  33657. };
  33658. return BABYLON.MeshBuilder.CreateDecal(name, sourceMesh, options);
  33659. };
  33660. // Skeletons
  33661. /**
  33662. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  33663. */
  33664. Mesh.prototype.setPositionsForCPUSkinning = function () {
  33665. if (!this._sourcePositions) {
  33666. var source = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33667. if (!source) {
  33668. return this._sourcePositions;
  33669. }
  33670. this._sourcePositions = new Float32Array(source);
  33671. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  33672. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, source, true);
  33673. }
  33674. }
  33675. return this._sourcePositions;
  33676. };
  33677. /**
  33678. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  33679. */
  33680. Mesh.prototype.setNormalsForCPUSkinning = function () {
  33681. if (!this._sourceNormals) {
  33682. var source = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  33683. if (!source) {
  33684. return this._sourceNormals;
  33685. }
  33686. this._sourceNormals = new Float32Array(source);
  33687. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  33688. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, source, true);
  33689. }
  33690. }
  33691. return this._sourceNormals;
  33692. };
  33693. /**
  33694. * Updates the vertex buffer by applying transformation from the bones.
  33695. * Returns the Mesh.
  33696. *
  33697. * @param {skeleton} skeleton to apply
  33698. */
  33699. Mesh.prototype.applySkeleton = function (skeleton) {
  33700. if (!this.geometry) {
  33701. return this;
  33702. }
  33703. if (this.geometry._softwareSkinningRenderId == this.getScene().getRenderId()) {
  33704. return this;
  33705. }
  33706. this.geometry._softwareSkinningRenderId = this.getScene().getRenderId();
  33707. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  33708. return this;
  33709. }
  33710. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  33711. return this;
  33712. }
  33713. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  33714. return this;
  33715. }
  33716. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  33717. return this;
  33718. }
  33719. if (!this._sourcePositions) {
  33720. var submeshes = this.subMeshes.slice();
  33721. this.setPositionsForCPUSkinning();
  33722. this.subMeshes = submeshes;
  33723. }
  33724. if (!this._sourceNormals) {
  33725. this.setNormalsForCPUSkinning();
  33726. }
  33727. // positionsData checks for not being Float32Array will only pass at most once
  33728. var positionsData = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33729. if (!positionsData) {
  33730. return this;
  33731. }
  33732. if (!(positionsData instanceof Float32Array)) {
  33733. positionsData = new Float32Array(positionsData);
  33734. }
  33735. // normalsData checks for not being Float32Array will only pass at most once
  33736. var normalsData = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  33737. if (!normalsData) {
  33738. return this;
  33739. }
  33740. if (!(normalsData instanceof Float32Array)) {
  33741. normalsData = new Float32Array(normalsData);
  33742. }
  33743. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  33744. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33745. if (!matricesWeightsData || !matricesIndicesData) {
  33746. return this;
  33747. }
  33748. var needExtras = this.numBoneInfluencers > 4;
  33749. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  33750. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  33751. var skeletonMatrices = skeleton.getTransformMatrices(this);
  33752. var tempVector3 = BABYLON.Vector3.Zero();
  33753. var finalMatrix = new BABYLON.Matrix();
  33754. var tempMatrix = new BABYLON.Matrix();
  33755. var matWeightIdx = 0;
  33756. var inf;
  33757. for (var index = 0; index < positionsData.length; index += 3, matWeightIdx += 4) {
  33758. var weight;
  33759. for (inf = 0; inf < 4; inf++) {
  33760. weight = matricesWeightsData[matWeightIdx + inf];
  33761. if (weight > 0) {
  33762. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  33763. finalMatrix.addToSelf(tempMatrix);
  33764. }
  33765. else
  33766. break;
  33767. }
  33768. if (needExtras) {
  33769. for (inf = 0; inf < 4; inf++) {
  33770. weight = matricesWeightsExtraData[matWeightIdx + inf];
  33771. if (weight > 0) {
  33772. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  33773. finalMatrix.addToSelf(tempMatrix);
  33774. }
  33775. else
  33776. break;
  33777. }
  33778. }
  33779. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(this._sourcePositions[index], this._sourcePositions[index + 1], this._sourcePositions[index + 2], finalMatrix, tempVector3);
  33780. tempVector3.toArray(positionsData, index);
  33781. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._sourceNormals[index], this._sourceNormals[index + 1], this._sourceNormals[index + 2], finalMatrix, tempVector3);
  33782. tempVector3.toArray(normalsData, index);
  33783. finalMatrix.reset();
  33784. }
  33785. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData);
  33786. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData);
  33787. return this;
  33788. };
  33789. // Tools
  33790. /**
  33791. * Returns an object `{min:` Vector3`, max:` Vector3`}`
  33792. * This min and max Vector3 are the minimum and maximum vectors of each mesh bounding box from the passed array, in the World system
  33793. */
  33794. Mesh.MinMax = function (meshes) {
  33795. var minVector = null;
  33796. var maxVector = null;
  33797. meshes.forEach(function (mesh, index, array) {
  33798. var boundingInfo = mesh.getBoundingInfo();
  33799. var boundingBox = boundingInfo.boundingBox;
  33800. if (!minVector || !maxVector) {
  33801. minVector = boundingBox.minimumWorld;
  33802. maxVector = boundingBox.maximumWorld;
  33803. }
  33804. else {
  33805. minVector.minimizeInPlace(boundingBox.minimumWorld);
  33806. maxVector.maximizeInPlace(boundingBox.maximumWorld);
  33807. }
  33808. });
  33809. if (!minVector || !maxVector) {
  33810. return {
  33811. min: BABYLON.Vector3.Zero(),
  33812. max: BABYLON.Vector3.Zero()
  33813. };
  33814. }
  33815. return {
  33816. min: minVector,
  33817. max: maxVector
  33818. };
  33819. };
  33820. /**
  33821. * Returns a Vector3, the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array.
  33822. */
  33823. Mesh.Center = function (meshesOrMinMaxVector) {
  33824. var minMaxVector = (meshesOrMinMaxVector instanceof Array) ? Mesh.MinMax(meshesOrMinMaxVector) : meshesOrMinMaxVector;
  33825. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  33826. };
  33827. /**
  33828. * Merge the array of meshes into a single mesh for performance reasons.
  33829. * @param {Array<Mesh>} meshes - The vertices source. They should all be of the same material. Entries can empty
  33830. * @param {boolean} disposeSource - When true (default), dispose of the vertices from the source meshes
  33831. * @param {boolean} allow32BitsIndices - When the sum of the vertices > 64k, this must be set to true.
  33832. * @param {Mesh} meshSubclass - When set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  33833. * @param {boolean} subdivideWithSubMeshes - When true (false default), subdivide mesh to his subMesh array with meshes source.
  33834. */
  33835. Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes) {
  33836. if (disposeSource === void 0) { disposeSource = true; }
  33837. var index;
  33838. if (!allow32BitsIndices) {
  33839. var totalVertices = 0;
  33840. // Counting vertices
  33841. for (index = 0; index < meshes.length; index++) {
  33842. if (meshes[index]) {
  33843. totalVertices += meshes[index].getTotalVertices();
  33844. if (totalVertices > 65536) {
  33845. BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
  33846. return null;
  33847. }
  33848. }
  33849. }
  33850. }
  33851. // Merge
  33852. var vertexData = null;
  33853. var otherVertexData;
  33854. var indiceArray = new Array();
  33855. var source = null;
  33856. for (index = 0; index < meshes.length; index++) {
  33857. if (meshes[index]) {
  33858. meshes[index].computeWorldMatrix(true);
  33859. otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index], true);
  33860. otherVertexData.transform(meshes[index].getWorldMatrix());
  33861. if (vertexData) {
  33862. vertexData.merge(otherVertexData);
  33863. }
  33864. else {
  33865. vertexData = otherVertexData;
  33866. source = meshes[index];
  33867. }
  33868. if (subdivideWithSubMeshes) {
  33869. indiceArray.push(meshes[index].getTotalIndices());
  33870. }
  33871. }
  33872. }
  33873. source = source;
  33874. if (!meshSubclass) {
  33875. meshSubclass = new Mesh(source.name + "_merged", source.getScene());
  33876. }
  33877. vertexData.applyToMesh(meshSubclass);
  33878. // Setting properties
  33879. meshSubclass.material = source.material;
  33880. meshSubclass.checkCollisions = source.checkCollisions;
  33881. // Cleaning
  33882. if (disposeSource) {
  33883. for (index = 0; index < meshes.length; index++) {
  33884. if (meshes[index]) {
  33885. meshes[index].dispose();
  33886. }
  33887. }
  33888. }
  33889. // Subdivide
  33890. if (subdivideWithSubMeshes) {
  33891. //-- Suppresions du submesh global
  33892. meshSubclass.releaseSubMeshes();
  33893. index = 0;
  33894. var offset = 0;
  33895. //-- aplique la subdivision en fonction du tableau d'indices
  33896. while (index < indiceArray.length) {
  33897. BABYLON.SubMesh.CreateFromIndices(0, offset, indiceArray[index], meshSubclass);
  33898. offset += indiceArray[index];
  33899. index++;
  33900. }
  33901. }
  33902. return meshSubclass;
  33903. };
  33904. // Consts
  33905. Mesh._FRONTSIDE = 0;
  33906. Mesh._BACKSIDE = 1;
  33907. Mesh._DOUBLESIDE = 2;
  33908. Mesh._DEFAULTSIDE = 0;
  33909. Mesh._NO_CAP = 0;
  33910. Mesh._CAP_START = 1;
  33911. Mesh._CAP_END = 2;
  33912. Mesh._CAP_ALL = 3;
  33913. return Mesh;
  33914. }(BABYLON.AbstractMesh));
  33915. BABYLON.Mesh = Mesh;
  33916. })(BABYLON || (BABYLON = {}));
  33917. //# sourceMappingURL=babylon.mesh.js.map
  33918. var BABYLON;
  33919. (function (BABYLON) {
  33920. var BaseSubMesh = /** @class */ (function () {
  33921. function BaseSubMesh() {
  33922. }
  33923. Object.defineProperty(BaseSubMesh.prototype, "effect", {
  33924. get: function () {
  33925. return this._materialEffect;
  33926. },
  33927. enumerable: true,
  33928. configurable: true
  33929. });
  33930. BaseSubMesh.prototype.setEffect = function (effect, defines) {
  33931. if (defines === void 0) { defines = null; }
  33932. if (this._materialEffect === effect) {
  33933. if (!effect) {
  33934. this._materialDefines = null;
  33935. }
  33936. return;
  33937. }
  33938. this._materialDefines = defines;
  33939. this._materialEffect = effect;
  33940. };
  33941. return BaseSubMesh;
  33942. }());
  33943. BABYLON.BaseSubMesh = BaseSubMesh;
  33944. var SubMesh = /** @class */ (function (_super) {
  33945. __extends(SubMesh, _super);
  33946. function SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  33947. if (createBoundingBox === void 0) { createBoundingBox = true; }
  33948. var _this = _super.call(this) || this;
  33949. _this.materialIndex = materialIndex;
  33950. _this.verticesStart = verticesStart;
  33951. _this.verticesCount = verticesCount;
  33952. _this.indexStart = indexStart;
  33953. _this.indexCount = indexCount;
  33954. _this._renderId = 0;
  33955. _this._mesh = mesh;
  33956. _this._renderingMesh = renderingMesh || mesh;
  33957. mesh.subMeshes.push(_this);
  33958. _this._trianglePlanes = [];
  33959. _this._id = mesh.subMeshes.length - 1;
  33960. if (createBoundingBox) {
  33961. _this.refreshBoundingInfo();
  33962. mesh.computeWorldMatrix(true);
  33963. }
  33964. return _this;
  33965. }
  33966. SubMesh.AddToMesh = function (materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  33967. if (createBoundingBox === void 0) { createBoundingBox = true; }
  33968. return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);
  33969. };
  33970. Object.defineProperty(SubMesh.prototype, "IsGlobal", {
  33971. get: function () {
  33972. return (this.verticesStart === 0 && this.verticesCount == this._mesh.getTotalVertices());
  33973. },
  33974. enumerable: true,
  33975. configurable: true
  33976. });
  33977. /**
  33978. * Returns the submesh BoudingInfo object.
  33979. */
  33980. SubMesh.prototype.getBoundingInfo = function () {
  33981. if (this.IsGlobal) {
  33982. return this._mesh.getBoundingInfo();
  33983. }
  33984. return this._boundingInfo;
  33985. };
  33986. /**
  33987. * Sets the submesh BoundingInfo.
  33988. * Return the SubMesh.
  33989. */
  33990. SubMesh.prototype.setBoundingInfo = function (boundingInfo) {
  33991. this._boundingInfo = boundingInfo;
  33992. return this;
  33993. };
  33994. /**
  33995. * Returns the mesh of the current submesh.
  33996. */
  33997. SubMesh.prototype.getMesh = function () {
  33998. return this._mesh;
  33999. };
  34000. /**
  34001. * Returns the rendering mesh of the submesh.
  34002. */
  34003. SubMesh.prototype.getRenderingMesh = function () {
  34004. return this._renderingMesh;
  34005. };
  34006. /**
  34007. * Returns the submesh material.
  34008. */
  34009. SubMesh.prototype.getMaterial = function () {
  34010. var rootMaterial = this._renderingMesh.material;
  34011. if (rootMaterial === null || rootMaterial === undefined) {
  34012. return this._mesh.getScene().defaultMaterial;
  34013. }
  34014. else if (rootMaterial.getSubMaterial) {
  34015. var multiMaterial = rootMaterial;
  34016. var effectiveMaterial = multiMaterial.getSubMaterial(this.materialIndex);
  34017. if (this._currentMaterial !== effectiveMaterial) {
  34018. this._currentMaterial = effectiveMaterial;
  34019. this._materialDefines = null;
  34020. }
  34021. return effectiveMaterial;
  34022. }
  34023. return rootMaterial;
  34024. };
  34025. // Methods
  34026. /**
  34027. * Sets a new updated BoundingInfo object to the submesh.
  34028. * Returns the SubMesh.
  34029. */
  34030. SubMesh.prototype.refreshBoundingInfo = function () {
  34031. this._lastColliderWorldVertices = null;
  34032. if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {
  34033. return this;
  34034. }
  34035. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34036. if (!data) {
  34037. this._boundingInfo = this._mesh.getBoundingInfo();
  34038. return this;
  34039. }
  34040. var indices = this._renderingMesh.getIndices();
  34041. var extend;
  34042. //is this the only submesh?
  34043. if (this.indexStart === 0 && this.indexCount === indices.length) {
  34044. var boundingInfo = this._renderingMesh.getBoundingInfo();
  34045. //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.
  34046. extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };
  34047. }
  34048. else {
  34049. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);
  34050. }
  34051. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  34052. return this;
  34053. };
  34054. SubMesh.prototype._checkCollision = function (collider) {
  34055. var boundingInfo = this.getBoundingInfo();
  34056. return boundingInfo._checkCollision(collider);
  34057. };
  34058. /**
  34059. * Updates the submesh BoundingInfo.
  34060. * Returns the Submesh.
  34061. */
  34062. SubMesh.prototype.updateBoundingInfo = function (world) {
  34063. var boundingInfo = this.getBoundingInfo();
  34064. if (!boundingInfo) {
  34065. this.refreshBoundingInfo();
  34066. boundingInfo = this.getBoundingInfo();
  34067. }
  34068. boundingInfo.update(world);
  34069. return this;
  34070. };
  34071. /**
  34072. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  34073. * Boolean returned.
  34074. */
  34075. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  34076. var boundingInfo = this.getBoundingInfo();
  34077. if (!boundingInfo) {
  34078. return false;
  34079. }
  34080. return boundingInfo.isInFrustum(frustumPlanes);
  34081. };
  34082. /**
  34083. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes.
  34084. * Boolean returned.
  34085. */
  34086. SubMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  34087. var boundingInfo = this.getBoundingInfo();
  34088. if (!boundingInfo) {
  34089. return false;
  34090. }
  34091. return boundingInfo.isCompletelyInFrustum(frustumPlanes);
  34092. };
  34093. /**
  34094. * Renders the submesh.
  34095. * Returns it.
  34096. */
  34097. SubMesh.prototype.render = function (enableAlphaMode) {
  34098. this._renderingMesh.render(this, enableAlphaMode);
  34099. return this;
  34100. };
  34101. /**
  34102. * Returns a new Index Buffer.
  34103. * Type returned : WebGLBuffer.
  34104. */
  34105. SubMesh.prototype.getLinesIndexBuffer = function (indices, engine) {
  34106. if (!this._linesIndexBuffer) {
  34107. var linesIndices = [];
  34108. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  34109. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  34110. }
  34111. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  34112. this.linesIndexCount = linesIndices.length;
  34113. }
  34114. return this._linesIndexBuffer;
  34115. };
  34116. /**
  34117. * True is the passed Ray intersects the submesh bounding box.
  34118. * Boolean returned.
  34119. */
  34120. SubMesh.prototype.canIntersects = function (ray) {
  34121. var boundingInfo = this.getBoundingInfo();
  34122. if (!boundingInfo) {
  34123. return false;
  34124. }
  34125. return ray.intersectsBox(boundingInfo.boundingBox);
  34126. };
  34127. /**
  34128. * Returns an object IntersectionInfo.
  34129. */
  34130. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  34131. var intersectInfo = null;
  34132. var material = this.getMaterial();
  34133. if (!material) {
  34134. return null;
  34135. }
  34136. switch (material.fillMode) {
  34137. case BABYLON.Material.PointListDrawMode:
  34138. case BABYLON.Material.LineListDrawMode:
  34139. case BABYLON.Material.LineLoopDrawMode:
  34140. case BABYLON.Material.LineStripDrawMode:
  34141. case BABYLON.Material.TriangleFanDrawMode:
  34142. case BABYLON.Material.TriangleStripDrawMode:
  34143. return null;
  34144. }
  34145. // LineMesh first as it's also a Mesh...
  34146. if (BABYLON.LinesMesh && this._mesh instanceof BABYLON.LinesMesh) {
  34147. var lineMesh = this._mesh;
  34148. // Line test
  34149. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {
  34150. var p0 = positions[indices[index]];
  34151. var p1 = positions[indices[index + 1]];
  34152. var length = ray.intersectionSegment(p0, p1, lineMesh.intersectionThreshold);
  34153. if (length < 0) {
  34154. continue;
  34155. }
  34156. if (fastCheck || !intersectInfo || length < intersectInfo.distance) {
  34157. intersectInfo = new BABYLON.IntersectionInfo(null, null, length);
  34158. if (fastCheck) {
  34159. break;
  34160. }
  34161. }
  34162. }
  34163. }
  34164. else {
  34165. // Triangles test
  34166. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  34167. var p0 = positions[indices[index]];
  34168. var p1 = positions[indices[index + 1]];
  34169. var p2 = positions[indices[index + 2]];
  34170. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  34171. if (currentIntersectInfo) {
  34172. if (currentIntersectInfo.distance < 0) {
  34173. continue;
  34174. }
  34175. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  34176. intersectInfo = currentIntersectInfo;
  34177. intersectInfo.faceId = index / 3;
  34178. if (fastCheck) {
  34179. break;
  34180. }
  34181. }
  34182. }
  34183. }
  34184. }
  34185. return intersectInfo;
  34186. };
  34187. SubMesh.prototype._rebuild = function () {
  34188. if (this._linesIndexBuffer) {
  34189. this._linesIndexBuffer = null;
  34190. }
  34191. };
  34192. // Clone
  34193. /**
  34194. * Creates a new Submesh from the passed Mesh.
  34195. */
  34196. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  34197. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  34198. if (!this.IsGlobal) {
  34199. var boundingInfo = this.getBoundingInfo();
  34200. if (!boundingInfo) {
  34201. return result;
  34202. }
  34203. result._boundingInfo = new BABYLON.BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);
  34204. }
  34205. return result;
  34206. };
  34207. // Dispose
  34208. /**
  34209. * Disposes the Submesh.
  34210. * Returns nothing.
  34211. */
  34212. SubMesh.prototype.dispose = function () {
  34213. if (this._linesIndexBuffer) {
  34214. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  34215. this._linesIndexBuffer = null;
  34216. }
  34217. // Remove from mesh
  34218. var index = this._mesh.subMeshes.indexOf(this);
  34219. this._mesh.subMeshes.splice(index, 1);
  34220. };
  34221. // Statics
  34222. /**
  34223. * Creates a new Submesh from the passed parameters :
  34224. * - materialIndex (integer) : the index of the main mesh material.
  34225. * - startIndex (integer) : the index where to start the copy in the mesh indices array.
  34226. * - indexCount (integer) : the number of indices to copy then from the startIndex.
  34227. * - mesh (Mesh) : the main mesh to create the submesh from.
  34228. * - renderingMesh (optional Mesh) : rendering mesh.
  34229. */
  34230. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  34231. var minVertexIndex = Number.MAX_VALUE;
  34232. var maxVertexIndex = -Number.MAX_VALUE;
  34233. renderingMesh = (renderingMesh || mesh);
  34234. var indices = renderingMesh.getIndices();
  34235. for (var index = startIndex; index < startIndex + indexCount; index++) {
  34236. var vertexIndex = indices[index];
  34237. if (vertexIndex < minVertexIndex)
  34238. minVertexIndex = vertexIndex;
  34239. if (vertexIndex > maxVertexIndex)
  34240. maxVertexIndex = vertexIndex;
  34241. }
  34242. return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  34243. };
  34244. return SubMesh;
  34245. }(BaseSubMesh));
  34246. BABYLON.SubMesh = SubMesh;
  34247. })(BABYLON || (BABYLON = {}));
  34248. //# sourceMappingURL=babylon.subMesh.js.map
  34249. var __assign = (this && this.__assign) || Object.assign || function(t) {
  34250. for (var s, i = 1, n = arguments.length; i < n; i++) {
  34251. s = arguments[i];
  34252. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  34253. t[p] = s[p];
  34254. }
  34255. return t;
  34256. };
  34257. var BABYLON;
  34258. (function (BABYLON) {
  34259. /**
  34260. * Manages the defines for the Material
  34261. */
  34262. var MaterialDefines = /** @class */ (function () {
  34263. function MaterialDefines() {
  34264. this._isDirty = true;
  34265. /** @hidden */
  34266. this._areLightsDirty = true;
  34267. /** @hidden */
  34268. this._areAttributesDirty = true;
  34269. /** @hidden */
  34270. this._areTexturesDirty = true;
  34271. /** @hidden */
  34272. this._areFresnelDirty = true;
  34273. /** @hidden */
  34274. this._areMiscDirty = true;
  34275. /** @hidden */
  34276. this._areImageProcessingDirty = true;
  34277. /** @hidden */
  34278. this._normals = false;
  34279. /** @hidden */
  34280. this._uvs = false;
  34281. /** @hidden */
  34282. this._needNormals = false;
  34283. /** @hidden */
  34284. this._needUVs = false;
  34285. }
  34286. Object.defineProperty(MaterialDefines.prototype, "isDirty", {
  34287. /**
  34288. * Specifies if the material needs to be re-calculated
  34289. */
  34290. get: function () {
  34291. return this._isDirty;
  34292. },
  34293. enumerable: true,
  34294. configurable: true
  34295. });
  34296. /**
  34297. * Marks the material to indicate that it has been re-calculated
  34298. */
  34299. MaterialDefines.prototype.markAsProcessed = function () {
  34300. this._isDirty = false;
  34301. this._areAttributesDirty = false;
  34302. this._areTexturesDirty = false;
  34303. this._areFresnelDirty = false;
  34304. this._areLightsDirty = false;
  34305. this._areMiscDirty = false;
  34306. this._areImageProcessingDirty = false;
  34307. };
  34308. /**
  34309. * Marks the material to indicate that it needs to be re-calculated
  34310. */
  34311. MaterialDefines.prototype.markAsUnprocessed = function () {
  34312. this._isDirty = true;
  34313. };
  34314. /**
  34315. * Marks the material to indicate all of its defines need to be re-calculated
  34316. */
  34317. MaterialDefines.prototype.markAllAsDirty = function () {
  34318. this._areTexturesDirty = true;
  34319. this._areAttributesDirty = true;
  34320. this._areLightsDirty = true;
  34321. this._areFresnelDirty = true;
  34322. this._areMiscDirty = true;
  34323. this._areImageProcessingDirty = true;
  34324. this._isDirty = true;
  34325. };
  34326. /**
  34327. * Marks the material to indicate that image processing needs to be re-calculated
  34328. */
  34329. MaterialDefines.prototype.markAsImageProcessingDirty = function () {
  34330. this._areImageProcessingDirty = true;
  34331. this._isDirty = true;
  34332. };
  34333. /**
  34334. * Marks the material to indicate the lights need to be re-calculated
  34335. */
  34336. MaterialDefines.prototype.markAsLightDirty = function () {
  34337. this._areLightsDirty = true;
  34338. this._isDirty = true;
  34339. };
  34340. /**
  34341. * Marks the attribute state as changed
  34342. */
  34343. MaterialDefines.prototype.markAsAttributesDirty = function () {
  34344. this._areAttributesDirty = true;
  34345. this._isDirty = true;
  34346. };
  34347. /**
  34348. * Marks the texture state as changed
  34349. */
  34350. MaterialDefines.prototype.markAsTexturesDirty = function () {
  34351. this._areTexturesDirty = true;
  34352. this._isDirty = true;
  34353. };
  34354. /**
  34355. * Marks the fresnel state as changed
  34356. */
  34357. MaterialDefines.prototype.markAsFresnelDirty = function () {
  34358. this._areFresnelDirty = true;
  34359. this._isDirty = true;
  34360. };
  34361. /**
  34362. * Marks the misc state as changed
  34363. */
  34364. MaterialDefines.prototype.markAsMiscDirty = function () {
  34365. this._areMiscDirty = true;
  34366. this._isDirty = true;
  34367. };
  34368. /**
  34369. * Rebuilds the material defines
  34370. */
  34371. MaterialDefines.prototype.rebuild = function () {
  34372. if (this._keys) {
  34373. delete this._keys;
  34374. }
  34375. this._keys = [];
  34376. for (var _i = 0, _a = Object.keys(this); _i < _a.length; _i++) {
  34377. var key = _a[_i];
  34378. if (key[0] === "_") {
  34379. continue;
  34380. }
  34381. this._keys.push(key);
  34382. }
  34383. };
  34384. /**
  34385. * Specifies if two material defines are equal
  34386. * @param other - A material define instance to compare to
  34387. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  34388. */
  34389. MaterialDefines.prototype.isEqual = function (other) {
  34390. if (this._keys.length !== other._keys.length) {
  34391. return false;
  34392. }
  34393. for (var index = 0; index < this._keys.length; index++) {
  34394. var prop = this._keys[index];
  34395. if (this[prop] !== other[prop]) {
  34396. return false;
  34397. }
  34398. }
  34399. return true;
  34400. };
  34401. /**
  34402. * Clones this instance's defines to another instance
  34403. * @param other - material defines to clone values to
  34404. */
  34405. MaterialDefines.prototype.cloneTo = function (other) {
  34406. if (this._keys.length !== other._keys.length) {
  34407. other._keys = this._keys.slice(0);
  34408. }
  34409. for (var index = 0; index < this._keys.length; index++) {
  34410. var prop = this._keys[index];
  34411. other[prop] = this[prop];
  34412. }
  34413. };
  34414. /**
  34415. * Resets the material define values
  34416. */
  34417. MaterialDefines.prototype.reset = function () {
  34418. for (var index = 0; index < this._keys.length; index++) {
  34419. var prop = this._keys[index];
  34420. var type = typeof this[prop];
  34421. switch (type) {
  34422. case "number":
  34423. this[prop] = 0;
  34424. break;
  34425. case "string":
  34426. this[prop] = "";
  34427. break;
  34428. default:
  34429. this[prop] = false;
  34430. break;
  34431. }
  34432. }
  34433. };
  34434. /**
  34435. * Converts the material define values to a string
  34436. * @returns - String of material define information
  34437. */
  34438. MaterialDefines.prototype.toString = function () {
  34439. var result = "";
  34440. for (var index = 0; index < this._keys.length; index++) {
  34441. var prop = this._keys[index];
  34442. var value = this[prop];
  34443. var type = typeof value;
  34444. switch (type) {
  34445. case "number":
  34446. case "string":
  34447. result += "#define " + prop + " " + value + "\n";
  34448. break;
  34449. default:
  34450. if (value) {
  34451. result += "#define " + prop + "\n";
  34452. }
  34453. break;
  34454. }
  34455. }
  34456. return result;
  34457. };
  34458. return MaterialDefines;
  34459. }());
  34460. BABYLON.MaterialDefines = MaterialDefines;
  34461. /**
  34462. * Base class for the main features of a material in Babylon.js
  34463. */
  34464. var Material = /** @class */ (function () {
  34465. /**
  34466. * Creates a material instance
  34467. * @param name defines the name of the material
  34468. * @param scene defines the scene to reference
  34469. * @param doNotAdd specifies if the material should be added to the scene
  34470. */
  34471. function Material(name, scene, doNotAdd) {
  34472. /**
  34473. * Specifies if the ready state should be checked on each call
  34474. */
  34475. this.checkReadyOnEveryCall = false;
  34476. /**
  34477. * Specifies if the ready state should be checked once
  34478. */
  34479. this.checkReadyOnlyOnce = false;
  34480. /**
  34481. * The state of the material
  34482. */
  34483. this.state = "";
  34484. /**
  34485. * The alpha value of the material
  34486. */
  34487. this._alpha = 1.0;
  34488. /**
  34489. * Specifies if back face culling is enabled
  34490. */
  34491. this._backFaceCulling = true;
  34492. /**
  34493. * Specifies if the material should be serialized
  34494. */
  34495. this.doNotSerialize = false;
  34496. /**
  34497. * Specifies if the effect should be stored on sub meshes
  34498. */
  34499. this.storeEffectOnSubMeshes = false;
  34500. /**
  34501. * An event triggered when the material is disposed
  34502. */
  34503. this.onDisposeObservable = new BABYLON.Observable();
  34504. /**
  34505. * An event triggered when the material is bound
  34506. */
  34507. this.onBindObservable = new BABYLON.Observable();
  34508. /**
  34509. * An event triggered when the material is unbound
  34510. */
  34511. this.onUnBindObservable = new BABYLON.Observable();
  34512. /**
  34513. * Stores the value of the alpha mode
  34514. */
  34515. this._alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  34516. /**
  34517. * Stores the state of the need depth pre-pass value
  34518. */
  34519. this._needDepthPrePass = false;
  34520. /**
  34521. * Specifies if depth writing should be disabled
  34522. */
  34523. this.disableDepthWrite = false;
  34524. /**
  34525. * Specifies if depth writing should be forced
  34526. */
  34527. this.forceDepthWrite = false;
  34528. /**
  34529. * Specifies if there should be a separate pass for culling
  34530. */
  34531. this.separateCullingPass = false;
  34532. /**
  34533. * Stores the state specifing if fog should be enabled
  34534. */
  34535. this._fogEnabled = true;
  34536. /**
  34537. * Stores the size of points
  34538. */
  34539. this.pointSize = 1.0;
  34540. /**
  34541. * Stores the z offset value
  34542. */
  34543. this.zOffset = 0;
  34544. /**
  34545. * Specifies if the material was previously ready
  34546. */
  34547. this._wasPreviouslyReady = false;
  34548. /**
  34549. * Stores the fill mode state
  34550. */
  34551. this._fillMode = Material.TriangleFillMode;
  34552. this.name = name;
  34553. this.id = name || BABYLON.Tools.RandomId();
  34554. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  34555. if (this._scene.useRightHandedSystem) {
  34556. this.sideOrientation = Material.ClockWiseSideOrientation;
  34557. }
  34558. else {
  34559. this.sideOrientation = Material.CounterClockWiseSideOrientation;
  34560. }
  34561. this._uniformBuffer = new BABYLON.UniformBuffer(this._scene.getEngine());
  34562. this._useUBO = this.getScene().getEngine().supportsUniformBuffers;
  34563. if (!doNotAdd) {
  34564. this._scene.materials.push(this);
  34565. }
  34566. }
  34567. Object.defineProperty(Material, "TriangleFillMode", {
  34568. /**
  34569. * Returns the triangle fill mode
  34570. */
  34571. get: function () {
  34572. return Material._TriangleFillMode;
  34573. },
  34574. enumerable: true,
  34575. configurable: true
  34576. });
  34577. Object.defineProperty(Material, "WireFrameFillMode", {
  34578. /**
  34579. * Returns the wireframe mode
  34580. */
  34581. get: function () {
  34582. return Material._WireFrameFillMode;
  34583. },
  34584. enumerable: true,
  34585. configurable: true
  34586. });
  34587. Object.defineProperty(Material, "PointFillMode", {
  34588. /**
  34589. * Returns the point fill mode
  34590. */
  34591. get: function () {
  34592. return Material._PointFillMode;
  34593. },
  34594. enumerable: true,
  34595. configurable: true
  34596. });
  34597. Object.defineProperty(Material, "PointListDrawMode", {
  34598. /**
  34599. * Returns the point list draw mode
  34600. */
  34601. get: function () {
  34602. return Material._PointListDrawMode;
  34603. },
  34604. enumerable: true,
  34605. configurable: true
  34606. });
  34607. Object.defineProperty(Material, "LineListDrawMode", {
  34608. /**
  34609. * Returns the line list draw mode
  34610. */
  34611. get: function () {
  34612. return Material._LineListDrawMode;
  34613. },
  34614. enumerable: true,
  34615. configurable: true
  34616. });
  34617. Object.defineProperty(Material, "LineLoopDrawMode", {
  34618. /**
  34619. * Returns the line loop draw mode
  34620. */
  34621. get: function () {
  34622. return Material._LineLoopDrawMode;
  34623. },
  34624. enumerable: true,
  34625. configurable: true
  34626. });
  34627. Object.defineProperty(Material, "LineStripDrawMode", {
  34628. /**
  34629. * Returns the line strip draw mode
  34630. */
  34631. get: function () {
  34632. return Material._LineStripDrawMode;
  34633. },
  34634. enumerable: true,
  34635. configurable: true
  34636. });
  34637. Object.defineProperty(Material, "TriangleStripDrawMode", {
  34638. /**
  34639. * Returns the triangle strip draw mode
  34640. */
  34641. get: function () {
  34642. return Material._TriangleStripDrawMode;
  34643. },
  34644. enumerable: true,
  34645. configurable: true
  34646. });
  34647. Object.defineProperty(Material, "TriangleFanDrawMode", {
  34648. /**
  34649. * Returns the triangle fan draw mode
  34650. */
  34651. get: function () {
  34652. return Material._TriangleFanDrawMode;
  34653. },
  34654. enumerable: true,
  34655. configurable: true
  34656. });
  34657. Object.defineProperty(Material, "ClockWiseSideOrientation", {
  34658. /**
  34659. * Returns the clock-wise side orientation
  34660. */
  34661. get: function () {
  34662. return Material._ClockWiseSideOrientation;
  34663. },
  34664. enumerable: true,
  34665. configurable: true
  34666. });
  34667. Object.defineProperty(Material, "CounterClockWiseSideOrientation", {
  34668. /**
  34669. * Returns the counter clock-wise side orientation
  34670. */
  34671. get: function () {
  34672. return Material._CounterClockWiseSideOrientation;
  34673. },
  34674. enumerable: true,
  34675. configurable: true
  34676. });
  34677. Object.defineProperty(Material, "TextureDirtyFlag", {
  34678. /**
  34679. * Returns the dirty texture flag value
  34680. */
  34681. get: function () {
  34682. return Material._TextureDirtyFlag;
  34683. },
  34684. enumerable: true,
  34685. configurable: true
  34686. });
  34687. Object.defineProperty(Material, "LightDirtyFlag", {
  34688. /**
  34689. * Returns the dirty light flag value
  34690. */
  34691. get: function () {
  34692. return Material._LightDirtyFlag;
  34693. },
  34694. enumerable: true,
  34695. configurable: true
  34696. });
  34697. Object.defineProperty(Material, "FresnelDirtyFlag", {
  34698. /**
  34699. * Returns the dirty fresnel flag value
  34700. */
  34701. get: function () {
  34702. return Material._FresnelDirtyFlag;
  34703. },
  34704. enumerable: true,
  34705. configurable: true
  34706. });
  34707. Object.defineProperty(Material, "AttributesDirtyFlag", {
  34708. /**
  34709. * Returns the dirty attributes flag value
  34710. */
  34711. get: function () {
  34712. return Material._AttributesDirtyFlag;
  34713. },
  34714. enumerable: true,
  34715. configurable: true
  34716. });
  34717. Object.defineProperty(Material, "MiscDirtyFlag", {
  34718. /**
  34719. * Returns the dirty misc flag value
  34720. */
  34721. get: function () {
  34722. return Material._MiscDirtyFlag;
  34723. },
  34724. enumerable: true,
  34725. configurable: true
  34726. });
  34727. Object.defineProperty(Material.prototype, "alpha", {
  34728. /**
  34729. * Gets the alpha value of the material
  34730. */
  34731. get: function () {
  34732. return this._alpha;
  34733. },
  34734. /**
  34735. * Sets the alpha value of the material
  34736. */
  34737. set: function (value) {
  34738. if (this._alpha === value) {
  34739. return;
  34740. }
  34741. this._alpha = value;
  34742. this.markAsDirty(Material.MiscDirtyFlag);
  34743. },
  34744. enumerable: true,
  34745. configurable: true
  34746. });
  34747. Object.defineProperty(Material.prototype, "backFaceCulling", {
  34748. /**
  34749. * Gets the back-face culling state
  34750. */
  34751. get: function () {
  34752. return this._backFaceCulling;
  34753. },
  34754. /**
  34755. * Sets the back-face culling state
  34756. */
  34757. set: function (value) {
  34758. if (this._backFaceCulling === value) {
  34759. return;
  34760. }
  34761. this._backFaceCulling = value;
  34762. this.markAsDirty(Material.TextureDirtyFlag);
  34763. },
  34764. enumerable: true,
  34765. configurable: true
  34766. });
  34767. Object.defineProperty(Material.prototype, "onDispose", {
  34768. /**
  34769. * Called during a dispose event
  34770. */
  34771. set: function (callback) {
  34772. if (this._onDisposeObserver) {
  34773. this.onDisposeObservable.remove(this._onDisposeObserver);
  34774. }
  34775. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  34776. },
  34777. enumerable: true,
  34778. configurable: true
  34779. });
  34780. Object.defineProperty(Material.prototype, "onBind", {
  34781. /**
  34782. * Called during a bind event
  34783. */
  34784. set: function (callback) {
  34785. if (this._onBindObserver) {
  34786. this.onBindObservable.remove(this._onBindObserver);
  34787. }
  34788. this._onBindObserver = this.onBindObservable.add(callback);
  34789. },
  34790. enumerable: true,
  34791. configurable: true
  34792. });
  34793. Object.defineProperty(Material.prototype, "alphaMode", {
  34794. /**
  34795. * Gets the value of the alpha mode
  34796. */
  34797. get: function () {
  34798. return this._alphaMode;
  34799. },
  34800. /**
  34801. * Sets the value of the alpha mode.
  34802. *
  34803. * | Value | Type | Description |
  34804. * | --- | --- | --- |
  34805. * | 0 | ALPHA_DISABLE | |
  34806. * | 1 | ALPHA_ADD | |
  34807. * | 2 | ALPHA_COMBINE | |
  34808. * | 3 | ALPHA_SUBTRACT | |
  34809. * | 4 | ALPHA_MULTIPLY | |
  34810. * | 5 | ALPHA_MAXIMIZED | |
  34811. * | 6 | ALPHA_ONEONE | |
  34812. * | 7 | ALPHA_PREMULTIPLIED | |
  34813. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  34814. * | 9 | ALPHA_INTERPOLATE | |
  34815. * | 10 | ALPHA_SCREENMODE | |
  34816. *
  34817. */
  34818. set: function (value) {
  34819. if (this._alphaMode === value) {
  34820. return;
  34821. }
  34822. this._alphaMode = value;
  34823. this.markAsDirty(Material.TextureDirtyFlag);
  34824. },
  34825. enumerable: true,
  34826. configurable: true
  34827. });
  34828. Object.defineProperty(Material.prototype, "needDepthPrePass", {
  34829. /**
  34830. * Gets the depth pre-pass value
  34831. */
  34832. get: function () {
  34833. return this._needDepthPrePass;
  34834. },
  34835. /**
  34836. * Sets the need depth pre-pass value
  34837. */
  34838. set: function (value) {
  34839. if (this._needDepthPrePass === value) {
  34840. return;
  34841. }
  34842. this._needDepthPrePass = value;
  34843. if (this._needDepthPrePass) {
  34844. this.checkReadyOnEveryCall = true;
  34845. }
  34846. },
  34847. enumerable: true,
  34848. configurable: true
  34849. });
  34850. Object.defineProperty(Material.prototype, "fogEnabled", {
  34851. /**
  34852. * Gets the value of the fog enabled state
  34853. */
  34854. get: function () {
  34855. return this._fogEnabled;
  34856. },
  34857. /**
  34858. * Sets the state for enabling fog
  34859. */
  34860. set: function (value) {
  34861. if (this._fogEnabled === value) {
  34862. return;
  34863. }
  34864. this._fogEnabled = value;
  34865. this.markAsDirty(Material.MiscDirtyFlag);
  34866. },
  34867. enumerable: true,
  34868. configurable: true
  34869. });
  34870. Object.defineProperty(Material.prototype, "wireframe", {
  34871. /**
  34872. * Gets a value specifying if wireframe mode is enabled
  34873. */
  34874. get: function () {
  34875. switch (this._fillMode) {
  34876. case Material.WireFrameFillMode:
  34877. case Material.LineListDrawMode:
  34878. case Material.LineLoopDrawMode:
  34879. case Material.LineStripDrawMode:
  34880. return true;
  34881. }
  34882. return this._scene.forceWireframe;
  34883. },
  34884. /**
  34885. * Sets the state of wireframe mode
  34886. */
  34887. set: function (value) {
  34888. this.fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);
  34889. },
  34890. enumerable: true,
  34891. configurable: true
  34892. });
  34893. Object.defineProperty(Material.prototype, "pointsCloud", {
  34894. /**
  34895. * Gets the value specifying if point clouds are enabled
  34896. */
  34897. get: function () {
  34898. switch (this._fillMode) {
  34899. case Material.PointFillMode:
  34900. case Material.PointListDrawMode:
  34901. return true;
  34902. }
  34903. return this._scene.forcePointsCloud;
  34904. },
  34905. /**
  34906. * Sets the state of point cloud mode
  34907. */
  34908. set: function (value) {
  34909. this.fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);
  34910. },
  34911. enumerable: true,
  34912. configurable: true
  34913. });
  34914. Object.defineProperty(Material.prototype, "fillMode", {
  34915. /**
  34916. * Gets the material fill mode
  34917. */
  34918. get: function () {
  34919. return this._fillMode;
  34920. },
  34921. /**
  34922. * Sets the material fill mode
  34923. */
  34924. set: function (value) {
  34925. if (this._fillMode === value) {
  34926. return;
  34927. }
  34928. this._fillMode = value;
  34929. this.markAsDirty(Material.MiscDirtyFlag);
  34930. },
  34931. enumerable: true,
  34932. configurable: true
  34933. });
  34934. /**
  34935. * Returns a string representation of the current material
  34936. * @param fullDetails defines a boolean indicating which levels of logging is desired
  34937. * @returns a string with material information
  34938. */
  34939. Material.prototype.toString = function (fullDetails) {
  34940. var ret = "Name: " + this.name;
  34941. if (fullDetails) {
  34942. }
  34943. return ret;
  34944. };
  34945. /**
  34946. * Gets the class name of the material
  34947. * @returns a string with the class name of the material
  34948. */
  34949. Material.prototype.getClassName = function () {
  34950. return "Material";
  34951. };
  34952. Object.defineProperty(Material.prototype, "isFrozen", {
  34953. /**
  34954. * Specifies if updates for the material been locked
  34955. */
  34956. get: function () {
  34957. return this.checkReadyOnlyOnce;
  34958. },
  34959. enumerable: true,
  34960. configurable: true
  34961. });
  34962. /**
  34963. * Locks updates for the material
  34964. */
  34965. Material.prototype.freeze = function () {
  34966. this.checkReadyOnlyOnce = true;
  34967. };
  34968. /**
  34969. * Unlocks updates for the material
  34970. */
  34971. Material.prototype.unfreeze = function () {
  34972. this.checkReadyOnlyOnce = false;
  34973. };
  34974. /**
  34975. * Specifies if the material is ready to be used
  34976. * @param mesh defines the mesh to check
  34977. * @param useInstances specifies if instances should be used
  34978. * @returns a boolean indicating if the material is ready to be used
  34979. */
  34980. Material.prototype.isReady = function (mesh, useInstances) {
  34981. return true;
  34982. };
  34983. /**
  34984. * Specifies that the submesh is ready to be used
  34985. * @param mesh defines the mesh to check
  34986. * @param subMesh defines which submesh to check
  34987. * @param useInstances specifies that instances should be used
  34988. * @returns a boolean indicating that the submesh is ready or not
  34989. */
  34990. Material.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  34991. return false;
  34992. };
  34993. /**
  34994. * Returns the material effect
  34995. * @returns the effect associated with the material
  34996. */
  34997. Material.prototype.getEffect = function () {
  34998. return this._effect;
  34999. };
  35000. /**
  35001. * Returns the current scene
  35002. * @returns a Scene
  35003. */
  35004. Material.prototype.getScene = function () {
  35005. return this._scene;
  35006. };
  35007. /**
  35008. * Specifies if the material will require alpha blending
  35009. * @returns a boolean specifying if alpha blending is needed
  35010. */
  35011. Material.prototype.needAlphaBlending = function () {
  35012. return (this.alpha < 1.0);
  35013. };
  35014. /**
  35015. * Specifies if the mesh will require alpha blending
  35016. * @param mesh defines the mesh to check
  35017. * @returns a boolean specifying if alpha blending is needed for the mesh
  35018. */
  35019. Material.prototype.needAlphaBlendingForMesh = function (mesh) {
  35020. return this.needAlphaBlending() || (mesh.visibility < 1.0) || mesh.hasVertexAlpha;
  35021. };
  35022. /**
  35023. * Specifies if this material should be rendered in alpha test mode
  35024. * @returns a boolean specifying if an alpha test is needed.
  35025. */
  35026. Material.prototype.needAlphaTesting = function () {
  35027. return false;
  35028. };
  35029. /**
  35030. * Gets the texture used for the alpha test
  35031. * @returns the texture to use for alpha testing
  35032. */
  35033. Material.prototype.getAlphaTestTexture = function () {
  35034. return null;
  35035. };
  35036. /**
  35037. * Marks the material to indicate that it needs to be re-calculated
  35038. */
  35039. Material.prototype.markDirty = function () {
  35040. this._wasPreviouslyReady = false;
  35041. };
  35042. /** @hidden */
  35043. Material.prototype._preBind = function (effect, overrideOrientation) {
  35044. if (overrideOrientation === void 0) { overrideOrientation = null; }
  35045. var engine = this._scene.getEngine();
  35046. var orientation = (overrideOrientation == null) ? this.sideOrientation : overrideOrientation;
  35047. var reverse = orientation === Material.ClockWiseSideOrientation;
  35048. engine.enableEffect(effect ? effect : this._effect);
  35049. engine.setState(this.backFaceCulling, this.zOffset, false, reverse);
  35050. return reverse;
  35051. };
  35052. /**
  35053. * Binds the material to the mesh
  35054. * @param world defines the world transformation matrix
  35055. * @param mesh defines the mesh to bind the material to
  35056. */
  35057. Material.prototype.bind = function (world, mesh) {
  35058. };
  35059. /**
  35060. * Binds the submesh to the material
  35061. * @param world defines the world transformation matrix
  35062. * @param mesh defines the mesh containing the submesh
  35063. * @param subMesh defines the submesh to bind the material to
  35064. */
  35065. Material.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  35066. };
  35067. /**
  35068. * Binds the world matrix to the material
  35069. * @param world defines the world transformation matrix
  35070. */
  35071. Material.prototype.bindOnlyWorldMatrix = function (world) {
  35072. };
  35073. /**
  35074. * Binds the scene's uniform buffer to the effect.
  35075. * @param effect defines the effect to bind to the scene uniform buffer
  35076. * @param sceneUbo defines the uniform buffer storing scene data
  35077. */
  35078. Material.prototype.bindSceneUniformBuffer = function (effect, sceneUbo) {
  35079. sceneUbo.bindToEffect(effect, "Scene");
  35080. };
  35081. /**
  35082. * Binds the view matrix to the effect
  35083. * @param effect defines the effect to bind the view matrix to
  35084. */
  35085. Material.prototype.bindView = function (effect) {
  35086. if (!this._useUBO) {
  35087. effect.setMatrix("view", this.getScene().getViewMatrix());
  35088. }
  35089. else {
  35090. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  35091. }
  35092. };
  35093. /**
  35094. * Binds the view projection matrix to the effect
  35095. * @param effect defines the effect to bind the view projection matrix to
  35096. */
  35097. Material.prototype.bindViewProjection = function (effect) {
  35098. if (!this._useUBO) {
  35099. effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  35100. }
  35101. else {
  35102. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  35103. }
  35104. };
  35105. /**
  35106. * Specifies if material alpha testing should be turned on for the mesh
  35107. * @param mesh defines the mesh to check
  35108. */
  35109. Material.prototype._shouldTurnAlphaTestOn = function (mesh) {
  35110. return (!this.needAlphaBlendingForMesh(mesh) && this.needAlphaTesting());
  35111. };
  35112. /**
  35113. * Processes to execute after binding the material to a mesh
  35114. * @param mesh defines the rendered mesh
  35115. */
  35116. Material.prototype._afterBind = function (mesh) {
  35117. this._scene._cachedMaterial = this;
  35118. if (mesh) {
  35119. this._scene._cachedVisibility = mesh.visibility;
  35120. }
  35121. else {
  35122. this._scene._cachedVisibility = 1;
  35123. }
  35124. if (mesh) {
  35125. this.onBindObservable.notifyObservers(mesh);
  35126. }
  35127. if (this.disableDepthWrite) {
  35128. var engine = this._scene.getEngine();
  35129. this._cachedDepthWriteState = engine.getDepthWrite();
  35130. engine.setDepthWrite(false);
  35131. }
  35132. };
  35133. /**
  35134. * Unbinds the material from the mesh
  35135. */
  35136. Material.prototype.unbind = function () {
  35137. this.onUnBindObservable.notifyObservers(this);
  35138. if (this.disableDepthWrite) {
  35139. var engine = this._scene.getEngine();
  35140. engine.setDepthWrite(this._cachedDepthWriteState);
  35141. }
  35142. };
  35143. /**
  35144. * Gets the active textures from the material
  35145. * @returns an array of textures
  35146. */
  35147. Material.prototype.getActiveTextures = function () {
  35148. return [];
  35149. };
  35150. /**
  35151. * Specifies if the material uses a texture
  35152. * @param texture defines the texture to check against the material
  35153. * @returns a boolean specifying if the material uses the texture
  35154. */
  35155. Material.prototype.hasTexture = function (texture) {
  35156. return false;
  35157. };
  35158. /**
  35159. * Makes a duplicate of the material, and gives it a new name
  35160. * @param name defines the new name for the duplicated material
  35161. * @returns the cloned material
  35162. */
  35163. Material.prototype.clone = function (name) {
  35164. return null;
  35165. };
  35166. /**
  35167. * Gets the meshes bound to the material
  35168. * @returns an array of meshes bound to the material
  35169. */
  35170. Material.prototype.getBindedMeshes = function () {
  35171. var result = new Array();
  35172. for (var index = 0; index < this._scene.meshes.length; index++) {
  35173. var mesh = this._scene.meshes[index];
  35174. if (mesh.material === this) {
  35175. result.push(mesh);
  35176. }
  35177. }
  35178. return result;
  35179. };
  35180. /**
  35181. * Force shader compilation
  35182. * @param mesh defines the mesh associated with this material
  35183. * @param onCompiled defines a function to execute once the material is compiled
  35184. * @param options defines the options to configure the compilation
  35185. */
  35186. Material.prototype.forceCompilation = function (mesh, onCompiled, options) {
  35187. var _this = this;
  35188. var localOptions = __assign({ clipPlane: false }, options);
  35189. var subMesh = new BABYLON.BaseSubMesh();
  35190. var scene = this.getScene();
  35191. var checkReady = function () {
  35192. if (!_this._scene || !_this._scene.getEngine()) {
  35193. return;
  35194. }
  35195. if (subMesh._materialDefines) {
  35196. subMesh._materialDefines._renderId = -1;
  35197. }
  35198. var clipPlaneState = scene.clipPlane;
  35199. if (localOptions.clipPlane) {
  35200. scene.clipPlane = new BABYLON.Plane(0, 0, 0, 1);
  35201. }
  35202. if (_this.storeEffectOnSubMeshes) {
  35203. if (_this.isReadyForSubMesh(mesh, subMesh)) {
  35204. if (onCompiled) {
  35205. onCompiled(_this);
  35206. }
  35207. }
  35208. else {
  35209. setTimeout(checkReady, 16);
  35210. }
  35211. }
  35212. else {
  35213. if (_this.isReady(mesh)) {
  35214. if (onCompiled) {
  35215. onCompiled(_this);
  35216. }
  35217. }
  35218. else {
  35219. setTimeout(checkReady, 16);
  35220. }
  35221. }
  35222. if (localOptions.clipPlane) {
  35223. scene.clipPlane = clipPlaneState;
  35224. }
  35225. };
  35226. checkReady();
  35227. };
  35228. /**
  35229. * Force shader compilation
  35230. * @param mesh defines the mesh that will use this material
  35231. * @param options defines additional options for compiling the shaders
  35232. * @returns a promise that resolves when the compilation completes
  35233. */
  35234. Material.prototype.forceCompilationAsync = function (mesh, options) {
  35235. var _this = this;
  35236. return new Promise(function (resolve) {
  35237. _this.forceCompilation(mesh, function () {
  35238. resolve();
  35239. }, options);
  35240. });
  35241. };
  35242. /**
  35243. * Marks a define in the material to indicate that it needs to be re-computed
  35244. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  35245. */
  35246. Material.prototype.markAsDirty = function (flag) {
  35247. if (flag & Material.TextureDirtyFlag) {
  35248. this._markAllSubMeshesAsTexturesDirty();
  35249. }
  35250. if (flag & Material.LightDirtyFlag) {
  35251. this._markAllSubMeshesAsLightsDirty();
  35252. }
  35253. if (flag & Material.FresnelDirtyFlag) {
  35254. this._markAllSubMeshesAsFresnelDirty();
  35255. }
  35256. if (flag & Material.AttributesDirtyFlag) {
  35257. this._markAllSubMeshesAsAttributesDirty();
  35258. }
  35259. if (flag & Material.MiscDirtyFlag) {
  35260. this._markAllSubMeshesAsMiscDirty();
  35261. }
  35262. this.getScene().resetCachedMaterial();
  35263. };
  35264. /**
  35265. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  35266. * @param func defines a function which checks material defines against the submeshes
  35267. */
  35268. Material.prototype._markAllSubMeshesAsDirty = function (func) {
  35269. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  35270. var mesh = _a[_i];
  35271. if (!mesh.subMeshes) {
  35272. continue;
  35273. }
  35274. for (var _b = 0, _c = mesh.subMeshes; _b < _c.length; _b++) {
  35275. var subMesh = _c[_b];
  35276. if (subMesh.getMaterial() !== this) {
  35277. continue;
  35278. }
  35279. if (!subMesh._materialDefines) {
  35280. continue;
  35281. }
  35282. func(subMesh._materialDefines);
  35283. }
  35284. }
  35285. };
  35286. /**
  35287. * Indicates that image processing needs to be re-calculated for all submeshes
  35288. */
  35289. Material.prototype._markAllSubMeshesAsImageProcessingDirty = function () {
  35290. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsImageProcessingDirty(); });
  35291. };
  35292. /**
  35293. * Indicates that textures need to be re-calculated for all submeshes
  35294. */
  35295. Material.prototype._markAllSubMeshesAsTexturesDirty = function () {
  35296. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsTexturesDirty(); });
  35297. };
  35298. /**
  35299. * Indicates that fresnel needs to be re-calculated for all submeshes
  35300. */
  35301. Material.prototype._markAllSubMeshesAsFresnelDirty = function () {
  35302. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsFresnelDirty(); });
  35303. };
  35304. /**
  35305. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  35306. */
  35307. Material.prototype._markAllSubMeshesAsFresnelAndMiscDirty = function () {
  35308. this._markAllSubMeshesAsDirty(function (defines) {
  35309. defines.markAsFresnelDirty();
  35310. defines.markAsMiscDirty();
  35311. });
  35312. };
  35313. /**
  35314. * Indicates that lights need to be re-calculated for all submeshes
  35315. */
  35316. Material.prototype._markAllSubMeshesAsLightsDirty = function () {
  35317. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });
  35318. };
  35319. /**
  35320. * Indicates that attributes need to be re-calculated for all submeshes
  35321. */
  35322. Material.prototype._markAllSubMeshesAsAttributesDirty = function () {
  35323. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });
  35324. };
  35325. /**
  35326. * Indicates that misc needs to be re-calculated for all submeshes
  35327. */
  35328. Material.prototype._markAllSubMeshesAsMiscDirty = function () {
  35329. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsMiscDirty(); });
  35330. };
  35331. /**
  35332. * Indicates that textures and misc need to be re-calculated for all submeshes
  35333. */
  35334. Material.prototype._markAllSubMeshesAsTexturesAndMiscDirty = function () {
  35335. this._markAllSubMeshesAsDirty(function (defines) {
  35336. defines.markAsTexturesDirty();
  35337. defines.markAsMiscDirty();
  35338. });
  35339. };
  35340. /**
  35341. * Disposes the material
  35342. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  35343. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  35344. */
  35345. Material.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  35346. // Animations
  35347. this.getScene().stopAnimation(this);
  35348. this.getScene().freeProcessedMaterials();
  35349. // Remove from scene
  35350. var index = this._scene.materials.indexOf(this);
  35351. if (index >= 0) {
  35352. this._scene.materials.splice(index, 1);
  35353. }
  35354. // Remove from meshes
  35355. for (index = 0; index < this._scene.meshes.length; index++) {
  35356. var mesh = this._scene.meshes[index];
  35357. if (mesh.material === this) {
  35358. mesh.material = null;
  35359. if (mesh.geometry) {
  35360. var geometry = (mesh.geometry);
  35361. if (this.storeEffectOnSubMeshes) {
  35362. for (var _i = 0, _a = mesh.subMeshes; _i < _a.length; _i++) {
  35363. var subMesh = _a[_i];
  35364. geometry._releaseVertexArrayObject(subMesh._materialEffect);
  35365. if (forceDisposeEffect && subMesh._materialEffect) {
  35366. this._scene.getEngine()._releaseEffect(subMesh._materialEffect);
  35367. }
  35368. }
  35369. }
  35370. else {
  35371. geometry._releaseVertexArrayObject(this._effect);
  35372. }
  35373. }
  35374. }
  35375. }
  35376. this._uniformBuffer.dispose();
  35377. // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
  35378. if (forceDisposeEffect && this._effect) {
  35379. if (!this.storeEffectOnSubMeshes) {
  35380. this._scene.getEngine()._releaseEffect(this._effect);
  35381. }
  35382. this._effect = null;
  35383. }
  35384. // Callback
  35385. this.onDisposeObservable.notifyObservers(this);
  35386. this.onDisposeObservable.clear();
  35387. this.onBindObservable.clear();
  35388. this.onUnBindObservable.clear();
  35389. };
  35390. /**
  35391. * Serializes this material
  35392. * @returns the serialized material object
  35393. */
  35394. Material.prototype.serialize = function () {
  35395. return BABYLON.SerializationHelper.Serialize(this);
  35396. };
  35397. /**
  35398. * Creates a MultiMaterial from parsed MultiMaterial data.
  35399. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  35400. * @param scene defines the hosting scene
  35401. * @returns a new MultiMaterial
  35402. */
  35403. Material.ParseMultiMaterial = function (parsedMultiMaterial, scene) {
  35404. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  35405. multiMaterial.id = parsedMultiMaterial.id;
  35406. if (BABYLON.Tags) {
  35407. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  35408. }
  35409. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  35410. var subMatId = parsedMultiMaterial.materials[matIndex];
  35411. if (subMatId) {
  35412. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  35413. }
  35414. else {
  35415. multiMaterial.subMaterials.push(null);
  35416. }
  35417. }
  35418. return multiMaterial;
  35419. };
  35420. /**
  35421. * Creates a material from parsed material data
  35422. * @param parsedMaterial defines parsed material data
  35423. * @param scene defines the hosting scene
  35424. * @param rootUrl defines the root URL to use to load textures
  35425. * @returns a new material
  35426. */
  35427. Material.Parse = function (parsedMaterial, scene, rootUrl) {
  35428. if (!parsedMaterial.customType || parsedMaterial.customType === "BABYLON.StandardMaterial") {
  35429. return BABYLON.StandardMaterial.Parse(parsedMaterial, scene, rootUrl);
  35430. }
  35431. if (parsedMaterial.customType === "BABYLON.PBRMaterial" && parsedMaterial.overloadedAlbedo) {
  35432. parsedMaterial.customType = "BABYLON.LegacyPBRMaterial";
  35433. if (!BABYLON.LegacyPBRMaterial) {
  35434. BABYLON.Tools.Error("Your scene is trying to load a legacy version of the PBRMaterial, please, include it from the materials library.");
  35435. return;
  35436. }
  35437. }
  35438. var materialType = BABYLON.Tools.Instantiate(parsedMaterial.customType);
  35439. return materialType.Parse(parsedMaterial, scene, rootUrl);
  35440. ;
  35441. };
  35442. // Triangle views
  35443. Material._TriangleFillMode = 0;
  35444. Material._WireFrameFillMode = 1;
  35445. Material._PointFillMode = 2;
  35446. // Draw modes
  35447. Material._PointListDrawMode = 3;
  35448. Material._LineListDrawMode = 4;
  35449. Material._LineLoopDrawMode = 5;
  35450. Material._LineStripDrawMode = 6;
  35451. Material._TriangleStripDrawMode = 7;
  35452. Material._TriangleFanDrawMode = 8;
  35453. /**
  35454. * Stores the clock-wise side orientation
  35455. */
  35456. Material._ClockWiseSideOrientation = 0;
  35457. /**
  35458. * Stores the counter clock-wise side orientation
  35459. */
  35460. Material._CounterClockWiseSideOrientation = 1;
  35461. /**
  35462. * The dirty texture flag value
  35463. */
  35464. Material._TextureDirtyFlag = 1;
  35465. /**
  35466. * The dirty light flag value
  35467. */
  35468. Material._LightDirtyFlag = 2;
  35469. /**
  35470. * The dirty fresnel flag value
  35471. */
  35472. Material._FresnelDirtyFlag = 4;
  35473. /**
  35474. * The dirty attribute flag value
  35475. */
  35476. Material._AttributesDirtyFlag = 8;
  35477. /**
  35478. * The dirty misc flag value
  35479. */
  35480. Material._MiscDirtyFlag = 16;
  35481. __decorate([
  35482. BABYLON.serialize()
  35483. ], Material.prototype, "id", void 0);
  35484. __decorate([
  35485. BABYLON.serialize()
  35486. ], Material.prototype, "name", void 0);
  35487. __decorate([
  35488. BABYLON.serialize()
  35489. ], Material.prototype, "checkReadyOnEveryCall", void 0);
  35490. __decorate([
  35491. BABYLON.serialize()
  35492. ], Material.prototype, "checkReadyOnlyOnce", void 0);
  35493. __decorate([
  35494. BABYLON.serialize()
  35495. ], Material.prototype, "state", void 0);
  35496. __decorate([
  35497. BABYLON.serialize("alpha")
  35498. ], Material.prototype, "_alpha", void 0);
  35499. __decorate([
  35500. BABYLON.serialize("backFaceCulling")
  35501. ], Material.prototype, "_backFaceCulling", void 0);
  35502. __decorate([
  35503. BABYLON.serialize()
  35504. ], Material.prototype, "sideOrientation", void 0);
  35505. __decorate([
  35506. BABYLON.serialize("alphaMode")
  35507. ], Material.prototype, "_alphaMode", void 0);
  35508. __decorate([
  35509. BABYLON.serialize()
  35510. ], Material.prototype, "_needDepthPrePass", void 0);
  35511. __decorate([
  35512. BABYLON.serialize()
  35513. ], Material.prototype, "disableDepthWrite", void 0);
  35514. __decorate([
  35515. BABYLON.serialize()
  35516. ], Material.prototype, "forceDepthWrite", void 0);
  35517. __decorate([
  35518. BABYLON.serialize()
  35519. ], Material.prototype, "separateCullingPass", void 0);
  35520. __decorate([
  35521. BABYLON.serialize("fogEnabled")
  35522. ], Material.prototype, "_fogEnabled", void 0);
  35523. __decorate([
  35524. BABYLON.serialize()
  35525. ], Material.prototype, "pointSize", void 0);
  35526. __decorate([
  35527. BABYLON.serialize()
  35528. ], Material.prototype, "zOffset", void 0);
  35529. __decorate([
  35530. BABYLON.serialize()
  35531. ], Material.prototype, "wireframe", null);
  35532. __decorate([
  35533. BABYLON.serialize()
  35534. ], Material.prototype, "pointsCloud", null);
  35535. __decorate([
  35536. BABYLON.serialize()
  35537. ], Material.prototype, "fillMode", null);
  35538. return Material;
  35539. }());
  35540. BABYLON.Material = Material;
  35541. })(BABYLON || (BABYLON = {}));
  35542. //# sourceMappingURL=babylon.material.js.map
  35543. var BABYLON;
  35544. (function (BABYLON) {
  35545. var UniformBuffer = /** @class */ (function () {
  35546. /**
  35547. * Uniform buffer objects.
  35548. *
  35549. * Handles blocks of uniform on the GPU.
  35550. *
  35551. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  35552. *
  35553. * For more information, please refer to :
  35554. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  35555. */
  35556. function UniformBuffer(engine, data, dynamic) {
  35557. this._engine = engine;
  35558. this._noUBO = !engine.supportsUniformBuffers;
  35559. this._dynamic = dynamic;
  35560. this._data = data || [];
  35561. this._uniformLocations = {};
  35562. this._uniformSizes = {};
  35563. this._uniformLocationPointer = 0;
  35564. this._needSync = false;
  35565. if (this._noUBO) {
  35566. this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;
  35567. this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;
  35568. this.updateFloat = this._updateFloatForEffect;
  35569. this.updateFloat2 = this._updateFloat2ForEffect;
  35570. this.updateFloat3 = this._updateFloat3ForEffect;
  35571. this.updateFloat4 = this._updateFloat4ForEffect;
  35572. this.updateMatrix = this._updateMatrixForEffect;
  35573. this.updateVector3 = this._updateVector3ForEffect;
  35574. this.updateVector4 = this._updateVector4ForEffect;
  35575. this.updateColor3 = this._updateColor3ForEffect;
  35576. this.updateColor4 = this._updateColor4ForEffect;
  35577. }
  35578. else {
  35579. this._engine._uniformBuffers.push(this);
  35580. this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;
  35581. this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;
  35582. this.updateFloat = this._updateFloatForUniform;
  35583. this.updateFloat2 = this._updateFloat2ForUniform;
  35584. this.updateFloat3 = this._updateFloat3ForUniform;
  35585. this.updateFloat4 = this._updateFloat4ForUniform;
  35586. this.updateMatrix = this._updateMatrixForUniform;
  35587. this.updateVector3 = this._updateVector3ForUniform;
  35588. this.updateVector4 = this._updateVector4ForUniform;
  35589. this.updateColor3 = this._updateColor3ForUniform;
  35590. this.updateColor4 = this._updateColor4ForUniform;
  35591. }
  35592. }
  35593. Object.defineProperty(UniformBuffer.prototype, "useUbo", {
  35594. // Properties
  35595. /**
  35596. * Indicates if the buffer is using the WebGL2 UBO implementation,
  35597. * or just falling back on setUniformXXX calls.
  35598. */
  35599. get: function () {
  35600. return !this._noUBO;
  35601. },
  35602. enumerable: true,
  35603. configurable: true
  35604. });
  35605. Object.defineProperty(UniformBuffer.prototype, "isSync", {
  35606. /**
  35607. * Indicates if the WebGL underlying uniform buffer is in sync
  35608. * with the javascript cache data.
  35609. */
  35610. get: function () {
  35611. return !this._needSync;
  35612. },
  35613. enumerable: true,
  35614. configurable: true
  35615. });
  35616. /**
  35617. * Indicates if the WebGL underlying uniform buffer is dynamic.
  35618. * Also, a dynamic UniformBuffer will disable cache verification and always
  35619. * update the underlying WebGL uniform buffer to the GPU.
  35620. */
  35621. UniformBuffer.prototype.isDynamic = function () {
  35622. return this._dynamic !== undefined;
  35623. };
  35624. /**
  35625. * The data cache on JS side.
  35626. */
  35627. UniformBuffer.prototype.getData = function () {
  35628. return this._bufferData;
  35629. };
  35630. /**
  35631. * The underlying WebGL Uniform buffer.
  35632. */
  35633. UniformBuffer.prototype.getBuffer = function () {
  35634. return this._buffer;
  35635. };
  35636. /**
  35637. * std140 layout specifies how to align data within an UBO structure.
  35638. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  35639. * for specs.
  35640. */
  35641. UniformBuffer.prototype._fillAlignment = function (size) {
  35642. // This code has been simplified because we only use floats, vectors of 1, 2, 3, 4 components
  35643. // and 4x4 matrices
  35644. // TODO : change if other types are used
  35645. var alignment;
  35646. if (size <= 2) {
  35647. alignment = size;
  35648. }
  35649. else {
  35650. alignment = 4;
  35651. }
  35652. if ((this._uniformLocationPointer % alignment) !== 0) {
  35653. var oldPointer = this._uniformLocationPointer;
  35654. this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);
  35655. var diff = this._uniformLocationPointer - oldPointer;
  35656. for (var i = 0; i < diff; i++) {
  35657. this._data.push(0);
  35658. }
  35659. }
  35660. };
  35661. /**
  35662. * Adds an uniform in the buffer.
  35663. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  35664. * for the layout to be correct !
  35665. * @param {string} name Name of the uniform, as used in the uniform block in the shader.
  35666. * @param {number|number[]} size Data size, or data directly.
  35667. */
  35668. UniformBuffer.prototype.addUniform = function (name, size) {
  35669. if (this._noUBO) {
  35670. return;
  35671. }
  35672. if (this._uniformLocations[name] !== undefined) {
  35673. // Already existing uniform
  35674. return;
  35675. }
  35676. // This function must be called in the order of the shader layout !
  35677. // size can be the size of the uniform, or data directly
  35678. var data;
  35679. if (size instanceof Array) {
  35680. data = size;
  35681. size = data.length;
  35682. }
  35683. else {
  35684. size = size;
  35685. data = [];
  35686. // Fill with zeros
  35687. for (var i = 0; i < size; i++) {
  35688. data.push(0);
  35689. }
  35690. }
  35691. this._fillAlignment(size);
  35692. this._uniformSizes[name] = size;
  35693. this._uniformLocations[name] = this._uniformLocationPointer;
  35694. this._uniformLocationPointer += size;
  35695. for (var i = 0; i < size; i++) {
  35696. this._data.push(data[i]);
  35697. }
  35698. this._needSync = true;
  35699. };
  35700. /**
  35701. * Wrapper for addUniform.
  35702. * @param {string} name Name of the uniform, as used in the uniform block in the shader.
  35703. * @param {Matrix} mat A 4x4 matrix.
  35704. */
  35705. UniformBuffer.prototype.addMatrix = function (name, mat) {
  35706. this.addUniform(name, Array.prototype.slice.call(mat.toArray()));
  35707. };
  35708. /**
  35709. * Wrapper for addUniform.
  35710. * @param {string} name Name of the uniform, as used in the uniform block in the shader.
  35711. * @param {number} x
  35712. * @param {number} y
  35713. */
  35714. UniformBuffer.prototype.addFloat2 = function (name, x, y) {
  35715. var temp = [x, y];
  35716. this.addUniform(name, temp);
  35717. };
  35718. /**
  35719. * Wrapper for addUniform.
  35720. * @param {string} name Name of the uniform, as used in the uniform block in the shader.
  35721. * @param {number} x
  35722. * @param {number} y
  35723. * @param {number} z
  35724. */
  35725. UniformBuffer.prototype.addFloat3 = function (name, x, y, z) {
  35726. var temp = [x, y, z];
  35727. this.addUniform(name, temp);
  35728. };
  35729. /**
  35730. * Wrapper for addUniform.
  35731. * @param {string} name Name of the uniform, as used in the uniform block in the shader.
  35732. * @param {Color3} color
  35733. */
  35734. UniformBuffer.prototype.addColor3 = function (name, color) {
  35735. var temp = new Array();
  35736. color.toArray(temp);
  35737. this.addUniform(name, temp);
  35738. };
  35739. /**
  35740. * Wrapper for addUniform.
  35741. * @param {string} name Name of the uniform, as used in the uniform block in the shader.
  35742. * @param {Color3} color
  35743. * @param {number} alpha
  35744. */
  35745. UniformBuffer.prototype.addColor4 = function (name, color, alpha) {
  35746. var temp = new Array();
  35747. color.toArray(temp);
  35748. temp.push(alpha);
  35749. this.addUniform(name, temp);
  35750. };
  35751. /**
  35752. * Wrapper for addUniform.
  35753. * @param {string} name Name of the uniform, as used in the uniform block in the shader.
  35754. * @param {Vector3} vector
  35755. */
  35756. UniformBuffer.prototype.addVector3 = function (name, vector) {
  35757. var temp = new Array();
  35758. vector.toArray(temp);
  35759. this.addUniform(name, temp);
  35760. };
  35761. /**
  35762. * Wrapper for addUniform.
  35763. * @param {string} name Name of the uniform, as used in the uniform block in the shader.
  35764. */
  35765. UniformBuffer.prototype.addMatrix3x3 = function (name) {
  35766. this.addUniform(name, 12);
  35767. };
  35768. /**
  35769. * Wrapper for addUniform.
  35770. * @param {string} name Name of the uniform, as used in the uniform block in the shader.
  35771. */
  35772. UniformBuffer.prototype.addMatrix2x2 = function (name) {
  35773. this.addUniform(name, 8);
  35774. };
  35775. /**
  35776. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  35777. */
  35778. UniformBuffer.prototype.create = function () {
  35779. if (this._noUBO) {
  35780. return;
  35781. }
  35782. if (this._buffer) {
  35783. return; // nothing to do
  35784. }
  35785. // See spec, alignment must be filled as a vec4
  35786. this._fillAlignment(4);
  35787. this._bufferData = new Float32Array(this._data);
  35788. this._rebuild();
  35789. this._needSync = true;
  35790. };
  35791. UniformBuffer.prototype._rebuild = function () {
  35792. if (this._noUBO) {
  35793. return;
  35794. }
  35795. if (this._dynamic) {
  35796. this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData);
  35797. }
  35798. else {
  35799. this._buffer = this._engine.createUniformBuffer(this._bufferData);
  35800. }
  35801. };
  35802. /**
  35803. * Updates the WebGL Uniform Buffer on the GPU.
  35804. * If the `dynamic` flag is set to true, no cache comparison is done.
  35805. * Otherwise, the buffer will be updated only if the cache differs.
  35806. */
  35807. UniformBuffer.prototype.update = function () {
  35808. if (!this._buffer) {
  35809. this.create();
  35810. return;
  35811. }
  35812. if (!this._dynamic && !this._needSync) {
  35813. return;
  35814. }
  35815. this._engine.updateUniformBuffer(this._buffer, this._bufferData);
  35816. this._needSync = false;
  35817. };
  35818. /**
  35819. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  35820. * @param {string} uniformName Name of the uniform, as used in the uniform block in the shader.
  35821. * @param {number[]|Float32Array} data Flattened data
  35822. * @param {number} size Size of the data.
  35823. */
  35824. UniformBuffer.prototype.updateUniform = function (uniformName, data, size) {
  35825. var location = this._uniformLocations[uniformName];
  35826. if (location === undefined) {
  35827. if (this._buffer) {
  35828. // Cannot add an uniform if the buffer is already created
  35829. BABYLON.Tools.Error("Cannot add an uniform after UBO has been created.");
  35830. return;
  35831. }
  35832. this.addUniform(uniformName, size);
  35833. location = this._uniformLocations[uniformName];
  35834. }
  35835. if (!this._buffer) {
  35836. this.create();
  35837. }
  35838. if (!this._dynamic) {
  35839. // Cache for static uniform buffers
  35840. var changed = false;
  35841. for (var i = 0; i < size; i++) {
  35842. if (this._bufferData[location + i] !== data[i]) {
  35843. changed = true;
  35844. this._bufferData[location + i] = data[i];
  35845. }
  35846. }
  35847. this._needSync = this._needSync || changed;
  35848. }
  35849. else {
  35850. // No cache for dynamic
  35851. for (var i = 0; i < size; i++) {
  35852. this._bufferData[location + i] = data[i];
  35853. }
  35854. }
  35855. };
  35856. // Update methods
  35857. UniformBuffer.prototype._updateMatrix3x3ForUniform = function (name, matrix) {
  35858. // To match std140, matrix must be realigned
  35859. for (var i = 0; i < 3; i++) {
  35860. UniformBuffer._tempBuffer[i * 4] = matrix[i * 3];
  35861. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 3 + 1];
  35862. UniformBuffer._tempBuffer[i * 4 + 2] = matrix[i * 3 + 2];
  35863. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  35864. }
  35865. this.updateUniform(name, UniformBuffer._tempBuffer, 12);
  35866. };
  35867. UniformBuffer.prototype._updateMatrix3x3ForEffect = function (name, matrix) {
  35868. this._currentEffect.setMatrix3x3(name, matrix);
  35869. };
  35870. UniformBuffer.prototype._updateMatrix2x2ForEffect = function (name, matrix) {
  35871. this._currentEffect.setMatrix2x2(name, matrix);
  35872. };
  35873. UniformBuffer.prototype._updateMatrix2x2ForUniform = function (name, matrix) {
  35874. // To match std140, matrix must be realigned
  35875. for (var i = 0; i < 2; i++) {
  35876. UniformBuffer._tempBuffer[i * 4] = matrix[i * 2];
  35877. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 2 + 1];
  35878. UniformBuffer._tempBuffer[i * 4 + 2] = 0.0;
  35879. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  35880. }
  35881. this.updateUniform(name, UniformBuffer._tempBuffer, 8);
  35882. };
  35883. UniformBuffer.prototype._updateFloatForEffect = function (name, x) {
  35884. this._currentEffect.setFloat(name, x);
  35885. };
  35886. UniformBuffer.prototype._updateFloatForUniform = function (name, x) {
  35887. UniformBuffer._tempBuffer[0] = x;
  35888. this.updateUniform(name, UniformBuffer._tempBuffer, 1);
  35889. };
  35890. UniformBuffer.prototype._updateFloat2ForEffect = function (name, x, y, suffix) {
  35891. if (suffix === void 0) { suffix = ""; }
  35892. this._currentEffect.setFloat2(name + suffix, x, y);
  35893. };
  35894. UniformBuffer.prototype._updateFloat2ForUniform = function (name, x, y, suffix) {
  35895. if (suffix === void 0) { suffix = ""; }
  35896. UniformBuffer._tempBuffer[0] = x;
  35897. UniformBuffer._tempBuffer[1] = y;
  35898. this.updateUniform(name, UniformBuffer._tempBuffer, 2);
  35899. };
  35900. UniformBuffer.prototype._updateFloat3ForEffect = function (name, x, y, z, suffix) {
  35901. if (suffix === void 0) { suffix = ""; }
  35902. this._currentEffect.setFloat3(name + suffix, x, y, z);
  35903. };
  35904. UniformBuffer.prototype._updateFloat3ForUniform = function (name, x, y, z, suffix) {
  35905. if (suffix === void 0) { suffix = ""; }
  35906. UniformBuffer._tempBuffer[0] = x;
  35907. UniformBuffer._tempBuffer[1] = y;
  35908. UniformBuffer._tempBuffer[2] = z;
  35909. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  35910. };
  35911. UniformBuffer.prototype._updateFloat4ForEffect = function (name, x, y, z, w, suffix) {
  35912. if (suffix === void 0) { suffix = ""; }
  35913. this._currentEffect.setFloat4(name + suffix, x, y, z, w);
  35914. };
  35915. UniformBuffer.prototype._updateFloat4ForUniform = function (name, x, y, z, w, suffix) {
  35916. if (suffix === void 0) { suffix = ""; }
  35917. UniformBuffer._tempBuffer[0] = x;
  35918. UniformBuffer._tempBuffer[1] = y;
  35919. UniformBuffer._tempBuffer[2] = z;
  35920. UniformBuffer._tempBuffer[3] = w;
  35921. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  35922. };
  35923. UniformBuffer.prototype._updateMatrixForEffect = function (name, mat) {
  35924. this._currentEffect.setMatrix(name, mat);
  35925. };
  35926. UniformBuffer.prototype._updateMatrixForUniform = function (name, mat) {
  35927. this.updateUniform(name, mat.toArray(), 16);
  35928. };
  35929. UniformBuffer.prototype._updateVector3ForEffect = function (name, vector) {
  35930. this._currentEffect.setVector3(name, vector);
  35931. };
  35932. UniformBuffer.prototype._updateVector3ForUniform = function (name, vector) {
  35933. vector.toArray(UniformBuffer._tempBuffer);
  35934. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  35935. };
  35936. UniformBuffer.prototype._updateVector4ForEffect = function (name, vector) {
  35937. this._currentEffect.setVector4(name, vector);
  35938. };
  35939. UniformBuffer.prototype._updateVector4ForUniform = function (name, vector) {
  35940. vector.toArray(UniformBuffer._tempBuffer);
  35941. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  35942. };
  35943. UniformBuffer.prototype._updateColor3ForEffect = function (name, color, suffix) {
  35944. if (suffix === void 0) { suffix = ""; }
  35945. this._currentEffect.setColor3(name + suffix, color);
  35946. };
  35947. UniformBuffer.prototype._updateColor3ForUniform = function (name, color, suffix) {
  35948. if (suffix === void 0) { suffix = ""; }
  35949. color.toArray(UniformBuffer._tempBuffer);
  35950. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  35951. };
  35952. UniformBuffer.prototype._updateColor4ForEffect = function (name, color, alpha, suffix) {
  35953. if (suffix === void 0) { suffix = ""; }
  35954. this._currentEffect.setColor4(name + suffix, color, alpha);
  35955. };
  35956. UniformBuffer.prototype._updateColor4ForUniform = function (name, color, alpha, suffix) {
  35957. if (suffix === void 0) { suffix = ""; }
  35958. color.toArray(UniformBuffer._tempBuffer);
  35959. UniformBuffer._tempBuffer[3] = alpha;
  35960. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  35961. };
  35962. /**
  35963. * Sets a sampler uniform on the effect.
  35964. * @param {string} name Name of the sampler.
  35965. * @param {Texture} texture
  35966. */
  35967. UniformBuffer.prototype.setTexture = function (name, texture) {
  35968. this._currentEffect.setTexture(name, texture);
  35969. };
  35970. /**
  35971. * Directly updates the value of the uniform in the cache AND on the GPU.
  35972. * @param {string} uniformName Name of the uniform, as used in the uniform block in the shader.
  35973. * @param {number[]|Float32Array} data Flattened data
  35974. */
  35975. UniformBuffer.prototype.updateUniformDirectly = function (uniformName, data) {
  35976. this.updateUniform(uniformName, data, data.length);
  35977. this.update();
  35978. };
  35979. /**
  35980. * Binds this uniform buffer to an effect.
  35981. * @param {Effect} effect
  35982. * @param {string} name Name of the uniform block in the shader.
  35983. */
  35984. UniformBuffer.prototype.bindToEffect = function (effect, name) {
  35985. this._currentEffect = effect;
  35986. if (this._noUBO || !this._buffer) {
  35987. return;
  35988. }
  35989. effect.bindUniformBuffer(this._buffer, name);
  35990. };
  35991. /**
  35992. * Disposes the uniform buffer.
  35993. */
  35994. UniformBuffer.prototype.dispose = function () {
  35995. if (this._noUBO) {
  35996. return;
  35997. }
  35998. var index = this._engine._uniformBuffers.indexOf(this);
  35999. if (index !== -1) {
  36000. this._engine._uniformBuffers.splice(index, 1);
  36001. }
  36002. if (!this._buffer) {
  36003. return;
  36004. }
  36005. if (this._engine._releaseBuffer(this._buffer)) {
  36006. this._buffer = null;
  36007. }
  36008. };
  36009. // Pool for avoiding memory leaks
  36010. UniformBuffer._MAX_UNIFORM_SIZE = 256;
  36011. UniformBuffer._tempBuffer = new Float32Array(UniformBuffer._MAX_UNIFORM_SIZE);
  36012. return UniformBuffer;
  36013. }());
  36014. BABYLON.UniformBuffer = UniformBuffer;
  36015. })(BABYLON || (BABYLON = {}));
  36016. //# sourceMappingURL=babylon.uniformBuffer.js.map
  36017. var BABYLON;
  36018. (function (BABYLON) {
  36019. /**
  36020. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  36021. */
  36022. var VertexData = /** @class */ (function () {
  36023. function VertexData() {
  36024. }
  36025. /**
  36026. * Uses the passed data array to set the set the values for the specified kind of data
  36027. * @param data a linear array of floating numbers
  36028. * @param kind the type of data that is being set, eg positions, colors etc
  36029. */
  36030. VertexData.prototype.set = function (data, kind) {
  36031. switch (kind) {
  36032. case BABYLON.VertexBuffer.PositionKind:
  36033. this.positions = data;
  36034. break;
  36035. case BABYLON.VertexBuffer.NormalKind:
  36036. this.normals = data;
  36037. break;
  36038. case BABYLON.VertexBuffer.TangentKind:
  36039. this.tangents = data;
  36040. break;
  36041. case BABYLON.VertexBuffer.UVKind:
  36042. this.uvs = data;
  36043. break;
  36044. case BABYLON.VertexBuffer.UV2Kind:
  36045. this.uvs2 = data;
  36046. break;
  36047. case BABYLON.VertexBuffer.UV3Kind:
  36048. this.uvs3 = data;
  36049. break;
  36050. case BABYLON.VertexBuffer.UV4Kind:
  36051. this.uvs4 = data;
  36052. break;
  36053. case BABYLON.VertexBuffer.UV5Kind:
  36054. this.uvs5 = data;
  36055. break;
  36056. case BABYLON.VertexBuffer.UV6Kind:
  36057. this.uvs6 = data;
  36058. break;
  36059. case BABYLON.VertexBuffer.ColorKind:
  36060. this.colors = data;
  36061. break;
  36062. case BABYLON.VertexBuffer.MatricesIndicesKind:
  36063. this.matricesIndices = data;
  36064. break;
  36065. case BABYLON.VertexBuffer.MatricesWeightsKind:
  36066. this.matricesWeights = data;
  36067. break;
  36068. case BABYLON.VertexBuffer.MatricesIndicesExtraKind:
  36069. this.matricesIndicesExtra = data;
  36070. break;
  36071. case BABYLON.VertexBuffer.MatricesWeightsExtraKind:
  36072. this.matricesWeightsExtra = data;
  36073. break;
  36074. }
  36075. };
  36076. /**
  36077. * Associates the vertexData to the passed Mesh.
  36078. * Sets it as updatable or not (default `false`)
  36079. * @param mesh the mesh the vertexData is applied to
  36080. * @param updatable when used and having the value true allows new data to update the vertexData
  36081. * @returns the VertexData
  36082. */
  36083. VertexData.prototype.applyToMesh = function (mesh, updatable) {
  36084. this._applyTo(mesh, updatable);
  36085. return this;
  36086. };
  36087. /**
  36088. * Associates the vertexData to the passed Geometry.
  36089. * Sets it as updatable or not (default `false`)
  36090. * @param geometry the geometry the vertexData is applied to
  36091. * @param updatable when used and having the value true allows new data to update the vertexData
  36092. * @returns VertexData
  36093. */
  36094. VertexData.prototype.applyToGeometry = function (geometry, updatable) {
  36095. this._applyTo(geometry, updatable);
  36096. return this;
  36097. };
  36098. /**
  36099. * Updates the associated mesh
  36100. * @param mesh the mesh to be updated
  36101. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  36102. * @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
  36103. * @returns VertexData
  36104. */
  36105. VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
  36106. this._update(mesh);
  36107. return this;
  36108. };
  36109. /**
  36110. * Updates the associated geometry
  36111. * @param geometry the geometry to be updated
  36112. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  36113. * @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
  36114. * @returns VertexData.
  36115. */
  36116. VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
  36117. this._update(geometry);
  36118. return this;
  36119. };
  36120. VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
  36121. if (updatable === void 0) { updatable = false; }
  36122. if (this.positions) {
  36123. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
  36124. }
  36125. if (this.normals) {
  36126. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
  36127. }
  36128. if (this.tangents) {
  36129. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updatable);
  36130. }
  36131. if (this.uvs) {
  36132. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
  36133. }
  36134. if (this.uvs2) {
  36135. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updatable);
  36136. }
  36137. if (this.uvs3) {
  36138. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updatable);
  36139. }
  36140. if (this.uvs4) {
  36141. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updatable);
  36142. }
  36143. if (this.uvs5) {
  36144. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updatable);
  36145. }
  36146. if (this.uvs6) {
  36147. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updatable);
  36148. }
  36149. if (this.colors) {
  36150. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
  36151. }
  36152. if (this.matricesIndices) {
  36153. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  36154. }
  36155. if (this.matricesWeights) {
  36156. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  36157. }
  36158. if (this.matricesIndicesExtra) {
  36159. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updatable);
  36160. }
  36161. if (this.matricesWeightsExtra) {
  36162. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updatable);
  36163. }
  36164. if (this.indices) {
  36165. meshOrGeometry.setIndices(this.indices, null, updatable);
  36166. }
  36167. return this;
  36168. };
  36169. VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
  36170. if (this.positions) {
  36171. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  36172. }
  36173. if (this.normals) {
  36174. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  36175. }
  36176. if (this.tangents) {
  36177. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updateExtends, makeItUnique);
  36178. }
  36179. if (this.uvs) {
  36180. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  36181. }
  36182. if (this.uvs2) {
  36183. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique);
  36184. }
  36185. if (this.uvs3) {
  36186. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique);
  36187. }
  36188. if (this.uvs4) {
  36189. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique);
  36190. }
  36191. if (this.uvs5) {
  36192. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique);
  36193. }
  36194. if (this.uvs6) {
  36195. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique);
  36196. }
  36197. if (this.colors) {
  36198. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  36199. }
  36200. if (this.matricesIndices) {
  36201. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  36202. }
  36203. if (this.matricesWeights) {
  36204. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  36205. }
  36206. if (this.matricesIndicesExtra) {
  36207. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updateExtends, makeItUnique);
  36208. }
  36209. if (this.matricesWeightsExtra) {
  36210. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updateExtends, makeItUnique);
  36211. }
  36212. if (this.indices) {
  36213. meshOrGeometry.setIndices(this.indices, null);
  36214. }
  36215. return this;
  36216. };
  36217. /**
  36218. * Transforms each position and each normal of the vertexData according to the passed Matrix
  36219. * @param matrix the transforming matrix
  36220. * @returns the VertexData
  36221. */
  36222. VertexData.prototype.transform = function (matrix) {
  36223. var transformed = BABYLON.Vector3.Zero();
  36224. var index;
  36225. if (this.positions) {
  36226. var position = BABYLON.Vector3.Zero();
  36227. for (index = 0; index < this.positions.length; index += 3) {
  36228. BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
  36229. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  36230. this.positions[index] = transformed.x;
  36231. this.positions[index + 1] = transformed.y;
  36232. this.positions[index + 2] = transformed.z;
  36233. }
  36234. }
  36235. if (this.normals) {
  36236. var normal = BABYLON.Vector3.Zero();
  36237. for (index = 0; index < this.normals.length; index += 3) {
  36238. BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
  36239. BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
  36240. this.normals[index] = transformed.x;
  36241. this.normals[index + 1] = transformed.y;
  36242. this.normals[index + 2] = transformed.z;
  36243. }
  36244. }
  36245. if (this.tangents) {
  36246. var tangent = BABYLON.Vector4.Zero();
  36247. var tangentTransformed = BABYLON.Vector4.Zero();
  36248. for (index = 0; index < this.tangents.length; index += 4) {
  36249. BABYLON.Vector4.FromArrayToRef(this.tangents, index, tangent);
  36250. BABYLON.Vector4.TransformNormalToRef(tangent, matrix, tangentTransformed);
  36251. this.tangents[index] = tangentTransformed.x;
  36252. this.tangents[index + 1] = tangentTransformed.y;
  36253. this.tangents[index + 2] = tangentTransformed.z;
  36254. this.tangents[index + 3] = tangentTransformed.w;
  36255. }
  36256. }
  36257. return this;
  36258. };
  36259. /**
  36260. * Merges the passed VertexData into the current one
  36261. * @param other the VertexData to be merged into the current one
  36262. * @returns the modified VertexData
  36263. */
  36264. VertexData.prototype.merge = function (other) {
  36265. this._validate();
  36266. other._validate();
  36267. if (!this.normals !== !other.normals ||
  36268. !this.tangents !== !other.tangents ||
  36269. !this.uvs !== !other.uvs ||
  36270. !this.uvs2 !== !other.uvs2 ||
  36271. !this.uvs3 !== !other.uvs3 ||
  36272. !this.uvs4 !== !other.uvs4 ||
  36273. !this.uvs5 !== !other.uvs5 ||
  36274. !this.uvs6 !== !other.uvs6 ||
  36275. !this.colors !== !other.colors ||
  36276. !this.matricesIndices !== !other.matricesIndices ||
  36277. !this.matricesWeights !== !other.matricesWeights ||
  36278. !this.matricesIndicesExtra !== !other.matricesIndicesExtra ||
  36279. !this.matricesWeightsExtra !== !other.matricesWeightsExtra) {
  36280. throw new Error("Cannot merge vertex data that do not have the same set of attributes");
  36281. }
  36282. if (other.indices) {
  36283. if (!this.indices) {
  36284. this.indices = [];
  36285. }
  36286. var offset = this.positions ? this.positions.length / 3 : 0;
  36287. for (var index = 0; index < other.indices.length; index++) {
  36288. //TODO check type - if Int32Array | Uint32Array | Uint16Array!
  36289. this.indices.push(other.indices[index] + offset);
  36290. }
  36291. }
  36292. this.positions = this._mergeElement(this.positions, other.positions);
  36293. this.normals = this._mergeElement(this.normals, other.normals);
  36294. this.tangents = this._mergeElement(this.tangents, other.tangents);
  36295. this.uvs = this._mergeElement(this.uvs, other.uvs);
  36296. this.uvs2 = this._mergeElement(this.uvs2, other.uvs2);
  36297. this.uvs3 = this._mergeElement(this.uvs3, other.uvs3);
  36298. this.uvs4 = this._mergeElement(this.uvs4, other.uvs4);
  36299. this.uvs5 = this._mergeElement(this.uvs5, other.uvs5);
  36300. this.uvs6 = this._mergeElement(this.uvs6, other.uvs6);
  36301. this.colors = this._mergeElement(this.colors, other.colors);
  36302. this.matricesIndices = this._mergeElement(this.matricesIndices, other.matricesIndices);
  36303. this.matricesWeights = this._mergeElement(this.matricesWeights, other.matricesWeights);
  36304. this.matricesIndicesExtra = this._mergeElement(this.matricesIndicesExtra, other.matricesIndicesExtra);
  36305. this.matricesWeightsExtra = this._mergeElement(this.matricesWeightsExtra, other.matricesWeightsExtra);
  36306. return this;
  36307. };
  36308. VertexData.prototype._mergeElement = function (source, other) {
  36309. if (!source) {
  36310. return other;
  36311. }
  36312. if (!other) {
  36313. return source;
  36314. }
  36315. var len = other.length + source.length;
  36316. var isSrcTypedArray = source instanceof Float32Array;
  36317. var isOthTypedArray = other instanceof Float32Array;
  36318. // use non-loop method when the source is Float32Array
  36319. if (isSrcTypedArray) {
  36320. var ret32 = new Float32Array(len);
  36321. ret32.set(source);
  36322. ret32.set(other, source.length);
  36323. return ret32;
  36324. // source is number[], when other is also use concat
  36325. }
  36326. else if (!isOthTypedArray) {
  36327. return source.concat(other);
  36328. // source is a number[], but other is a Float32Array, loop required
  36329. }
  36330. else {
  36331. var ret = source.slice(0); // copy source to a separate array
  36332. for (var i = 0, len = other.length; i < len; i++) {
  36333. ret.push(other[i]);
  36334. }
  36335. return ret;
  36336. }
  36337. };
  36338. VertexData.prototype._validate = function () {
  36339. if (!this.positions) {
  36340. throw new Error("Positions are required");
  36341. }
  36342. var getElementCount = function (kind, values) {
  36343. var stride = BABYLON.VertexBuffer.DeduceStride(kind);
  36344. if ((values.length % stride) !== 0) {
  36345. throw new Error("The " + kind + "s array count must be a multiple of " + stride);
  36346. }
  36347. return values.length / stride;
  36348. };
  36349. var positionsElementCount = getElementCount(BABYLON.VertexBuffer.PositionKind, this.positions);
  36350. var validateElementCount = function (kind, values) {
  36351. var elementCount = getElementCount(kind, values);
  36352. if (elementCount !== positionsElementCount) {
  36353. throw new Error("The " + kind + "s element count (" + elementCount + ") does not match the positions count (" + positionsElementCount + ")");
  36354. }
  36355. };
  36356. if (this.normals)
  36357. validateElementCount(BABYLON.VertexBuffer.NormalKind, this.normals);
  36358. if (this.tangents)
  36359. validateElementCount(BABYLON.VertexBuffer.TangentKind, this.tangents);
  36360. if (this.uvs)
  36361. validateElementCount(BABYLON.VertexBuffer.UVKind, this.uvs);
  36362. if (this.uvs2)
  36363. validateElementCount(BABYLON.VertexBuffer.UV2Kind, this.uvs2);
  36364. if (this.uvs3)
  36365. validateElementCount(BABYLON.VertexBuffer.UV3Kind, this.uvs3);
  36366. if (this.uvs4)
  36367. validateElementCount(BABYLON.VertexBuffer.UV4Kind, this.uvs4);
  36368. if (this.uvs5)
  36369. validateElementCount(BABYLON.VertexBuffer.UV5Kind, this.uvs5);
  36370. if (this.uvs6)
  36371. validateElementCount(BABYLON.VertexBuffer.UV6Kind, this.uvs6);
  36372. if (this.colors)
  36373. validateElementCount(BABYLON.VertexBuffer.ColorKind, this.colors);
  36374. if (this.matricesIndices)
  36375. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices);
  36376. if (this.matricesWeights)
  36377. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights);
  36378. if (this.matricesIndicesExtra)
  36379. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra);
  36380. if (this.matricesWeightsExtra)
  36381. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra);
  36382. };
  36383. /**
  36384. * Serializes the VertexData
  36385. * @returns a serialized object
  36386. */
  36387. VertexData.prototype.serialize = function () {
  36388. var serializationObject = this.serialize();
  36389. if (this.positions) {
  36390. serializationObject.positions = this.positions;
  36391. }
  36392. if (this.normals) {
  36393. serializationObject.normals = this.normals;
  36394. }
  36395. if (this.tangents) {
  36396. serializationObject.tangents = this.tangents;
  36397. }
  36398. if (this.uvs) {
  36399. serializationObject.uvs = this.uvs;
  36400. }
  36401. if (this.uvs2) {
  36402. serializationObject.uvs2 = this.uvs2;
  36403. }
  36404. if (this.uvs3) {
  36405. serializationObject.uvs3 = this.uvs3;
  36406. }
  36407. if (this.uvs4) {
  36408. serializationObject.uvs4 = this.uvs4;
  36409. }
  36410. if (this.uvs5) {
  36411. serializationObject.uvs5 = this.uvs5;
  36412. }
  36413. if (this.uvs6) {
  36414. serializationObject.uvs6 = this.uvs6;
  36415. }
  36416. if (this.colors) {
  36417. serializationObject.colors = this.colors;
  36418. }
  36419. if (this.matricesIndices) {
  36420. serializationObject.matricesIndices = this.matricesIndices;
  36421. serializationObject.matricesIndices._isExpanded = true;
  36422. }
  36423. if (this.matricesWeights) {
  36424. serializationObject.matricesWeights = this.matricesWeights;
  36425. }
  36426. if (this.matricesIndicesExtra) {
  36427. serializationObject.matricesIndicesExtra = this.matricesIndicesExtra;
  36428. serializationObject.matricesIndicesExtra._isExpanded = true;
  36429. }
  36430. if (this.matricesWeightsExtra) {
  36431. serializationObject.matricesWeightsExtra = this.matricesWeightsExtra;
  36432. }
  36433. serializationObject.indices = this.indices;
  36434. return serializationObject;
  36435. };
  36436. // Statics
  36437. /**
  36438. * Extracts the vertexData from a mesh
  36439. * @param mesh the mesh from which to extract the VertexData
  36440. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  36441. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  36442. * @returns the object VertexData associated to the passed mesh
  36443. */
  36444. VertexData.ExtractFromMesh = function (mesh, copyWhenShared, forceCopy) {
  36445. return VertexData._ExtractFrom(mesh, copyWhenShared, forceCopy);
  36446. };
  36447. /**
  36448. * Extracts the vertexData from the geometry
  36449. * @param geometry the geometry from which to extract the VertexData
  36450. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  36451. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  36452. * @returns the object VertexData associated to the passed mesh
  36453. */
  36454. VertexData.ExtractFromGeometry = function (geometry, copyWhenShared, forceCopy) {
  36455. return VertexData._ExtractFrom(geometry, copyWhenShared, forceCopy);
  36456. };
  36457. VertexData._ExtractFrom = function (meshOrGeometry, copyWhenShared, forceCopy) {
  36458. var result = new VertexData();
  36459. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  36460. result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind, copyWhenShared, forceCopy);
  36461. }
  36462. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  36463. result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind, copyWhenShared, forceCopy);
  36464. }
  36465. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  36466. result.tangents = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.TangentKind, copyWhenShared, forceCopy);
  36467. }
  36468. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  36469. result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind, copyWhenShared, forceCopy);
  36470. }
  36471. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  36472. result.uvs2 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind, copyWhenShared, forceCopy);
  36473. }
  36474. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  36475. result.uvs3 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV3Kind, copyWhenShared, forceCopy);
  36476. }
  36477. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  36478. result.uvs4 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV4Kind, copyWhenShared, forceCopy);
  36479. }
  36480. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  36481. result.uvs5 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV5Kind, copyWhenShared, forceCopy);
  36482. }
  36483. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  36484. result.uvs6 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV6Kind, copyWhenShared, forceCopy);
  36485. }
  36486. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  36487. result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind, copyWhenShared, forceCopy);
  36488. }
  36489. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  36490. result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, copyWhenShared, forceCopy);
  36491. }
  36492. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  36493. result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, copyWhenShared, forceCopy);
  36494. }
  36495. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesExtraKind)) {
  36496. result.matricesIndicesExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, copyWhenShared, forceCopy);
  36497. }
  36498. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  36499. result.matricesWeightsExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, copyWhenShared, forceCopy);
  36500. }
  36501. result.indices = meshOrGeometry.getIndices(copyWhenShared);
  36502. return result;
  36503. };
  36504. /**
  36505. * Creates the VertexData for a Ribbon
  36506. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  36507. * * pathArray array of paths, each of which an array of successive Vector3
  36508. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  36509. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  36510. * * 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
  36511. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  36512. * * 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)
  36513. * * 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)
  36514. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  36515. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  36516. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  36517. * @returns the VertexData of the ribbon
  36518. */
  36519. VertexData.CreateRibbon = function (options) {
  36520. var pathArray = options.pathArray;
  36521. var closeArray = options.closeArray || false;
  36522. var closePath = options.closePath || false;
  36523. var invertUV = options.invertUV || false;
  36524. var defaultOffset = Math.floor(pathArray[0].length / 2);
  36525. var offset = options.offset || defaultOffset;
  36526. offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset
  36527. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  36528. var customUV = options.uvs;
  36529. var customColors = options.colors;
  36530. var positions = [];
  36531. var indices = [];
  36532. var normals = [];
  36533. var uvs = [];
  36534. var us = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id
  36535. var vs = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray
  36536. var uTotalDistance = []; // uTotalDistance[p] : total distance of path p
  36537. var vTotalDistance = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray
  36538. var minlg; // minimal length among all paths from pathArray
  36539. var lg = []; // array of path lengths : nb of vertex per path
  36540. var idx = []; // array of path indexes : index of each path (first vertex) in the total vertex number
  36541. var p; // path iterator
  36542. var i; // point iterator
  36543. var j; // point iterator
  36544. // if single path in pathArray
  36545. if (pathArray.length < 2) {
  36546. var ar1 = [];
  36547. var ar2 = [];
  36548. for (i = 0; i < pathArray[0].length - offset; i++) {
  36549. ar1.push(pathArray[0][i]);
  36550. ar2.push(pathArray[0][i + offset]);
  36551. }
  36552. pathArray = [ar1, ar2];
  36553. }
  36554. // positions and horizontal distances (u)
  36555. var idc = 0;
  36556. var closePathCorr = (closePath) ? 1 : 0; // the final index will be +1 if closePath
  36557. var path;
  36558. var l;
  36559. minlg = pathArray[0].length;
  36560. var vectlg;
  36561. var dist;
  36562. for (p = 0; p < pathArray.length; p++) {
  36563. uTotalDistance[p] = 0;
  36564. us[p] = [0];
  36565. path = pathArray[p];
  36566. l = path.length;
  36567. minlg = (minlg < l) ? minlg : l;
  36568. j = 0;
  36569. while (j < l) {
  36570. positions.push(path[j].x, path[j].y, path[j].z);
  36571. if (j > 0) {
  36572. vectlg = path[j].subtract(path[j - 1]).length();
  36573. dist = vectlg + uTotalDistance[p];
  36574. us[p].push(dist);
  36575. uTotalDistance[p] = dist;
  36576. }
  36577. j++;
  36578. }
  36579. if (closePath) { // an extra hidden vertex is added in the "positions" array
  36580. j--;
  36581. positions.push(path[0].x, path[0].y, path[0].z);
  36582. vectlg = path[j].subtract(path[0]).length();
  36583. dist = vectlg + uTotalDistance[p];
  36584. us[p].push(dist);
  36585. uTotalDistance[p] = dist;
  36586. }
  36587. lg[p] = l + closePathCorr;
  36588. idx[p] = idc;
  36589. idc += (l + closePathCorr);
  36590. }
  36591. // vertical distances (v)
  36592. var path1;
  36593. var path2;
  36594. var vertex1 = null;
  36595. var vertex2 = null;
  36596. for (i = 0; i < minlg + closePathCorr; i++) {
  36597. vTotalDistance[i] = 0;
  36598. vs[i] = [0];
  36599. for (p = 0; p < pathArray.length - 1; p++) {
  36600. path1 = pathArray[p];
  36601. path2 = pathArray[p + 1];
  36602. if (i === minlg) { // closePath
  36603. vertex1 = path1[0];
  36604. vertex2 = path2[0];
  36605. }
  36606. else {
  36607. vertex1 = path1[i];
  36608. vertex2 = path2[i];
  36609. }
  36610. vectlg = vertex2.subtract(vertex1).length();
  36611. dist = vectlg + vTotalDistance[i];
  36612. vs[i].push(dist);
  36613. vTotalDistance[i] = dist;
  36614. }
  36615. if (closeArray && vertex2 && vertex1) {
  36616. path1 = pathArray[p];
  36617. path2 = pathArray[0];
  36618. if (i === minlg) { // closePath
  36619. vertex2 = path2[0];
  36620. }
  36621. vectlg = vertex2.subtract(vertex1).length();
  36622. dist = vectlg + vTotalDistance[i];
  36623. vTotalDistance[i] = dist;
  36624. }
  36625. }
  36626. // uvs
  36627. var u;
  36628. var v;
  36629. if (customUV) {
  36630. for (p = 0; p < customUV.length; p++) {
  36631. uvs.push(customUV[p].x, customUV[p].y);
  36632. }
  36633. }
  36634. else {
  36635. for (p = 0; p < pathArray.length; p++) {
  36636. for (i = 0; i < minlg + closePathCorr; i++) {
  36637. u = (uTotalDistance[p] != 0.0) ? us[p][i] / uTotalDistance[p] : 0.0;
  36638. v = (vTotalDistance[i] != 0.0) ? vs[i][p] / vTotalDistance[i] : 0.0;
  36639. if (invertUV) {
  36640. uvs.push(v, u);
  36641. }
  36642. else {
  36643. uvs.push(u, v);
  36644. }
  36645. }
  36646. }
  36647. }
  36648. // indices
  36649. p = 0; // path index
  36650. var pi = 0; // positions array index
  36651. var l1 = lg[p] - 1; // path1 length
  36652. var l2 = lg[p + 1] - 1; // path2 length
  36653. var min = (l1 < l2) ? l1 : l2; // current path stop index
  36654. var shft = idx[1] - idx[0]; // shift
  36655. var path1nb = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate on
  36656. while (pi <= min && p < path1nb) { // stay under min and don't go over next to last path
  36657. // 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
  36658. indices.push(pi, pi + shft, pi + 1);
  36659. indices.push(pi + shft + 1, pi + 1, pi + shft);
  36660. pi += 1;
  36661. if (pi === min) { // if end of one of two consecutive paths reached, go to next existing path
  36662. p++;
  36663. if (p === lg.length - 1) { // last path of pathArray reached <=> closeArray == true
  36664. shft = idx[0] - idx[p];
  36665. l1 = lg[p] - 1;
  36666. l2 = lg[0] - 1;
  36667. }
  36668. else {
  36669. shft = idx[p + 1] - idx[p];
  36670. l1 = lg[p] - 1;
  36671. l2 = lg[p + 1] - 1;
  36672. }
  36673. pi = idx[p];
  36674. min = (l1 < l2) ? l1 + pi : l2 + pi;
  36675. }
  36676. }
  36677. // normals
  36678. VertexData.ComputeNormals(positions, indices, normals);
  36679. if (closePath) { // update both the first and last vertex normals to their average value
  36680. var indexFirst = 0;
  36681. var indexLast = 0;
  36682. for (p = 0; p < pathArray.length; p++) {
  36683. indexFirst = idx[p] * 3;
  36684. if (p + 1 < pathArray.length) {
  36685. indexLast = (idx[p + 1] - 1) * 3;
  36686. }
  36687. else {
  36688. indexLast = normals.length - 3;
  36689. }
  36690. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  36691. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  36692. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  36693. normals[indexLast] = normals[indexFirst];
  36694. normals[indexLast + 1] = normals[indexFirst + 1];
  36695. normals[indexLast + 2] = normals[indexFirst + 2];
  36696. }
  36697. }
  36698. // sides
  36699. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  36700. // Colors
  36701. var colors = null;
  36702. if (customColors) {
  36703. colors = new Float32Array(customColors.length * 4);
  36704. for (var c = 0; c < customColors.length; c++) {
  36705. colors[c * 4] = customColors[c].r;
  36706. colors[c * 4 + 1] = customColors[c].g;
  36707. colors[c * 4 + 2] = customColors[c].b;
  36708. colors[c * 4 + 3] = customColors[c].a;
  36709. }
  36710. }
  36711. // Result
  36712. var vertexData = new VertexData();
  36713. var positions32 = new Float32Array(positions);
  36714. var normals32 = new Float32Array(normals);
  36715. var uvs32 = new Float32Array(uvs);
  36716. vertexData.indices = indices;
  36717. vertexData.positions = positions32;
  36718. vertexData.normals = normals32;
  36719. vertexData.uvs = uvs32;
  36720. if (colors) {
  36721. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  36722. }
  36723. if (closePath) {
  36724. vertexData._idx = idx;
  36725. }
  36726. return vertexData;
  36727. };
  36728. /**
  36729. * Creates the VertexData for a box
  36730. * @param options an object used to set the following optional parameters for the box, required but can be empty
  36731. * * size sets the width, height and depth of the box to the value of size, optional default 1
  36732. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  36733. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  36734. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  36735. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  36736. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  36737. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  36738. * * 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)
  36739. * * 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)
  36740. * @returns the VertexData of the box
  36741. */
  36742. VertexData.CreateBox = function (options) {
  36743. var normalsSource = [
  36744. new BABYLON.Vector3(0, 0, 1),
  36745. new BABYLON.Vector3(0, 0, -1),
  36746. new BABYLON.Vector3(1, 0, 0),
  36747. new BABYLON.Vector3(-1, 0, 0),
  36748. new BABYLON.Vector3(0, 1, 0),
  36749. new BABYLON.Vector3(0, -1, 0)
  36750. ];
  36751. var indices = [];
  36752. var positions = [];
  36753. var normals = [];
  36754. var uvs = [];
  36755. var width = options.width || options.size || 1;
  36756. var height = options.height || options.size || 1;
  36757. var depth = options.depth || options.size || 1;
  36758. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  36759. var faceUV = options.faceUV || new Array(6);
  36760. var faceColors = options.faceColors;
  36761. var colors = [];
  36762. // default face colors and UV if undefined
  36763. for (var f = 0; f < 6; f++) {
  36764. if (faceUV[f] === undefined) {
  36765. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  36766. }
  36767. if (faceColors && faceColors[f] === undefined) {
  36768. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  36769. }
  36770. }
  36771. var scaleVector = new BABYLON.Vector3(width / 2, height / 2, depth / 2);
  36772. // Create each face in turn.
  36773. for (var index = 0; index < normalsSource.length; index++) {
  36774. var normal = normalsSource[index];
  36775. // Get two vectors perpendicular to the face normal and to each other.
  36776. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
  36777. var side2 = BABYLON.Vector3.Cross(normal, side1);
  36778. // Six indices (two triangles) per face.
  36779. var verticesLength = positions.length / 3;
  36780. indices.push(verticesLength);
  36781. indices.push(verticesLength + 1);
  36782. indices.push(verticesLength + 2);
  36783. indices.push(verticesLength);
  36784. indices.push(verticesLength + 2);
  36785. indices.push(verticesLength + 3);
  36786. // Four vertices per face.
  36787. var vertex = normal.subtract(side1).subtract(side2).multiply(scaleVector);
  36788. positions.push(vertex.x, vertex.y, vertex.z);
  36789. normals.push(normal.x, normal.y, normal.z);
  36790. uvs.push(faceUV[index].z, faceUV[index].w);
  36791. if (faceColors) {
  36792. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  36793. }
  36794. vertex = normal.subtract(side1).add(side2).multiply(scaleVector);
  36795. positions.push(vertex.x, vertex.y, vertex.z);
  36796. normals.push(normal.x, normal.y, normal.z);
  36797. uvs.push(faceUV[index].x, faceUV[index].w);
  36798. if (faceColors) {
  36799. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  36800. }
  36801. vertex = normal.add(side1).add(side2).multiply(scaleVector);
  36802. positions.push(vertex.x, vertex.y, vertex.z);
  36803. normals.push(normal.x, normal.y, normal.z);
  36804. uvs.push(faceUV[index].x, faceUV[index].y);
  36805. if (faceColors) {
  36806. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  36807. }
  36808. vertex = normal.add(side1).subtract(side2).multiply(scaleVector);
  36809. positions.push(vertex.x, vertex.y, vertex.z);
  36810. normals.push(normal.x, normal.y, normal.z);
  36811. uvs.push(faceUV[index].z, faceUV[index].y);
  36812. if (faceColors) {
  36813. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  36814. }
  36815. }
  36816. // sides
  36817. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  36818. // Result
  36819. var vertexData = new VertexData();
  36820. vertexData.indices = indices;
  36821. vertexData.positions = positions;
  36822. vertexData.normals = normals;
  36823. vertexData.uvs = uvs;
  36824. if (faceColors) {
  36825. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  36826. vertexData.colors = totalColors;
  36827. }
  36828. return vertexData;
  36829. };
  36830. /**
  36831. * Creates the VertexData for an ellipsoid, defaults to a sphere
  36832. * @param options an object used to set the following optional parameters for the box, required but can be empty
  36833. * * segments sets the number of horizontal strips optional, default 32
  36834. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  36835. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  36836. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  36837. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  36838. * * 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
  36839. * * 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
  36840. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  36841. * * 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)
  36842. * * 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)
  36843. * @returns the VertexData of the ellipsoid
  36844. */
  36845. VertexData.CreateSphere = function (options) {
  36846. var segments = options.segments || 32;
  36847. var diameterX = options.diameterX || options.diameter || 1;
  36848. var diameterY = options.diameterY || options.diameter || 1;
  36849. var diameterZ = options.diameterZ || options.diameter || 1;
  36850. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  36851. var slice = options.slice && (options.slice <= 0) ? 1.0 : options.slice || 1.0;
  36852. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  36853. var radius = new BABYLON.Vector3(diameterX / 2, diameterY / 2, diameterZ / 2);
  36854. var totalZRotationSteps = 2 + segments;
  36855. var totalYRotationSteps = 2 * totalZRotationSteps;
  36856. var indices = [];
  36857. var positions = [];
  36858. var normals = [];
  36859. var uvs = [];
  36860. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  36861. var normalizedZ = zRotationStep / totalZRotationSteps;
  36862. var angleZ = normalizedZ * Math.PI * slice;
  36863. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  36864. var normalizedY = yRotationStep / totalYRotationSteps;
  36865. var angleY = normalizedY * Math.PI * 2 * arc;
  36866. var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
  36867. var rotationY = BABYLON.Matrix.RotationY(angleY);
  36868. var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
  36869. var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
  36870. var vertex = complete.multiply(radius);
  36871. var normal = complete.divide(radius).normalize();
  36872. positions.push(vertex.x, vertex.y, vertex.z);
  36873. normals.push(normal.x, normal.y, normal.z);
  36874. uvs.push(normalizedY, normalizedZ);
  36875. }
  36876. if (zRotationStep > 0) {
  36877. var verticesCount = positions.length / 3;
  36878. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  36879. indices.push((firstIndex));
  36880. indices.push((firstIndex + 1));
  36881. indices.push(firstIndex + totalYRotationSteps + 1);
  36882. indices.push((firstIndex + totalYRotationSteps + 1));
  36883. indices.push((firstIndex + 1));
  36884. indices.push((firstIndex + totalYRotationSteps + 2));
  36885. }
  36886. }
  36887. }
  36888. // Sides
  36889. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  36890. // Result
  36891. var vertexData = new VertexData();
  36892. vertexData.indices = indices;
  36893. vertexData.positions = positions;
  36894. vertexData.normals = normals;
  36895. vertexData.uvs = uvs;
  36896. return vertexData;
  36897. };
  36898. /**
  36899. * Creates the VertexData for a cylinder, cone or prism
  36900. * @param options an object used to set the following optional parameters for the box, required but can be empty
  36901. * * height sets the height (y direction) of the cylinder, optional, default 2
  36902. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  36903. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  36904. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  36905. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  36906. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  36907. * * 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
  36908. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  36909. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  36910. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  36911. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  36912. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  36913. * * 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)
  36914. * * 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)
  36915. * @returns the VertexData of the cylinder, cone or prism
  36916. */
  36917. VertexData.CreateCylinder = function (options) {
  36918. var height = options.height || 2;
  36919. var diameterTop = (options.diameterTop === 0) ? 0 : options.diameterTop || options.diameter || 1;
  36920. var diameterBottom = (options.diameterBottom === 0) ? 0 : options.diameterBottom || options.diameter || 1;
  36921. var tessellation = options.tessellation || 24;
  36922. var subdivisions = options.subdivisions || 1;
  36923. var hasRings = options.hasRings ? true : false;
  36924. var enclose = options.enclose ? true : false;
  36925. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  36926. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  36927. var faceUV = options.faceUV || new Array(3);
  36928. var faceColors = options.faceColors;
  36929. // default face colors and UV if undefined
  36930. var quadNb = (arc !== 1 && enclose) ? 2 : 0;
  36931. var ringNb = (hasRings) ? subdivisions : 1;
  36932. var surfaceNb = 2 + (1 + quadNb) * ringNb;
  36933. var f;
  36934. for (f = 0; f < surfaceNb; f++) {
  36935. if (faceColors && faceColors[f] === undefined) {
  36936. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  36937. }
  36938. }
  36939. for (f = 0; f < surfaceNb; f++) {
  36940. if (faceUV && faceUV[f] === undefined) {
  36941. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  36942. }
  36943. }
  36944. var indices = new Array();
  36945. var positions = new Array();
  36946. var normals = new Array();
  36947. var uvs = new Array();
  36948. var colors = new Array();
  36949. var angle_step = Math.PI * 2 * arc / tessellation;
  36950. var angle;
  36951. var h;
  36952. var radius;
  36953. var tan = (diameterBottom - diameterTop) / 2 / height;
  36954. var ringVertex = BABYLON.Vector3.Zero();
  36955. var ringNormal = BABYLON.Vector3.Zero();
  36956. var ringFirstVertex = BABYLON.Vector3.Zero();
  36957. var ringFirstNormal = BABYLON.Vector3.Zero();
  36958. var quadNormal = BABYLON.Vector3.Zero();
  36959. var Y = BABYLON.Axis.Y;
  36960. // positions, normals, uvs
  36961. var i;
  36962. var j;
  36963. var r;
  36964. var ringIdx = 1;
  36965. var s = 1; // surface index
  36966. var cs = 0;
  36967. var v = 0;
  36968. for (i = 0; i <= subdivisions; i++) {
  36969. h = i / subdivisions;
  36970. radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2;
  36971. ringIdx = (hasRings && i !== 0 && i !== subdivisions) ? 2 : 1;
  36972. for (r = 0; r < ringIdx; r++) {
  36973. if (hasRings) {
  36974. s += r;
  36975. }
  36976. if (enclose) {
  36977. s += 2 * r;
  36978. }
  36979. for (j = 0; j <= tessellation; j++) {
  36980. angle = j * angle_step;
  36981. // position
  36982. ringVertex.x = Math.cos(-angle) * radius;
  36983. ringVertex.y = -height / 2 + h * height;
  36984. ringVertex.z = Math.sin(-angle) * radius;
  36985. // normal
  36986. if (diameterTop === 0 && i === subdivisions) {
  36987. // if no top cap, reuse former normals
  36988. ringNormal.x = normals[normals.length - (tessellation + 1) * 3];
  36989. ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1];
  36990. ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2];
  36991. }
  36992. else {
  36993. ringNormal.x = ringVertex.x;
  36994. ringNormal.z = ringVertex.z;
  36995. ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan;
  36996. ringNormal.normalize();
  36997. }
  36998. // keep first ring vertex values for enclose
  36999. if (j === 0) {
  37000. ringFirstVertex.copyFrom(ringVertex);
  37001. ringFirstNormal.copyFrom(ringNormal);
  37002. }
  37003. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  37004. normals.push(ringNormal.x, ringNormal.y, ringNormal.z);
  37005. if (hasRings) {
  37006. v = (cs !== s) ? faceUV[s].y : faceUV[s].w;
  37007. }
  37008. else {
  37009. v = faceUV[s].y + (faceUV[s].w - faceUV[s].y) * h;
  37010. }
  37011. uvs.push(faceUV[s].x + (faceUV[s].z - faceUV[s].x) * j / tessellation, v);
  37012. if (faceColors) {
  37013. colors.push(faceColors[s].r, faceColors[s].g, faceColors[s].b, faceColors[s].a);
  37014. }
  37015. }
  37016. // if enclose, add four vertices and their dedicated normals
  37017. if (arc !== 1 && enclose) {
  37018. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  37019. positions.push(0, ringVertex.y, 0);
  37020. positions.push(0, ringVertex.y, 0);
  37021. positions.push(ringFirstVertex.x, ringFirstVertex.y, ringFirstVertex.z);
  37022. BABYLON.Vector3.CrossToRef(Y, ringNormal, quadNormal);
  37023. quadNormal.normalize();
  37024. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  37025. BABYLON.Vector3.CrossToRef(ringFirstNormal, Y, quadNormal);
  37026. quadNormal.normalize();
  37027. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  37028. if (hasRings) {
  37029. v = (cs !== s) ? faceUV[s + 1].y : faceUV[s + 1].w;
  37030. }
  37031. else {
  37032. v = faceUV[s + 1].y + (faceUV[s + 1].w - faceUV[s + 1].y) * h;
  37033. }
  37034. uvs.push(faceUV[s + 1].x, v);
  37035. uvs.push(faceUV[s + 1].z, v);
  37036. if (hasRings) {
  37037. v = (cs !== s) ? faceUV[s + 2].y : faceUV[s + 2].w;
  37038. }
  37039. else {
  37040. v = faceUV[s + 2].y + (faceUV[s + 2].w - faceUV[s + 2].y) * h;
  37041. }
  37042. uvs.push(faceUV[s + 2].x, v);
  37043. uvs.push(faceUV[s + 2].z, v);
  37044. if (faceColors) {
  37045. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  37046. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  37047. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  37048. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  37049. }
  37050. }
  37051. if (cs !== s) {
  37052. cs = s;
  37053. }
  37054. }
  37055. }
  37056. // indices
  37057. var e = (arc !== 1 && enclose) ? tessellation + 4 : tessellation; // correction of number of iteration if enclose
  37058. var s;
  37059. i = 0;
  37060. for (s = 0; s < subdivisions; s++) {
  37061. var i0 = 0;
  37062. var i1 = 0;
  37063. var i2 = 0;
  37064. var i3 = 0;
  37065. for (j = 0; j < tessellation; j++) {
  37066. i0 = i * (e + 1) + j;
  37067. i1 = (i + 1) * (e + 1) + j;
  37068. i2 = i * (e + 1) + (j + 1);
  37069. i3 = (i + 1) * (e + 1) + (j + 1);
  37070. indices.push(i0, i1, i2);
  37071. indices.push(i3, i2, i1);
  37072. }
  37073. if (arc !== 1 && enclose) { // if enclose, add two quads
  37074. indices.push(i0 + 2, i1 + 2, i2 + 2);
  37075. indices.push(i3 + 2, i2 + 2, i1 + 2);
  37076. indices.push(i0 + 4, i1 + 4, i2 + 4);
  37077. indices.push(i3 + 4, i2 + 4, i1 + 4);
  37078. }
  37079. i = (hasRings) ? (i + 2) : (i + 1);
  37080. }
  37081. // Caps
  37082. var createCylinderCap = function (isTop) {
  37083. var radius = isTop ? diameterTop / 2 : diameterBottom / 2;
  37084. if (radius === 0) {
  37085. return;
  37086. }
  37087. // Cap positions, normals & uvs
  37088. var angle;
  37089. var circleVector;
  37090. var i;
  37091. var u = (isTop) ? faceUV[surfaceNb - 1] : faceUV[0];
  37092. var c = null;
  37093. if (faceColors) {
  37094. c = (isTop) ? faceColors[surfaceNb - 1] : faceColors[0];
  37095. }
  37096. // cap center
  37097. var vbase = positions.length / 3;
  37098. var offset = isTop ? height / 2 : -height / 2;
  37099. var center = new BABYLON.Vector3(0, offset, 0);
  37100. positions.push(center.x, center.y, center.z);
  37101. normals.push(0, isTop ? 1 : -1, 0);
  37102. uvs.push(u.x + (u.z - u.x) * 0.5, u.y + (u.w - u.y) * 0.5);
  37103. if (c) {
  37104. colors.push(c.r, c.g, c.b, c.a);
  37105. }
  37106. var textureScale = new BABYLON.Vector2(0.5, 0.5);
  37107. for (i = 0; i <= tessellation; i++) {
  37108. angle = Math.PI * 2 * i * arc / tessellation;
  37109. var cos = Math.cos(-angle);
  37110. var sin = Math.sin(-angle);
  37111. circleVector = new BABYLON.Vector3(cos * radius, offset, sin * radius);
  37112. var textureCoordinate = new BABYLON.Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5);
  37113. positions.push(circleVector.x, circleVector.y, circleVector.z);
  37114. normals.push(0, isTop ? 1 : -1, 0);
  37115. uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, u.y + (u.w - u.y) * textureCoordinate.y);
  37116. if (c) {
  37117. colors.push(c.r, c.g, c.b, c.a);
  37118. }
  37119. }
  37120. // Cap indices
  37121. for (i = 0; i < tessellation; i++) {
  37122. if (!isTop) {
  37123. indices.push(vbase);
  37124. indices.push(vbase + (i + 1));
  37125. indices.push(vbase + (i + 2));
  37126. }
  37127. else {
  37128. indices.push(vbase);
  37129. indices.push(vbase + (i + 2));
  37130. indices.push(vbase + (i + 1));
  37131. }
  37132. }
  37133. };
  37134. // add caps to geometry
  37135. createCylinderCap(false);
  37136. createCylinderCap(true);
  37137. // Sides
  37138. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  37139. var vertexData = new VertexData();
  37140. vertexData.indices = indices;
  37141. vertexData.positions = positions;
  37142. vertexData.normals = normals;
  37143. vertexData.uvs = uvs;
  37144. if (faceColors) {
  37145. vertexData.colors = colors;
  37146. }
  37147. return vertexData;
  37148. };
  37149. /**
  37150. * Creates the VertexData for a torus
  37151. * @param options an object used to set the following optional parameters for the box, required but can be empty
  37152. * * diameter the diameter of the torus, optional default 1
  37153. * * thickness the diameter of the tube forming the torus, optional default 0.5
  37154. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  37155. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37156. * * 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)
  37157. * * 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)
  37158. * @returns the VertexData of the torus
  37159. */
  37160. VertexData.CreateTorus = function (options) {
  37161. var indices = [];
  37162. var positions = [];
  37163. var normals = [];
  37164. var uvs = [];
  37165. var diameter = options.diameter || 1;
  37166. var thickness = options.thickness || 0.5;
  37167. var tessellation = options.tessellation || 16;
  37168. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  37169. var stride = tessellation + 1;
  37170. for (var i = 0; i <= tessellation; i++) {
  37171. var u = i / tessellation;
  37172. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  37173. var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
  37174. for (var j = 0; j <= tessellation; j++) {
  37175. var v = 1 - j / tessellation;
  37176. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  37177. var dx = Math.cos(innerAngle);
  37178. var dy = Math.sin(innerAngle);
  37179. // Create a vertex.
  37180. var normal = new BABYLON.Vector3(dx, dy, 0);
  37181. var position = normal.scale(thickness / 2);
  37182. var textureCoordinate = new BABYLON.Vector2(u, v);
  37183. position = BABYLON.Vector3.TransformCoordinates(position, transform);
  37184. normal = BABYLON.Vector3.TransformNormal(normal, transform);
  37185. positions.push(position.x, position.y, position.z);
  37186. normals.push(normal.x, normal.y, normal.z);
  37187. uvs.push(textureCoordinate.x, textureCoordinate.y);
  37188. // And create indices for two triangles.
  37189. var nextI = (i + 1) % stride;
  37190. var nextJ = (j + 1) % stride;
  37191. indices.push(i * stride + j);
  37192. indices.push(i * stride + nextJ);
  37193. indices.push(nextI * stride + j);
  37194. indices.push(i * stride + nextJ);
  37195. indices.push(nextI * stride + nextJ);
  37196. indices.push(nextI * stride + j);
  37197. }
  37198. }
  37199. // Sides
  37200. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  37201. // Result
  37202. var vertexData = new VertexData();
  37203. vertexData.indices = indices;
  37204. vertexData.positions = positions;
  37205. vertexData.normals = normals;
  37206. vertexData.uvs = uvs;
  37207. return vertexData;
  37208. };
  37209. /**
  37210. * Creates the VertexData of the LineSystem
  37211. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  37212. * - lines an array of lines, each line being an array of successive Vector3
  37213. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  37214. * @returns the VertexData of the LineSystem
  37215. */
  37216. VertexData.CreateLineSystem = function (options) {
  37217. var indices = [];
  37218. var positions = [];
  37219. var lines = options.lines;
  37220. var colors = options.colors;
  37221. var vertexColors = [];
  37222. var idx = 0;
  37223. for (var l = 0; l < lines.length; l++) {
  37224. var points = lines[l];
  37225. for (var index = 0; index < points.length; index++) {
  37226. positions.push(points[index].x, points[index].y, points[index].z);
  37227. if (colors) {
  37228. var color = colors[l];
  37229. vertexColors.push(color[index].r, color[index].g, color[index].b, color[index].a);
  37230. }
  37231. if (index > 0) {
  37232. indices.push(idx - 1);
  37233. indices.push(idx);
  37234. }
  37235. idx++;
  37236. }
  37237. }
  37238. var vertexData = new VertexData();
  37239. vertexData.indices = indices;
  37240. vertexData.positions = positions;
  37241. if (colors) {
  37242. vertexData.colors = vertexColors;
  37243. }
  37244. return vertexData;
  37245. };
  37246. /**
  37247. * Create the VertexData for a DashedLines
  37248. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  37249. * - points an array successive Vector3
  37250. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  37251. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  37252. * - dashNb the intended total number of dashes, optional, default 200
  37253. * @returns the VertexData for the DashedLines
  37254. */
  37255. VertexData.CreateDashedLines = function (options) {
  37256. var dashSize = options.dashSize || 3;
  37257. var gapSize = options.gapSize || 1;
  37258. var dashNb = options.dashNb || 200;
  37259. var points = options.points;
  37260. var positions = new Array();
  37261. var indices = new Array();
  37262. var curvect = BABYLON.Vector3.Zero();
  37263. var lg = 0;
  37264. var nb = 0;
  37265. var shft = 0;
  37266. var dashshft = 0;
  37267. var curshft = 0;
  37268. var idx = 0;
  37269. var i = 0;
  37270. for (i = 0; i < points.length - 1; i++) {
  37271. points[i + 1].subtractToRef(points[i], curvect);
  37272. lg += curvect.length();
  37273. }
  37274. shft = lg / dashNb;
  37275. dashshft = dashSize * shft / (dashSize + gapSize);
  37276. for (i = 0; i < points.length - 1; i++) {
  37277. points[i + 1].subtractToRef(points[i], curvect);
  37278. nb = Math.floor(curvect.length() / shft);
  37279. curvect.normalize();
  37280. for (var j = 0; j < nb; j++) {
  37281. curshft = shft * j;
  37282. positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);
  37283. positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);
  37284. indices.push(idx, idx + 1);
  37285. idx += 2;
  37286. }
  37287. }
  37288. // Result
  37289. var vertexData = new VertexData();
  37290. vertexData.positions = positions;
  37291. vertexData.indices = indices;
  37292. return vertexData;
  37293. };
  37294. /**
  37295. * Creates the VertexData for a Ground
  37296. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  37297. * - width the width (x direction) of the ground, optional, default 1
  37298. * - height the height (z direction) of the ground, optional, default 1
  37299. * - subdivisions the number of subdivisions per side, optional, default 1
  37300. * @returns the VertexData of the Ground
  37301. */
  37302. VertexData.CreateGround = function (options) {
  37303. var indices = [];
  37304. var positions = [];
  37305. var normals = [];
  37306. var uvs = [];
  37307. var row, col;
  37308. var width = options.width || 1;
  37309. var height = options.height || 1;
  37310. var subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  37311. var subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  37312. for (row = 0; row <= subdivisionsY; row++) {
  37313. for (col = 0; col <= subdivisionsX; col++) {
  37314. var position = new BABYLON.Vector3((col * width) / subdivisionsX - (width / 2.0), 0, ((subdivisionsY - row) * height) / subdivisionsY - (height / 2.0));
  37315. var normal = new BABYLON.Vector3(0, 1.0, 0);
  37316. positions.push(position.x, position.y, position.z);
  37317. normals.push(normal.x, normal.y, normal.z);
  37318. uvs.push(col / subdivisionsX, 1.0 - row / subdivisionsY);
  37319. }
  37320. }
  37321. for (row = 0; row < subdivisionsY; row++) {
  37322. for (col = 0; col < subdivisionsX; col++) {
  37323. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  37324. indices.push(col + 1 + row * (subdivisionsX + 1));
  37325. indices.push(col + row * (subdivisionsX + 1));
  37326. indices.push(col + (row + 1) * (subdivisionsX + 1));
  37327. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  37328. indices.push(col + row * (subdivisionsX + 1));
  37329. }
  37330. }
  37331. // Result
  37332. var vertexData = new VertexData();
  37333. vertexData.indices = indices;
  37334. vertexData.positions = positions;
  37335. vertexData.normals = normals;
  37336. vertexData.uvs = uvs;
  37337. return vertexData;
  37338. };
  37339. /**
  37340. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  37341. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  37342. * * xmin the ground minimum X coordinate, optional, default -1
  37343. * * zmin the ground minimum Z coordinate, optional, default -1
  37344. * * xmax the ground maximum X coordinate, optional, default 1
  37345. * * zmax the ground maximum Z coordinate, optional, default 1
  37346. * * 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}
  37347. * * 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}
  37348. * @returns the VertexData of the TiledGround
  37349. */
  37350. VertexData.CreateTiledGround = function (options) {
  37351. var xmin = (options.xmin !== undefined && options.xmin !== null) ? options.xmin : -1.0;
  37352. var zmin = (options.zmin !== undefined && options.zmin !== null) ? options.zmin : -1.0;
  37353. var xmax = (options.xmax !== undefined && options.xmax !== null) ? options.xmax : 1.0;
  37354. var zmax = (options.zmax !== undefined && options.zmax !== null) ? options.zmax : 1.0;
  37355. var subdivisions = options.subdivisions || { w: 1, h: 1 };
  37356. var precision = options.precision || { w: 1, h: 1 };
  37357. var indices = new Array();
  37358. var positions = new Array();
  37359. var normals = new Array();
  37360. var uvs = new Array();
  37361. var row, col, tileRow, tileCol;
  37362. subdivisions.h = (subdivisions.h < 1) ? 1 : subdivisions.h;
  37363. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  37364. precision.w = (precision.w < 1) ? 1 : precision.w;
  37365. precision.h = (precision.h < 1) ? 1 : precision.h;
  37366. var tileSize = {
  37367. 'w': (xmax - xmin) / subdivisions.w,
  37368. 'h': (zmax - zmin) / subdivisions.h
  37369. };
  37370. function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
  37371. // Indices
  37372. var base = positions.length / 3;
  37373. var rowLength = precision.w + 1;
  37374. for (row = 0; row < precision.h; row++) {
  37375. for (col = 0; col < precision.w; col++) {
  37376. var square = [
  37377. base + col + row * rowLength,
  37378. base + (col + 1) + row * rowLength,
  37379. base + (col + 1) + (row + 1) * rowLength,
  37380. base + col + (row + 1) * rowLength
  37381. ];
  37382. indices.push(square[1]);
  37383. indices.push(square[2]);
  37384. indices.push(square[3]);
  37385. indices.push(square[0]);
  37386. indices.push(square[1]);
  37387. indices.push(square[3]);
  37388. }
  37389. }
  37390. // Position, normals and uvs
  37391. var position = BABYLON.Vector3.Zero();
  37392. var normal = new BABYLON.Vector3(0, 1.0, 0);
  37393. for (row = 0; row <= precision.h; row++) {
  37394. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  37395. for (col = 0; col <= precision.w; col++) {
  37396. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  37397. position.y = 0;
  37398. positions.push(position.x, position.y, position.z);
  37399. normals.push(normal.x, normal.y, normal.z);
  37400. uvs.push(col / precision.w, row / precision.h);
  37401. }
  37402. }
  37403. }
  37404. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  37405. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  37406. applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
  37407. }
  37408. }
  37409. // Result
  37410. var vertexData = new VertexData();
  37411. vertexData.indices = indices;
  37412. vertexData.positions = positions;
  37413. vertexData.normals = normals;
  37414. vertexData.uvs = uvs;
  37415. return vertexData;
  37416. };
  37417. /**
  37418. * Creates the VertexData of the Ground designed from a heightmap
  37419. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  37420. * * width the width (x direction) of the ground
  37421. * * height the height (z direction) of the ground
  37422. * * subdivisions the number of subdivisions per side
  37423. * * minHeight the minimum altitude on the ground, optional, default 0
  37424. * * maxHeight the maximum altitude on the ground, optional default 1
  37425. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  37426. * * buffer the array holding the image color data
  37427. * * bufferWidth the width of image
  37428. * * bufferHeight the height of image
  37429. * @returns the VertexData of the Ground designed from a heightmap
  37430. */
  37431. VertexData.CreateGroundFromHeightMap = function (options) {
  37432. var indices = [];
  37433. var positions = [];
  37434. var normals = [];
  37435. var uvs = [];
  37436. var row, col;
  37437. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  37438. // Vertices
  37439. for (row = 0; row <= options.subdivisions; row++) {
  37440. for (col = 0; col <= options.subdivisions; col++) {
  37441. 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));
  37442. // Compute height
  37443. var heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;
  37444. var heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;
  37445. var pos = (heightMapX + heightMapY * options.bufferWidth) * 4;
  37446. var r = options.buffer[pos] / 255.0;
  37447. var g = options.buffer[pos + 1] / 255.0;
  37448. var b = options.buffer[pos + 2] / 255.0;
  37449. var gradient = r * filter.r + g * filter.g + b * filter.b;
  37450. position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;
  37451. // Add vertex
  37452. positions.push(position.x, position.y, position.z);
  37453. normals.push(0, 0, 0);
  37454. uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);
  37455. }
  37456. }
  37457. // Indices
  37458. for (row = 0; row < options.subdivisions; row++) {
  37459. for (col = 0; col < options.subdivisions; col++) {
  37460. indices.push(col + 1 + (row + 1) * (options.subdivisions + 1));
  37461. indices.push(col + 1 + row * (options.subdivisions + 1));
  37462. indices.push(col + row * (options.subdivisions + 1));
  37463. indices.push(col + (row + 1) * (options.subdivisions + 1));
  37464. indices.push(col + 1 + (row + 1) * (options.subdivisions + 1));
  37465. indices.push(col + row * (options.subdivisions + 1));
  37466. }
  37467. }
  37468. // Normals
  37469. VertexData.ComputeNormals(positions, indices, normals);
  37470. // Result
  37471. var vertexData = new VertexData();
  37472. vertexData.indices = indices;
  37473. vertexData.positions = positions;
  37474. vertexData.normals = normals;
  37475. vertexData.uvs = uvs;
  37476. return vertexData;
  37477. };
  37478. /**
  37479. * Creates the VertexData for a Plane
  37480. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  37481. * * size sets the width and height of the plane to the value of size, optional default 1
  37482. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  37483. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  37484. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37485. * * 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)
  37486. * * 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)
  37487. * @returns the VertexData of the box
  37488. */
  37489. VertexData.CreatePlane = function (options) {
  37490. var indices = [];
  37491. var positions = [];
  37492. var normals = [];
  37493. var uvs = [];
  37494. var width = options.width || options.size || 1;
  37495. var height = options.height || options.size || 1;
  37496. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  37497. // Vertices
  37498. var halfWidth = width / 2.0;
  37499. var halfHeight = height / 2.0;
  37500. positions.push(-halfWidth, -halfHeight, 0);
  37501. normals.push(0, 0, -1.0);
  37502. uvs.push(0.0, 0.0);
  37503. positions.push(halfWidth, -halfHeight, 0);
  37504. normals.push(0, 0, -1.0);
  37505. uvs.push(1.0, 0.0);
  37506. positions.push(halfWidth, halfHeight, 0);
  37507. normals.push(0, 0, -1.0);
  37508. uvs.push(1.0, 1.0);
  37509. positions.push(-halfWidth, halfHeight, 0);
  37510. normals.push(0, 0, -1.0);
  37511. uvs.push(0.0, 1.0);
  37512. // Indices
  37513. indices.push(0);
  37514. indices.push(1);
  37515. indices.push(2);
  37516. indices.push(0);
  37517. indices.push(2);
  37518. indices.push(3);
  37519. // Sides
  37520. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  37521. // Result
  37522. var vertexData = new VertexData();
  37523. vertexData.indices = indices;
  37524. vertexData.positions = positions;
  37525. vertexData.normals = normals;
  37526. vertexData.uvs = uvs;
  37527. return vertexData;
  37528. };
  37529. /**
  37530. * Creates the VertexData of the Disc or regular Polygon
  37531. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  37532. * * radius the radius of the disc, optional default 0.5
  37533. * * tessellation the number of polygon sides, optional, default 64
  37534. * * 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
  37535. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37536. * * 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)
  37537. * * 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)
  37538. * @returns the VertexData of the box
  37539. */
  37540. VertexData.CreateDisc = function (options) {
  37541. var positions = new Array();
  37542. var indices = new Array();
  37543. var normals = new Array();
  37544. var uvs = new Array();
  37545. var radius = options.radius || 0.5;
  37546. var tessellation = options.tessellation || 64;
  37547. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  37548. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  37549. // positions and uvs
  37550. positions.push(0, 0, 0); // disc center first
  37551. uvs.push(0.5, 0.5);
  37552. var theta = Math.PI * 2 * arc;
  37553. var step = theta / tessellation;
  37554. for (var a = 0; a < theta; a += step) {
  37555. var x = Math.cos(a);
  37556. var y = Math.sin(a);
  37557. var u = (x + 1) / 2;
  37558. var v = (1 - y) / 2;
  37559. positions.push(radius * x, radius * y, 0);
  37560. uvs.push(u, v);
  37561. }
  37562. if (arc === 1) {
  37563. positions.push(positions[3], positions[4], positions[5]); // close the circle
  37564. uvs.push(uvs[2], uvs[3]);
  37565. }
  37566. //indices
  37567. var vertexNb = positions.length / 3;
  37568. for (var i = 1; i < vertexNb - 1; i++) {
  37569. indices.push(i + 1, 0, i);
  37570. }
  37571. // result
  37572. VertexData.ComputeNormals(positions, indices, normals);
  37573. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  37574. var vertexData = new VertexData();
  37575. vertexData.indices = indices;
  37576. vertexData.positions = positions;
  37577. vertexData.normals = normals;
  37578. vertexData.uvs = uvs;
  37579. return vertexData;
  37580. };
  37581. /**
  37582. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  37583. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  37584. * @param polygon a mesh built from polygonTriangulation.build()
  37585. * @param sideOrientation takes the values BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37586. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  37587. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  37588. * @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)
  37589. * @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)
  37590. * @returns the VertexData of the Polygon
  37591. */
  37592. VertexData.CreatePolygon = function (polygon, sideOrientation, fUV, fColors, frontUVs, backUVs) {
  37593. var faceUV = fUV || new Array(3);
  37594. var faceColors = fColors;
  37595. var colors = [];
  37596. // default face colors and UV if undefined
  37597. for (var f = 0; f < 3; f++) {
  37598. if (faceUV[f] === undefined) {
  37599. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  37600. }
  37601. if (faceColors && faceColors[f] === undefined) {
  37602. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  37603. }
  37604. }
  37605. var positions = polygon.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  37606. var normals = polygon.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  37607. var uvs = polygon.getVerticesData(BABYLON.VertexBuffer.UVKind);
  37608. var indices = polygon.getIndices();
  37609. // set face colours and textures
  37610. var idx = 0;
  37611. var face = 0;
  37612. for (var index = 0; index < normals.length; index += 3) {
  37613. //Edge Face no. 1
  37614. if (Math.abs(normals[index + 1]) < 0.001) {
  37615. face = 1;
  37616. }
  37617. //Top Face no. 0
  37618. if (Math.abs(normals[index + 1] - 1) < 0.001) {
  37619. face = 0;
  37620. }
  37621. //Bottom Face no. 2
  37622. if (Math.abs(normals[index + 1] + 1) < 0.001) {
  37623. face = 2;
  37624. }
  37625. idx = index / 3;
  37626. uvs[2 * idx] = (1 - uvs[2 * idx]) * faceUV[face].x + uvs[2 * idx] * faceUV[face].z;
  37627. uvs[2 * idx + 1] = (1 - uvs[2 * idx + 1]) * faceUV[face].y + uvs[2 * idx + 1] * faceUV[face].w;
  37628. if (faceColors) {
  37629. colors.push(faceColors[face].r, faceColors[face].g, faceColors[face].b, faceColors[face].a);
  37630. }
  37631. }
  37632. // sides
  37633. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs);
  37634. // Result
  37635. var vertexData = new VertexData();
  37636. vertexData.indices = indices;
  37637. vertexData.positions = positions;
  37638. vertexData.normals = normals;
  37639. vertexData.uvs = uvs;
  37640. if (faceColors) {
  37641. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  37642. vertexData.colors = totalColors;
  37643. }
  37644. return vertexData;
  37645. };
  37646. /**
  37647. * Creates the VertexData of the IcoSphere
  37648. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  37649. * * radius the radius of the IcoSphere, optional default 1
  37650. * * radiusX allows stretching in the x direction, optional, default radius
  37651. * * radiusY allows stretching in the y direction, optional, default radius
  37652. * * radiusZ allows stretching in the z direction, optional, default radius
  37653. * * flat when true creates a flat shaded mesh, optional, default true
  37654. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  37655. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37656. * * 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)
  37657. * * 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)
  37658. * @returns the VertexData of the IcoSphere
  37659. */
  37660. VertexData.CreateIcoSphere = function (options) {
  37661. var sideOrientation = options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  37662. var radius = options.radius || 1;
  37663. var flat = (options.flat === undefined) ? true : options.flat;
  37664. var subdivisions = options.subdivisions || 4;
  37665. var radiusX = options.radiusX || radius;
  37666. var radiusY = options.radiusY || radius;
  37667. var radiusZ = options.radiusZ || radius;
  37668. var t = (1 + Math.sqrt(5)) / 2;
  37669. // 12 vertex x,y,z
  37670. var ico_vertices = [
  37671. -1, t, -0, 1, t, 0, -1, -t, 0, 1, -t, 0,
  37672. 0, -1, -t, 0, 1, -t, 0, -1, t, 0, 1, t,
  37673. t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, -1 // v8-11
  37674. ];
  37675. // index of 3 vertex makes a face of icopshere
  37676. var ico_indices = [
  37677. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23,
  37678. 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8,
  37679. 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9,
  37680. 4, 21, 5, 13, 17, 23, 6, 13, 22, 19, 6, 18, 9, 8, 1
  37681. ];
  37682. // vertex for uv have aliased position, not for UV
  37683. var vertices_unalias_id = [
  37684. 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
  37685. // vertex alias
  37686. 0,
  37687. 2,
  37688. 3,
  37689. 3,
  37690. 3,
  37691. 4,
  37692. 7,
  37693. 8,
  37694. 9,
  37695. 9,
  37696. 10,
  37697. 11 // 23: B + 12
  37698. ];
  37699. // uv as integer step (not pixels !)
  37700. var ico_vertexuv = [
  37701. 5, 1, 3, 1, 6, 4, 0, 0,
  37702. 5, 3, 4, 2, 2, 2, 4, 0,
  37703. 2, 0, 1, 1, 6, 0, 6, 2,
  37704. // vertex alias (for same vertex on different faces)
  37705. 0, 4,
  37706. 3, 3,
  37707. 4, 4,
  37708. 3, 1,
  37709. 4, 2,
  37710. 4, 4,
  37711. 0, 2,
  37712. 1, 1,
  37713. 2, 2,
  37714. 3, 3,
  37715. 1, 3,
  37716. 2, 4 // 23: B + 12
  37717. ];
  37718. // Vertices[0, 1, ...9, A, B] : position on UV plane
  37719. // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)
  37720. // First island of uv mapping
  37721. // v = 4h 3+ 2
  37722. // v = 3h 9+ 4
  37723. // v = 2h 9+ 5 B
  37724. // v = 1h 9 1 0
  37725. // v = 0h 3 8 7 A
  37726. // u = 0 1 2 3 4 5 6 *a
  37727. // Second island of uv mapping
  37728. // v = 4h 0+ B+ 4+
  37729. // v = 3h A+ 2+
  37730. // v = 2h 7+ 6 3+
  37731. // v = 1h 8+ 3+
  37732. // v = 0h
  37733. // u = 0 1 2 3 4 5 6 *a
  37734. // Face layout on texture UV mapping
  37735. // ============
  37736. // \ 4 /\ 16 / ======
  37737. // \ / \ / /\ 11 /
  37738. // \/ 7 \/ / \ /
  37739. // ======= / 10 \/
  37740. // /\ 17 /\ =======
  37741. // / \ / \ \ 15 /\
  37742. // / 8 \/ 12 \ \ / \
  37743. // ============ \/ 6 \
  37744. // \ 18 /\ ============
  37745. // \ / \ \ 5 /\ 0 /
  37746. // \/ 13 \ \ / \ /
  37747. // ======= \/ 1 \/
  37748. // =============
  37749. // /\ 19 /\ 2 /\
  37750. // / \ / \ / \
  37751. // / 14 \/ 9 \/ 3 \
  37752. // ===================
  37753. // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97
  37754. var ustep = 138 / 1024;
  37755. var vstep = 239 / 1024;
  37756. var uoffset = 60 / 1024;
  37757. var voffset = 26 / 1024;
  37758. // Second island should have margin, not to touch the first island
  37759. // avoid any borderline artefact in pixel rounding
  37760. var island_u_offset = -40 / 1024;
  37761. var island_v_offset = +20 / 1024;
  37762. // face is either island 0 or 1 :
  37763. // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]
  37764. var island = [
  37765. 0, 0, 0, 0, 1,
  37766. 0, 0, 1, 1, 0,
  37767. 0, 0, 1, 1, 0,
  37768. 0, 1, 1, 1, 0 // 15 - 19
  37769. ];
  37770. var indices = new Array();
  37771. var positions = new Array();
  37772. var normals = new Array();
  37773. var uvs = new Array();
  37774. var current_indice = 0;
  37775. // prepare array of 3 vector (empty) (to be worked in place, shared for each face)
  37776. var face_vertex_pos = new Array(3);
  37777. var face_vertex_uv = new Array(3);
  37778. var v012;
  37779. for (v012 = 0; v012 < 3; v012++) {
  37780. face_vertex_pos[v012] = BABYLON.Vector3.Zero();
  37781. face_vertex_uv[v012] = BABYLON.Vector2.Zero();
  37782. }
  37783. // create all with normals
  37784. for (var face = 0; face < 20; face++) {
  37785. // 3 vertex per face
  37786. for (v012 = 0; v012 < 3; v012++) {
  37787. // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)
  37788. var v_id = ico_indices[3 * face + v012];
  37789. // vertex have 3D position (x,y,z)
  37790. 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]);
  37791. // Normalize to get normal, then scale to radius
  37792. face_vertex_pos[v012].normalize().scaleInPlace(radius);
  37793. // uv Coordinates from vertex ID
  37794. 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);
  37795. }
  37796. // Subdivide the face (interpolate pos, norm, uv)
  37797. // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)
  37798. // - norm is linear interpolation of vertex corner normal
  37799. // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )
  37800. // - uv is linear interpolation
  37801. //
  37802. // Topology is as below for sub-divide by 2
  37803. // vertex shown as v0,v1,v2
  37804. // interp index is i1 to progress in range [v0,v1[
  37805. // interp index is i2 to progress in range [v0,v2[
  37806. // face index as (i1,i2) for /\ : (i1,i2),(i1+1,i2),(i1,i2+1)
  37807. // and (i1,i2)' for \/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  37808. //
  37809. //
  37810. // i2 v2
  37811. // ^ ^
  37812. // / / \
  37813. // / / \
  37814. // / / \
  37815. // / / (0,1) \
  37816. // / #---------\
  37817. // / / \ (0,0)'/ \
  37818. // / / \ / \
  37819. // / / \ / \
  37820. // / / (0,0) \ / (1,0) \
  37821. // / #---------#---------\
  37822. // v0 v1
  37823. //
  37824. // --------------------> i1
  37825. //
  37826. // interp of (i1,i2):
  37827. // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)
  37828. // along i1 : lerp(x0,x1, i1/(S-i2))
  37829. //
  37830. // centroid of triangle is needed to get help normal computation
  37831. // (c1,c2) are used for centroid location
  37832. var interp_vertex = function (i1, i2, c1, c2) {
  37833. // vertex is interpolated from
  37834. // - face_vertex_pos[0..2]
  37835. // - face_vertex_uv[0..2]
  37836. var pos_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);
  37837. var pos_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);
  37838. var pos_interp = (subdivisions === i2) ? face_vertex_pos[2] : BABYLON.Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));
  37839. pos_interp.normalize();
  37840. var vertex_normal;
  37841. if (flat) {
  37842. // in flat mode, recalculate normal as face centroid normal
  37843. var centroid_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);
  37844. var centroid_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);
  37845. vertex_normal = BABYLON.Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));
  37846. }
  37847. else {
  37848. // in smooth mode, recalculate normal from each single vertex position
  37849. vertex_normal = new BABYLON.Vector3(pos_interp.x, pos_interp.y, pos_interp.z);
  37850. }
  37851. // Vertex normal need correction due to X,Y,Z radius scaling
  37852. vertex_normal.x /= radiusX;
  37853. vertex_normal.y /= radiusY;
  37854. vertex_normal.z /= radiusZ;
  37855. vertex_normal.normalize();
  37856. var uv_x0 = BABYLON.Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);
  37857. var uv_x1 = BABYLON.Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);
  37858. var uv_interp = (subdivisions === i2) ? face_vertex_uv[2] : BABYLON.Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));
  37859. positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);
  37860. normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);
  37861. uvs.push(uv_interp.x, uv_interp.y);
  37862. // push each vertex has member of a face
  37863. // Same vertex can bleong to multiple face, it is pushed multiple time (duplicate vertex are present)
  37864. indices.push(current_indice);
  37865. current_indice++;
  37866. };
  37867. for (var i2 = 0; i2 < subdivisions; i2++) {
  37868. for (var i1 = 0; i1 + i2 < subdivisions; i1++) {
  37869. // face : (i1,i2) for /\ :
  37870. // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)
  37871. interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  37872. interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  37873. interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);
  37874. if (i1 + i2 + 1 < subdivisions) {
  37875. // face : (i1,i2)' for \/ :
  37876. // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  37877. interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);
  37878. interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  37879. interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  37880. }
  37881. }
  37882. }
  37883. }
  37884. // Sides
  37885. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  37886. // Result
  37887. var vertexData = new VertexData();
  37888. vertexData.indices = indices;
  37889. vertexData.positions = positions;
  37890. vertexData.normals = normals;
  37891. vertexData.uvs = uvs;
  37892. return vertexData;
  37893. };
  37894. // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html
  37895. /**
  37896. * Creates the VertexData for a Polyhedron
  37897. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  37898. * * type provided types are:
  37899. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  37900. * * 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)
  37901. * * size the size of the IcoSphere, optional default 1
  37902. * * sizeX allows stretching in the x direction, optional, default size
  37903. * * sizeY allows stretching in the y direction, optional, default size
  37904. * * sizeZ allows stretching in the z direction, optional, default size
  37905. * * 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
  37906. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  37907. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  37908. * * flat when true creates a flat shaded mesh, optional, default true
  37909. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  37910. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37911. * * 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)
  37912. * * 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)
  37913. * @returns the VertexData of the Polyhedron
  37914. */
  37915. VertexData.CreatePolyhedron = function (options) {
  37916. // provided polyhedron types :
  37917. // 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  37918. // 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)
  37919. var polyhedra = [];
  37920. 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]] };
  37921. 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]] };
  37922. polyhedra[2] = {
  37923. 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]],
  37924. 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]]
  37925. };
  37926. polyhedra[3] = {
  37927. 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]],
  37928. 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]]
  37929. };
  37930. polyhedra[4] = {
  37931. 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]],
  37932. 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]]
  37933. };
  37934. 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]] };
  37935. 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]] };
  37936. 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]] };
  37937. 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]] };
  37938. 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]] };
  37939. 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]] };
  37940. 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]] };
  37941. 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]] };
  37942. 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]] };
  37943. polyhedra[14] = {
  37944. 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]],
  37945. 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]]
  37946. };
  37947. var type = options.type && (options.type < 0 || options.type >= polyhedra.length) ? 0 : options.type || 0;
  37948. var size = options.size;
  37949. var sizeX = options.sizeX || size || 1;
  37950. var sizeY = options.sizeY || size || 1;
  37951. var sizeZ = options.sizeZ || size || 1;
  37952. var data = options.custom || polyhedra[type];
  37953. var nbfaces = data.face.length;
  37954. var faceUV = options.faceUV || new Array(nbfaces);
  37955. var faceColors = options.faceColors;
  37956. var flat = (options.flat === undefined) ? true : options.flat;
  37957. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  37958. var positions = new Array();
  37959. var indices = new Array();
  37960. var normals = new Array();
  37961. var uvs = new Array();
  37962. var colors = new Array();
  37963. var index = 0;
  37964. var faceIdx = 0; // face cursor in the array "indexes"
  37965. var indexes = new Array();
  37966. var i = 0;
  37967. var f = 0;
  37968. var u, v, ang, x, y, tmp;
  37969. // default face colors and UV if undefined
  37970. if (flat) {
  37971. for (f = 0; f < nbfaces; f++) {
  37972. if (faceColors && faceColors[f] === undefined) {
  37973. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  37974. }
  37975. if (faceUV && faceUV[f] === undefined) {
  37976. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  37977. }
  37978. }
  37979. }
  37980. if (!flat) {
  37981. for (i = 0; i < data.vertex.length; i++) {
  37982. positions.push(data.vertex[i][0] * sizeX, data.vertex[i][1] * sizeY, data.vertex[i][2] * sizeZ);
  37983. uvs.push(0, 0);
  37984. }
  37985. for (f = 0; f < nbfaces; f++) {
  37986. for (i = 0; i < data.face[f].length - 2; i++) {
  37987. indices.push(data.face[f][0], data.face[f][i + 2], data.face[f][i + 1]);
  37988. }
  37989. }
  37990. }
  37991. else {
  37992. for (f = 0; f < nbfaces; f++) {
  37993. var fl = data.face[f].length; // number of vertices of the current face
  37994. ang = 2 * Math.PI / fl;
  37995. x = 0.5 * Math.tan(ang / 2);
  37996. y = 0.5;
  37997. // positions, uvs, colors
  37998. for (i = 0; i < fl; i++) {
  37999. // positions
  38000. 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);
  38001. indexes.push(index);
  38002. index++;
  38003. // uvs
  38004. u = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * (0.5 + x);
  38005. v = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * (y - 0.5);
  38006. uvs.push(u, v);
  38007. tmp = x * Math.cos(ang) - y * Math.sin(ang);
  38008. y = x * Math.sin(ang) + y * Math.cos(ang);
  38009. x = tmp;
  38010. // colors
  38011. if (faceColors) {
  38012. colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);
  38013. }
  38014. }
  38015. // indices from indexes
  38016. for (i = 0; i < fl - 2; i++) {
  38017. indices.push(indexes[0 + faceIdx], indexes[i + 2 + faceIdx], indexes[i + 1 + faceIdx]);
  38018. }
  38019. faceIdx += fl;
  38020. }
  38021. }
  38022. VertexData.ComputeNormals(positions, indices, normals);
  38023. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38024. var vertexData = new VertexData();
  38025. vertexData.positions = positions;
  38026. vertexData.indices = indices;
  38027. vertexData.normals = normals;
  38028. vertexData.uvs = uvs;
  38029. if (faceColors && flat) {
  38030. vertexData.colors = colors;
  38031. }
  38032. return vertexData;
  38033. };
  38034. // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  38035. /**
  38036. * Creates the VertexData for a TorusKnot
  38037. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  38038. * * radius the radius of the torus knot, optional, default 2
  38039. * * tube the thickness of the tube, optional, default 0.5
  38040. * * radialSegments the number of sides on each tube segments, optional, default 32
  38041. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  38042. * * p the number of windings around the z axis, optional, default 2
  38043. * * q the number of windings around the x axis, optional, default 3
  38044. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38045. * * 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)
  38046. * * 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)
  38047. * @returns the VertexData of the Torus Knot
  38048. */
  38049. VertexData.CreateTorusKnot = function (options) {
  38050. var indices = new Array();
  38051. var positions = new Array();
  38052. var normals = new Array();
  38053. var uvs = new Array();
  38054. var radius = options.radius || 2;
  38055. var tube = options.tube || 0.5;
  38056. var radialSegments = options.radialSegments || 32;
  38057. var tubularSegments = options.tubularSegments || 32;
  38058. var p = options.p || 2;
  38059. var q = options.q || 3;
  38060. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38061. // Helper
  38062. var getPos = function (angle) {
  38063. var cu = Math.cos(angle);
  38064. var su = Math.sin(angle);
  38065. var quOverP = q / p * angle;
  38066. var cs = Math.cos(quOverP);
  38067. var tx = radius * (2 + cs) * 0.5 * cu;
  38068. var ty = radius * (2 + cs) * su * 0.5;
  38069. var tz = radius * Math.sin(quOverP) * 0.5;
  38070. return new BABYLON.Vector3(tx, ty, tz);
  38071. };
  38072. // Vertices
  38073. var i;
  38074. var j;
  38075. for (i = 0; i <= radialSegments; i++) {
  38076. var modI = i % radialSegments;
  38077. var u = modI / radialSegments * 2 * p * Math.PI;
  38078. var p1 = getPos(u);
  38079. var p2 = getPos(u + 0.01);
  38080. var tang = p2.subtract(p1);
  38081. var n = p2.add(p1);
  38082. var bitan = BABYLON.Vector3.Cross(tang, n);
  38083. n = BABYLON.Vector3.Cross(bitan, tang);
  38084. bitan.normalize();
  38085. n.normalize();
  38086. for (j = 0; j < tubularSegments; j++) {
  38087. var modJ = j % tubularSegments;
  38088. var v = modJ / tubularSegments * 2 * Math.PI;
  38089. var cx = -tube * Math.cos(v);
  38090. var cy = tube * Math.sin(v);
  38091. positions.push(p1.x + cx * n.x + cy * bitan.x);
  38092. positions.push(p1.y + cx * n.y + cy * bitan.y);
  38093. positions.push(p1.z + cx * n.z + cy * bitan.z);
  38094. uvs.push(i / radialSegments);
  38095. uvs.push(j / tubularSegments);
  38096. }
  38097. }
  38098. for (i = 0; i < radialSegments; i++) {
  38099. for (j = 0; j < tubularSegments; j++) {
  38100. var jNext = (j + 1) % tubularSegments;
  38101. var a = i * tubularSegments + j;
  38102. var b = (i + 1) * tubularSegments + j;
  38103. var c = (i + 1) * tubularSegments + jNext;
  38104. var d = i * tubularSegments + jNext;
  38105. indices.push(d);
  38106. indices.push(b);
  38107. indices.push(a);
  38108. indices.push(d);
  38109. indices.push(c);
  38110. indices.push(b);
  38111. }
  38112. }
  38113. // Normals
  38114. VertexData.ComputeNormals(positions, indices, normals);
  38115. // Sides
  38116. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38117. // Result
  38118. var vertexData = new VertexData();
  38119. vertexData.indices = indices;
  38120. vertexData.positions = positions;
  38121. vertexData.normals = normals;
  38122. vertexData.uvs = uvs;
  38123. return vertexData;
  38124. };
  38125. // Tools
  38126. /**
  38127. * Compute normals for given positions and indices
  38128. * @param positions an array of vertex positions, [...., x, y, z, ......]
  38129. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  38130. * @param normals an array of vertex normals, [...., x, y, z, ......]
  38131. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  38132. * * facetNormals : optional array of facet normals (vector3)
  38133. * * facetPositions : optional array of facet positions (vector3)
  38134. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  38135. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  38136. * * bInfo : optional bounding info, required for facetPartitioning computation
  38137. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  38138. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  38139. * * useRightHandedSystem: optional boolean to for right handed system computation
  38140. * * depthSort : optional boolean to enable the facet depth sort computation
  38141. * * distanceTo : optional Vector3 to compute the facet depth from this location
  38142. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  38143. */
  38144. VertexData.ComputeNormals = function (positions, indices, normals, options) {
  38145. // temporary scalar variables
  38146. var index = 0; // facet index
  38147. var p1p2x = 0.0; // p1p2 vector x coordinate
  38148. var p1p2y = 0.0; // p1p2 vector y coordinate
  38149. var p1p2z = 0.0; // p1p2 vector z coordinate
  38150. var p3p2x = 0.0; // p3p2 vector x coordinate
  38151. var p3p2y = 0.0; // p3p2 vector y coordinate
  38152. var p3p2z = 0.0; // p3p2 vector z coordinate
  38153. var faceNormalx = 0.0; // facet normal x coordinate
  38154. var faceNormaly = 0.0; // facet normal y coordinate
  38155. var faceNormalz = 0.0; // facet normal z coordinate
  38156. var length = 0.0; // facet normal length before normalization
  38157. var v1x = 0; // vector1 x index in the positions array
  38158. var v1y = 0; // vector1 y index in the positions array
  38159. var v1z = 0; // vector1 z index in the positions array
  38160. var v2x = 0; // vector2 x index in the positions array
  38161. var v2y = 0; // vector2 y index in the positions array
  38162. var v2z = 0; // vector2 z index in the positions array
  38163. var v3x = 0; // vector3 x index in the positions array
  38164. var v3y = 0; // vector3 y index in the positions array
  38165. var v3z = 0; // vector3 z index in the positions array
  38166. var computeFacetNormals = false;
  38167. var computeFacetPositions = false;
  38168. var computeFacetPartitioning = false;
  38169. var computeDepthSort = false;
  38170. var faceNormalSign = 1;
  38171. var ratio = 0;
  38172. var distanceTo = null;
  38173. if (options) {
  38174. computeFacetNormals = (options.facetNormals) ? true : false;
  38175. computeFacetPositions = (options.facetPositions) ? true : false;
  38176. computeFacetPartitioning = (options.facetPartitioning) ? true : false;
  38177. faceNormalSign = (options.useRightHandedSystem === true) ? -1 : 1;
  38178. ratio = options.ratio || 0;
  38179. computeDepthSort = (options.depthSort) ? true : false;
  38180. distanceTo = (options.distanceTo);
  38181. if (computeDepthSort) {
  38182. if (distanceTo === undefined) {
  38183. distanceTo = BABYLON.Vector3.Zero();
  38184. }
  38185. var depthSortedFacets = options.depthSortedFacets;
  38186. }
  38187. }
  38188. // facetPartitioning reinit if needed
  38189. var xSubRatio = 0;
  38190. var ySubRatio = 0;
  38191. var zSubRatio = 0;
  38192. var subSq = 0;
  38193. if (computeFacetPartitioning && options && options.bbSize) {
  38194. var ox = 0; // X partitioning index for facet position
  38195. var oy = 0; // Y partinioning index for facet position
  38196. var oz = 0; // Z partinioning index for facet position
  38197. var b1x = 0; // X partitioning index for facet v1 vertex
  38198. var b1y = 0; // Y partitioning index for facet v1 vertex
  38199. var b1z = 0; // z partitioning index for facet v1 vertex
  38200. var b2x = 0; // X partitioning index for facet v2 vertex
  38201. var b2y = 0; // Y partitioning index for facet v2 vertex
  38202. var b2z = 0; // Z partitioning index for facet v2 vertex
  38203. var b3x = 0; // X partitioning index for facet v3 vertex
  38204. var b3y = 0; // Y partitioning index for facet v3 vertex
  38205. var b3z = 0; // Z partitioning index for facet v3 vertex
  38206. var block_idx_o = 0; // facet barycenter block index
  38207. var block_idx_v1 = 0; // v1 vertex block index
  38208. var block_idx_v2 = 0; // v2 vertex block index
  38209. var block_idx_v3 = 0; // v3 vertex block index
  38210. var bbSizeMax = (options.bbSize.x > options.bbSize.y) ? options.bbSize.x : options.bbSize.y;
  38211. bbSizeMax = (bbSizeMax > options.bbSize.z) ? bbSizeMax : options.bbSize.z;
  38212. xSubRatio = options.subDiv.X * ratio / options.bbSize.x;
  38213. ySubRatio = options.subDiv.Y * ratio / options.bbSize.y;
  38214. zSubRatio = options.subDiv.Z * ratio / options.bbSize.z;
  38215. subSq = options.subDiv.max * options.subDiv.max;
  38216. options.facetPartitioning.length = 0;
  38217. }
  38218. // reset the normals
  38219. for (index = 0; index < positions.length; index++) {
  38220. normals[index] = 0.0;
  38221. }
  38222. // Loop : 1 indice triplet = 1 facet
  38223. var nbFaces = (indices.length / 3) | 0;
  38224. for (index = 0; index < nbFaces; index++) {
  38225. // get the indexes of the coordinates of each vertex of the facet
  38226. v1x = indices[index * 3] * 3;
  38227. v1y = v1x + 1;
  38228. v1z = v1x + 2;
  38229. v2x = indices[index * 3 + 1] * 3;
  38230. v2y = v2x + 1;
  38231. v2z = v2x + 2;
  38232. v3x = indices[index * 3 + 2] * 3;
  38233. v3y = v3x + 1;
  38234. v3z = v3x + 2;
  38235. p1p2x = positions[v1x] - positions[v2x]; // compute two vectors per facet : p1p2 and p3p2
  38236. p1p2y = positions[v1y] - positions[v2y];
  38237. p1p2z = positions[v1z] - positions[v2z];
  38238. p3p2x = positions[v3x] - positions[v2x];
  38239. p3p2y = positions[v3y] - positions[v2y];
  38240. p3p2z = positions[v3z] - positions[v2z];
  38241. // compute the face normal with the cross product
  38242. faceNormalx = faceNormalSign * (p1p2y * p3p2z - p1p2z * p3p2y);
  38243. faceNormaly = faceNormalSign * (p1p2z * p3p2x - p1p2x * p3p2z);
  38244. faceNormalz = faceNormalSign * (p1p2x * p3p2y - p1p2y * p3p2x);
  38245. // normalize this normal and store it in the array facetData
  38246. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  38247. length = (length === 0) ? 1.0 : length;
  38248. faceNormalx /= length;
  38249. faceNormaly /= length;
  38250. faceNormalz /= length;
  38251. if (computeFacetNormals && options) {
  38252. options.facetNormals[index].x = faceNormalx;
  38253. options.facetNormals[index].y = faceNormaly;
  38254. options.facetNormals[index].z = faceNormalz;
  38255. }
  38256. if (computeFacetPositions && options) {
  38257. // compute and the facet barycenter coordinates in the array facetPositions
  38258. options.facetPositions[index].x = (positions[v1x] + positions[v2x] + positions[v3x]) / 3.0;
  38259. options.facetPositions[index].y = (positions[v1y] + positions[v2y] + positions[v3y]) / 3.0;
  38260. options.facetPositions[index].z = (positions[v1z] + positions[v2z] + positions[v3z]) / 3.0;
  38261. }
  38262. if (computeFacetPartitioning && options) {
  38263. // store the facet indexes in arrays in the main facetPartitioning array :
  38264. // compute each facet vertex (+ facet barycenter) index in the partiniong array
  38265. ox = Math.floor((options.facetPositions[index].x - options.bInfo.minimum.x * ratio) * xSubRatio);
  38266. oy = Math.floor((options.facetPositions[index].y - options.bInfo.minimum.y * ratio) * ySubRatio);
  38267. oz = Math.floor((options.facetPositions[index].z - options.bInfo.minimum.z * ratio) * zSubRatio);
  38268. b1x = Math.floor((positions[v1x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  38269. b1y = Math.floor((positions[v1y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  38270. b1z = Math.floor((positions[v1z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  38271. b2x = Math.floor((positions[v2x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  38272. b2y = Math.floor((positions[v2y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  38273. b2z = Math.floor((positions[v2z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  38274. b3x = Math.floor((positions[v3x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  38275. b3y = Math.floor((positions[v3y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  38276. b3z = Math.floor((positions[v3z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  38277. block_idx_v1 = b1x + options.subDiv.max * b1y + subSq * b1z;
  38278. block_idx_v2 = b2x + options.subDiv.max * b2y + subSq * b2z;
  38279. block_idx_v3 = b3x + options.subDiv.max * b3y + subSq * b3z;
  38280. block_idx_o = ox + options.subDiv.max * oy + subSq * oz;
  38281. options.facetPartitioning[block_idx_o] = options.facetPartitioning[block_idx_o] ? options.facetPartitioning[block_idx_o] : new Array();
  38282. options.facetPartitioning[block_idx_v1] = options.facetPartitioning[block_idx_v1] ? options.facetPartitioning[block_idx_v1] : new Array();
  38283. options.facetPartitioning[block_idx_v2] = options.facetPartitioning[block_idx_v2] ? options.facetPartitioning[block_idx_v2] : new Array();
  38284. options.facetPartitioning[block_idx_v3] = options.facetPartitioning[block_idx_v3] ? options.facetPartitioning[block_idx_v3] : new Array();
  38285. // push each facet index in each block containing the vertex
  38286. options.facetPartitioning[block_idx_v1].push(index);
  38287. if (block_idx_v2 != block_idx_v1) {
  38288. options.facetPartitioning[block_idx_v2].push(index);
  38289. }
  38290. if (!(block_idx_v3 == block_idx_v2 || block_idx_v3 == block_idx_v1)) {
  38291. options.facetPartitioning[block_idx_v3].push(index);
  38292. }
  38293. if (!(block_idx_o == block_idx_v1 || block_idx_o == block_idx_v2 || block_idx_o == block_idx_v3)) {
  38294. options.facetPartitioning[block_idx_o].push(index);
  38295. }
  38296. }
  38297. if (computeDepthSort && options && options.facetPositions) {
  38298. var dsf = depthSortedFacets[index];
  38299. dsf.ind = index * 3;
  38300. dsf.sqDistance = BABYLON.Vector3.DistanceSquared(options.facetPositions[index], distanceTo);
  38301. }
  38302. // compute the normals anyway
  38303. normals[v1x] += faceNormalx; // accumulate all the normals per face
  38304. normals[v1y] += faceNormaly;
  38305. normals[v1z] += faceNormalz;
  38306. normals[v2x] += faceNormalx;
  38307. normals[v2y] += faceNormaly;
  38308. normals[v2z] += faceNormalz;
  38309. normals[v3x] += faceNormalx;
  38310. normals[v3y] += faceNormaly;
  38311. normals[v3z] += faceNormalz;
  38312. }
  38313. // last normalization of each normal
  38314. for (index = 0; index < normals.length / 3; index++) {
  38315. faceNormalx = normals[index * 3];
  38316. faceNormaly = normals[index * 3 + 1];
  38317. faceNormalz = normals[index * 3 + 2];
  38318. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  38319. length = (length === 0) ? 1.0 : length;
  38320. faceNormalx /= length;
  38321. faceNormaly /= length;
  38322. faceNormalz /= length;
  38323. normals[index * 3] = faceNormalx;
  38324. normals[index * 3 + 1] = faceNormaly;
  38325. normals[index * 3 + 2] = faceNormalz;
  38326. }
  38327. };
  38328. VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs) {
  38329. var li = indices.length;
  38330. var ln = normals.length;
  38331. var i;
  38332. var n;
  38333. sideOrientation = sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38334. switch (sideOrientation) {
  38335. case BABYLON.Mesh.FRONTSIDE:
  38336. // nothing changed
  38337. break;
  38338. case BABYLON.Mesh.BACKSIDE:
  38339. var tmp;
  38340. // indices
  38341. for (i = 0; i < li; i += 3) {
  38342. tmp = indices[i];
  38343. indices[i] = indices[i + 2];
  38344. indices[i + 2] = tmp;
  38345. }
  38346. // normals
  38347. for (n = 0; n < ln; n++) {
  38348. normals[n] = -normals[n];
  38349. }
  38350. break;
  38351. case BABYLON.Mesh.DOUBLESIDE:
  38352. // positions
  38353. var lp = positions.length;
  38354. var l = lp / 3;
  38355. for (var p = 0; p < lp; p++) {
  38356. positions[lp + p] = positions[p];
  38357. }
  38358. // indices
  38359. for (i = 0; i < li; i += 3) {
  38360. indices[i + li] = indices[i + 2] + l;
  38361. indices[i + 1 + li] = indices[i + 1] + l;
  38362. indices[i + 2 + li] = indices[i] + l;
  38363. }
  38364. // normals
  38365. for (n = 0; n < ln; n++) {
  38366. normals[ln + n] = -normals[n];
  38367. }
  38368. // uvs
  38369. var lu = uvs.length;
  38370. var u = 0;
  38371. for (u = 0; u < lu; u++) {
  38372. uvs[u + lu] = uvs[u];
  38373. }
  38374. frontUVs = frontUVs ? frontUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  38375. backUVs = backUVs ? backUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  38376. u = 0;
  38377. for (i = 0; i < lu / 2; i++) {
  38378. uvs[u] = frontUVs.x + (frontUVs.z - frontUVs.x) * uvs[u];
  38379. uvs[u + 1] = frontUVs.y + (frontUVs.w - frontUVs.y) * uvs[u + 1];
  38380. uvs[u + lu] = backUVs.x + (backUVs.z - backUVs.x) * uvs[u + lu];
  38381. uvs[u + lu + 1] = backUVs.y + (backUVs.w - backUVs.y) * uvs[u + lu + 1];
  38382. u += 2;
  38383. }
  38384. break;
  38385. }
  38386. };
  38387. /**
  38388. * Applies VertexData created from the imported parameters to the geometry
  38389. * @param parsedVertexData the parsed data from an imported file
  38390. * @param geometry the geometry to apply the VertexData to
  38391. */
  38392. VertexData.ImportVertexData = function (parsedVertexData, geometry) {
  38393. var vertexData = new VertexData();
  38394. // positions
  38395. var positions = parsedVertexData.positions;
  38396. if (positions) {
  38397. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  38398. }
  38399. // normals
  38400. var normals = parsedVertexData.normals;
  38401. if (normals) {
  38402. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  38403. }
  38404. // tangents
  38405. var tangents = parsedVertexData.tangents;
  38406. if (tangents) {
  38407. vertexData.set(tangents, BABYLON.VertexBuffer.TangentKind);
  38408. }
  38409. // uvs
  38410. var uvs = parsedVertexData.uvs;
  38411. if (uvs) {
  38412. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  38413. }
  38414. // uv2s
  38415. var uv2s = parsedVertexData.uv2s;
  38416. if (uv2s) {
  38417. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  38418. }
  38419. // uv3s
  38420. var uv3s = parsedVertexData.uv3s;
  38421. if (uv3s) {
  38422. vertexData.set(uv3s, BABYLON.VertexBuffer.UV3Kind);
  38423. }
  38424. // uv4s
  38425. var uv4s = parsedVertexData.uv4s;
  38426. if (uv4s) {
  38427. vertexData.set(uv4s, BABYLON.VertexBuffer.UV4Kind);
  38428. }
  38429. // uv5s
  38430. var uv5s = parsedVertexData.uv5s;
  38431. if (uv5s) {
  38432. vertexData.set(uv5s, BABYLON.VertexBuffer.UV5Kind);
  38433. }
  38434. // uv6s
  38435. var uv6s = parsedVertexData.uv6s;
  38436. if (uv6s) {
  38437. vertexData.set(uv6s, BABYLON.VertexBuffer.UV6Kind);
  38438. }
  38439. // colors
  38440. var colors = parsedVertexData.colors;
  38441. if (colors) {
  38442. vertexData.set(BABYLON.Color4.CheckColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  38443. }
  38444. // matricesIndices
  38445. var matricesIndices = parsedVertexData.matricesIndices;
  38446. if (matricesIndices) {
  38447. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  38448. }
  38449. // matricesWeights
  38450. var matricesWeights = parsedVertexData.matricesWeights;
  38451. if (matricesWeights) {
  38452. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  38453. }
  38454. // indices
  38455. var indices = parsedVertexData.indices;
  38456. if (indices) {
  38457. vertexData.indices = indices;
  38458. }
  38459. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  38460. };
  38461. return VertexData;
  38462. }());
  38463. BABYLON.VertexData = VertexData;
  38464. })(BABYLON || (BABYLON = {}));
  38465. //# sourceMappingURL=babylon.mesh.vertexData.js.map
  38466. var BABYLON;
  38467. (function (BABYLON) {
  38468. /**
  38469. * Class used to store geometry data (vertex buffers + index buffer)
  38470. */
  38471. var Geometry = /** @class */ (function () {
  38472. /**
  38473. * Creates a new geometry
  38474. * @param id defines the unique ID
  38475. * @param scene defines the hosting scene
  38476. * @param vertexData defines the {BABYLON.VertexData} used to get geometry data
  38477. * @param updatable defines if geometry must be updatable (false by default)
  38478. * @param mesh defines the mesh that will be associated with the geometry
  38479. */
  38480. function Geometry(id, scene, vertexData, updatable, mesh) {
  38481. if (updatable === void 0) { updatable = false; }
  38482. if (mesh === void 0) { mesh = null; }
  38483. /**
  38484. * Gets the delay loading state of the geometry (none by default which means not delayed)
  38485. */
  38486. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  38487. this._totalVertices = 0;
  38488. this._isDisposed = false;
  38489. this._indexBufferIsUpdatable = false;
  38490. this.id = id;
  38491. this._engine = scene.getEngine();
  38492. this._meshes = [];
  38493. this._scene = scene;
  38494. //Init vertex buffer cache
  38495. this._vertexBuffers = {};
  38496. this._indices = [];
  38497. this._updatable = updatable;
  38498. // vertexData
  38499. if (vertexData) {
  38500. this.setAllVerticesData(vertexData, updatable);
  38501. }
  38502. else {
  38503. this._totalVertices = 0;
  38504. this._indices = [];
  38505. }
  38506. if (this._engine.getCaps().vertexArrayObject) {
  38507. this._vertexArrayObjects = {};
  38508. }
  38509. // applyToMesh
  38510. if (mesh) {
  38511. if (mesh.getClassName() === "LinesMesh") {
  38512. this.boundingBias = new BABYLON.Vector2(0, mesh.intersectionThreshold);
  38513. this._updateExtend();
  38514. }
  38515. this.applyToMesh(mesh);
  38516. mesh.computeWorldMatrix(true);
  38517. }
  38518. }
  38519. Object.defineProperty(Geometry.prototype, "boundingBias", {
  38520. /**
  38521. * 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
  38522. */
  38523. get: function () {
  38524. return this._boundingBias;
  38525. },
  38526. /**
  38527. * 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
  38528. */
  38529. set: function (value) {
  38530. if (this._boundingBias && this._boundingBias.equals(value)) {
  38531. return;
  38532. }
  38533. this._boundingBias = value.clone();
  38534. this._updateBoundingInfo(true, null);
  38535. },
  38536. enumerable: true,
  38537. configurable: true
  38538. });
  38539. /**
  38540. * Static function used to attach a new empty geometry to a mesh
  38541. * @param mesh defines the mesh to attach the geometry to
  38542. * @returns the new {BABYLON.Geometry}
  38543. */
  38544. Geometry.CreateGeometryForMesh = function (mesh) {
  38545. var geometry = new Geometry(Geometry.RandomId(), mesh.getScene());
  38546. geometry.applyToMesh(mesh);
  38547. return geometry;
  38548. };
  38549. Object.defineProperty(Geometry.prototype, "extend", {
  38550. /**
  38551. * Gets the current extend of the geometry
  38552. */
  38553. get: function () {
  38554. return this._extend;
  38555. },
  38556. enumerable: true,
  38557. configurable: true
  38558. });
  38559. /**
  38560. * Gets the hosting scene
  38561. * @returns the hosting {BABYLON.Scene}
  38562. */
  38563. Geometry.prototype.getScene = function () {
  38564. return this._scene;
  38565. };
  38566. /**
  38567. * Gets the hosting engine
  38568. * @returns the hosting {BABYLON.Engine}
  38569. */
  38570. Geometry.prototype.getEngine = function () {
  38571. return this._engine;
  38572. };
  38573. /**
  38574. * Defines if the geometry is ready to use
  38575. * @returns true if the geometry is ready to be used
  38576. */
  38577. Geometry.prototype.isReady = function () {
  38578. return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
  38579. };
  38580. Object.defineProperty(Geometry.prototype, "doNotSerialize", {
  38581. /**
  38582. * Gets a value indicating that the geometry should not be serialized
  38583. */
  38584. get: function () {
  38585. for (var index = 0; index < this._meshes.length; index++) {
  38586. if (!this._meshes[index].doNotSerialize) {
  38587. return false;
  38588. }
  38589. }
  38590. return true;
  38591. },
  38592. enumerable: true,
  38593. configurable: true
  38594. });
  38595. /** @hidden */
  38596. Geometry.prototype._rebuild = function () {
  38597. if (this._vertexArrayObjects) {
  38598. this._vertexArrayObjects = {};
  38599. }
  38600. // Index buffer
  38601. if (this._meshes.length !== 0 && this._indices) {
  38602. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  38603. }
  38604. // Vertex buffers
  38605. for (var key in this._vertexBuffers) {
  38606. var vertexBuffer = this._vertexBuffers[key];
  38607. vertexBuffer._rebuild();
  38608. }
  38609. };
  38610. /**
  38611. * Affects all gemetry data in one call
  38612. * @param vertexData defines the geometry data
  38613. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  38614. */
  38615. Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  38616. vertexData.applyToGeometry(this, updatable);
  38617. this.notifyUpdate();
  38618. };
  38619. /**
  38620. * Set specific vertex data
  38621. * @param kind defines the data kind (Position, normal, etc...)
  38622. * @param data defines the vertex data to use
  38623. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  38624. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  38625. */
  38626. Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
  38627. if (updatable === void 0) { updatable = false; }
  38628. var buffer = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);
  38629. this.setVerticesBuffer(buffer);
  38630. };
  38631. /**
  38632. * Removes a specific vertex data
  38633. * @param kind defines the data kind (Position, normal, etc...)
  38634. */
  38635. Geometry.prototype.removeVerticesData = function (kind) {
  38636. if (this._vertexBuffers[kind]) {
  38637. this._vertexBuffers[kind].dispose();
  38638. delete this._vertexBuffers[kind];
  38639. }
  38640. };
  38641. /**
  38642. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  38643. * @param buffer defines the vertex buffer to use
  38644. * @param totalVertices defines the total number of vertices for position kind (could be null)
  38645. */
  38646. Geometry.prototype.setVerticesBuffer = function (buffer, totalVertices) {
  38647. if (totalVertices === void 0) { totalVertices = null; }
  38648. var kind = buffer.getKind();
  38649. if (this._vertexBuffers[kind]) {
  38650. this._vertexBuffers[kind].dispose();
  38651. }
  38652. this._vertexBuffers[kind] = buffer;
  38653. if (kind === BABYLON.VertexBuffer.PositionKind) {
  38654. var data = buffer.getData();
  38655. if (totalVertices != null) {
  38656. this._totalVertices = totalVertices;
  38657. }
  38658. else {
  38659. if (data != null) {
  38660. this._totalVertices = data.length / (buffer.byteStride / 4);
  38661. }
  38662. }
  38663. this._updateExtend(data);
  38664. this._resetPointsArrayCache();
  38665. var meshes = this._meshes;
  38666. var numOfMeshes = meshes.length;
  38667. for (var index = 0; index < numOfMeshes; index++) {
  38668. var mesh = meshes[index];
  38669. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  38670. mesh._createGlobalSubMesh(false);
  38671. mesh.computeWorldMatrix(true);
  38672. }
  38673. }
  38674. this.notifyUpdate(kind);
  38675. if (this._vertexArrayObjects) {
  38676. this._disposeVertexArrayObjects();
  38677. this._vertexArrayObjects = {}; // Will trigger a rebuild of the VAO if supported
  38678. }
  38679. };
  38680. /**
  38681. * Update a specific vertex buffer
  38682. * This function will directly update the underlying WebGLBuffer according to the passed numeric array or Float32Array
  38683. * It will do nothing if the buffer is not updatable
  38684. * @param kind defines the data kind (Position, normal, etc...)
  38685. * @param data defines the data to use
  38686. * @param offset defines the offset in the target buffer where to store the data
  38687. * @param useBytes set to true if the offset is in bytes
  38688. */
  38689. Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset, useBytes) {
  38690. if (useBytes === void 0) { useBytes = false; }
  38691. var vertexBuffer = this.getVertexBuffer(kind);
  38692. if (!vertexBuffer) {
  38693. return;
  38694. }
  38695. vertexBuffer.updateDirectly(data, offset, useBytes);
  38696. this.notifyUpdate(kind);
  38697. };
  38698. /**
  38699. * Update a specific vertex buffer
  38700. * This function will create a new buffer if the current one is not updatable
  38701. * @param kind defines the data kind (Position, normal, etc...)
  38702. * @param data defines the data to use
  38703. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  38704. */
  38705. Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
  38706. if (updateExtends === void 0) { updateExtends = false; }
  38707. var vertexBuffer = this.getVertexBuffer(kind);
  38708. if (!vertexBuffer) {
  38709. return;
  38710. }
  38711. vertexBuffer.update(data);
  38712. if (kind === BABYLON.VertexBuffer.PositionKind) {
  38713. this._updateBoundingInfo(updateExtends, data);
  38714. }
  38715. this.notifyUpdate(kind);
  38716. };
  38717. Geometry.prototype._updateBoundingInfo = function (updateExtends, data) {
  38718. if (updateExtends) {
  38719. this._updateExtend(data);
  38720. }
  38721. var meshes = this._meshes;
  38722. var numOfMeshes = meshes.length;
  38723. this._resetPointsArrayCache();
  38724. for (var index = 0; index < numOfMeshes; index++) {
  38725. var mesh = meshes[index];
  38726. if (updateExtends) {
  38727. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  38728. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  38729. var subMesh = mesh.subMeshes[subIndex];
  38730. subMesh.refreshBoundingInfo();
  38731. }
  38732. }
  38733. }
  38734. };
  38735. /** @hidden */
  38736. Geometry.prototype._bind = function (effect, indexToBind) {
  38737. if (!effect) {
  38738. return;
  38739. }
  38740. if (indexToBind === undefined) {
  38741. indexToBind = this._indexBuffer;
  38742. }
  38743. var vbs = this.getVertexBuffers();
  38744. if (!vbs) {
  38745. return;
  38746. }
  38747. if (indexToBind != this._indexBuffer || !this._vertexArrayObjects) {
  38748. this._engine.bindBuffers(vbs, indexToBind, effect);
  38749. return;
  38750. }
  38751. // Using VAO
  38752. if (!this._vertexArrayObjects[effect.key]) {
  38753. this._vertexArrayObjects[effect.key] = this._engine.recordVertexArrayObject(vbs, indexToBind, effect);
  38754. }
  38755. this._engine.bindVertexArrayObject(this._vertexArrayObjects[effect.key], indexToBind);
  38756. };
  38757. /**
  38758. * Gets total number of vertices
  38759. * @returns the total number of vertices
  38760. */
  38761. Geometry.prototype.getTotalVertices = function () {
  38762. if (!this.isReady()) {
  38763. return 0;
  38764. }
  38765. return this._totalVertices;
  38766. };
  38767. /**
  38768. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  38769. * @param kind defines the data kind (Position, normal, etc...)
  38770. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  38771. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  38772. * @returns a float array containing vertex data
  38773. */
  38774. Geometry.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  38775. var vertexBuffer = this.getVertexBuffer(kind);
  38776. if (!vertexBuffer) {
  38777. return null;
  38778. }
  38779. var data = vertexBuffer.getData();
  38780. if (!data) {
  38781. return null;
  38782. }
  38783. var defaultStride = BABYLON.VertexBuffer.DeduceStride(vertexBuffer.getKind());
  38784. var defaultByteStride = defaultStride * BABYLON.VertexBuffer.GetTypeByteLength(vertexBuffer.type);
  38785. var count = this._totalVertices * defaultStride;
  38786. if (vertexBuffer.type !== BABYLON.VertexBuffer.FLOAT || vertexBuffer.byteStride !== defaultByteStride) {
  38787. var copy_1 = new Array(count);
  38788. vertexBuffer.forEach(count, function (value, index) {
  38789. copy_1[index] = value;
  38790. });
  38791. return copy_1;
  38792. }
  38793. if (!(data instanceof Array || data instanceof Float32Array) || vertexBuffer.byteOffset !== 0 || data.length !== count) {
  38794. if (data instanceof Array) {
  38795. var offset = vertexBuffer.byteOffset / 4;
  38796. return BABYLON.Tools.Slice(data, offset, offset + count);
  38797. }
  38798. else if (data instanceof ArrayBuffer) {
  38799. return new Float32Array(data, vertexBuffer.byteOffset, count);
  38800. }
  38801. else {
  38802. return new Float32Array(data.buffer, data.byteOffset + vertexBuffer.byteOffset, count);
  38803. }
  38804. }
  38805. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  38806. return BABYLON.Tools.Slice(data);
  38807. }
  38808. return data;
  38809. };
  38810. /**
  38811. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  38812. * @param kind defines the data kind (Position, normal, etc...)
  38813. * @returns true if the vertex buffer with the specified kind is updatable
  38814. */
  38815. Geometry.prototype.isVertexBufferUpdatable = function (kind) {
  38816. var vb = this._vertexBuffers[kind];
  38817. if (!vb) {
  38818. return false;
  38819. }
  38820. return vb.isUpdatable();
  38821. };
  38822. /**
  38823. * Gets a specific vertex buffer
  38824. * @param kind defines the data kind (Position, normal, etc...)
  38825. * @returns a {BABYLON.VertexBuffer}
  38826. */
  38827. Geometry.prototype.getVertexBuffer = function (kind) {
  38828. if (!this.isReady()) {
  38829. return null;
  38830. }
  38831. return this._vertexBuffers[kind];
  38832. };
  38833. /**
  38834. * Returns all vertex buffers
  38835. * @return an object holding all vertex buffers indexed by kind
  38836. */
  38837. Geometry.prototype.getVertexBuffers = function () {
  38838. if (!this.isReady()) {
  38839. return null;
  38840. }
  38841. return this._vertexBuffers;
  38842. };
  38843. /**
  38844. * Gets a boolean indicating if specific vertex buffer is present
  38845. * @param kind defines the data kind (Position, normal, etc...)
  38846. * @returns true if data is present
  38847. */
  38848. Geometry.prototype.isVerticesDataPresent = function (kind) {
  38849. if (!this._vertexBuffers) {
  38850. if (this._delayInfo) {
  38851. return this._delayInfo.indexOf(kind) !== -1;
  38852. }
  38853. return false;
  38854. }
  38855. return this._vertexBuffers[kind] !== undefined;
  38856. };
  38857. /**
  38858. * Gets a list of all attached data kinds (Position, normal, etc...)
  38859. * @returns a list of string containing all kinds
  38860. */
  38861. Geometry.prototype.getVerticesDataKinds = function () {
  38862. var result = [];
  38863. var kind;
  38864. if (!this._vertexBuffers && this._delayInfo) {
  38865. for (kind in this._delayInfo) {
  38866. result.push(kind);
  38867. }
  38868. }
  38869. else {
  38870. for (kind in this._vertexBuffers) {
  38871. result.push(kind);
  38872. }
  38873. }
  38874. return result;
  38875. };
  38876. /**
  38877. * Update index buffer
  38878. * @param indices defines the indices to store in the index buffer
  38879. * @param offset defines the offset in the target buffer where to store the data
  38880. */
  38881. Geometry.prototype.updateIndices = function (indices, offset) {
  38882. if (!this._indexBuffer) {
  38883. return;
  38884. }
  38885. if (!this._indexBufferIsUpdatable) {
  38886. this.setIndices(indices, null, true);
  38887. }
  38888. else {
  38889. this._engine.updateDynamicIndexBuffer(this._indexBuffer, indices, offset);
  38890. }
  38891. };
  38892. /**
  38893. * Creates a new index buffer
  38894. * @param indices defines the indices to store in the index buffer
  38895. * @param totalVertices defines the total number of vertices (could be null)
  38896. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  38897. */
  38898. Geometry.prototype.setIndices = function (indices, totalVertices, updatable) {
  38899. if (totalVertices === void 0) { totalVertices = null; }
  38900. if (updatable === void 0) { updatable = false; }
  38901. if (this._indexBuffer) {
  38902. this._engine._releaseBuffer(this._indexBuffer);
  38903. }
  38904. this._disposeVertexArrayObjects();
  38905. this._indices = indices;
  38906. this._indexBufferIsUpdatable = updatable;
  38907. if (this._meshes.length !== 0 && this._indices) {
  38908. this._indexBuffer = this._engine.createIndexBuffer(this._indices, updatable);
  38909. }
  38910. if (totalVertices != undefined) { // including null and undefined
  38911. this._totalVertices = totalVertices;
  38912. }
  38913. var meshes = this._meshes;
  38914. var numOfMeshes = meshes.length;
  38915. for (var index = 0; index < numOfMeshes; index++) {
  38916. meshes[index]._createGlobalSubMesh(true);
  38917. }
  38918. this.notifyUpdate();
  38919. };
  38920. /**
  38921. * Return the total number of indices
  38922. * @returns the total number of indices
  38923. */
  38924. Geometry.prototype.getTotalIndices = function () {
  38925. if (!this.isReady()) {
  38926. return 0;
  38927. }
  38928. return this._indices.length;
  38929. };
  38930. /**
  38931. * Gets the index buffer array
  38932. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  38933. * @returns the index buffer array
  38934. */
  38935. Geometry.prototype.getIndices = function (copyWhenShared) {
  38936. if (!this.isReady()) {
  38937. return null;
  38938. }
  38939. var orig = this._indices;
  38940. if (!copyWhenShared || this._meshes.length === 1) {
  38941. return orig;
  38942. }
  38943. else {
  38944. var len = orig.length;
  38945. var copy = [];
  38946. for (var i = 0; i < len; i++) {
  38947. copy.push(orig[i]);
  38948. }
  38949. return copy;
  38950. }
  38951. };
  38952. /**
  38953. * Gets the index buffer
  38954. * @return the index buffer
  38955. */
  38956. Geometry.prototype.getIndexBuffer = function () {
  38957. if (!this.isReady()) {
  38958. return null;
  38959. }
  38960. return this._indexBuffer;
  38961. };
  38962. /** @hidden */
  38963. Geometry.prototype._releaseVertexArrayObject = function (effect) {
  38964. if (effect === void 0) { effect = null; }
  38965. if (!effect || !this._vertexArrayObjects) {
  38966. return;
  38967. }
  38968. if (this._vertexArrayObjects[effect.key]) {
  38969. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[effect.key]);
  38970. delete this._vertexArrayObjects[effect.key];
  38971. }
  38972. };
  38973. /**
  38974. * Release the associated resources for a specific mesh
  38975. * @param mesh defines the source mesh
  38976. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  38977. */
  38978. Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
  38979. var meshes = this._meshes;
  38980. var index = meshes.indexOf(mesh);
  38981. if (index === -1) {
  38982. return;
  38983. }
  38984. meshes.splice(index, 1);
  38985. mesh._geometry = null;
  38986. if (meshes.length === 0 && shouldDispose) {
  38987. this.dispose();
  38988. }
  38989. };
  38990. /**
  38991. * Apply current geometry to a given mesh
  38992. * @param mesh defines the mesh to apply geometry to
  38993. */
  38994. Geometry.prototype.applyToMesh = function (mesh) {
  38995. if (mesh._geometry === this) {
  38996. return;
  38997. }
  38998. var previousGeometry = mesh._geometry;
  38999. if (previousGeometry) {
  39000. previousGeometry.releaseForMesh(mesh);
  39001. }
  39002. var meshes = this._meshes;
  39003. // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()
  39004. mesh._geometry = this;
  39005. this._scene.pushGeometry(this);
  39006. meshes.push(mesh);
  39007. if (this.isReady()) {
  39008. this._applyToMesh(mesh);
  39009. }
  39010. else {
  39011. mesh._boundingInfo = this._boundingInfo;
  39012. }
  39013. };
  39014. Geometry.prototype._updateExtend = function (data) {
  39015. if (data === void 0) { data = null; }
  39016. if (!data) {
  39017. data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  39018. }
  39019. this._extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices, this.boundingBias, 3);
  39020. };
  39021. Geometry.prototype._applyToMesh = function (mesh) {
  39022. var numOfMeshes = this._meshes.length;
  39023. // vertexBuffers
  39024. for (var kind in this._vertexBuffers) {
  39025. if (numOfMeshes === 1) {
  39026. this._vertexBuffers[kind].create();
  39027. }
  39028. var buffer = this._vertexBuffers[kind].getBuffer();
  39029. if (buffer)
  39030. buffer.references = numOfMeshes;
  39031. if (kind === BABYLON.VertexBuffer.PositionKind) {
  39032. if (!this._extend) {
  39033. this._updateExtend();
  39034. }
  39035. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  39036. mesh._createGlobalSubMesh(false);
  39037. //bounding info was just created again, world matrix should be applied again.
  39038. mesh._updateBoundingInfo();
  39039. }
  39040. }
  39041. // indexBuffer
  39042. if (numOfMeshes === 1 && this._indices && this._indices.length > 0) {
  39043. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  39044. }
  39045. if (this._indexBuffer) {
  39046. this._indexBuffer.references = numOfMeshes;
  39047. }
  39048. };
  39049. Geometry.prototype.notifyUpdate = function (kind) {
  39050. if (this.onGeometryUpdated) {
  39051. this.onGeometryUpdated(this, kind);
  39052. }
  39053. for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {
  39054. var mesh = _a[_i];
  39055. mesh._markSubMeshesAsAttributesDirty();
  39056. }
  39057. };
  39058. /**
  39059. * Load the geometry if it was flagged as delay loaded
  39060. * @param scene defines the hosting scene
  39061. * @param onLoaded defines a callback called when the geometry is loaded
  39062. */
  39063. Geometry.prototype.load = function (scene, onLoaded) {
  39064. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  39065. return;
  39066. }
  39067. if (this.isReady()) {
  39068. if (onLoaded) {
  39069. onLoaded();
  39070. }
  39071. return;
  39072. }
  39073. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  39074. this._queueLoad(scene, onLoaded);
  39075. };
  39076. Geometry.prototype._queueLoad = function (scene, onLoaded) {
  39077. var _this = this;
  39078. if (!this.delayLoadingFile) {
  39079. return;
  39080. }
  39081. scene._addPendingData(this);
  39082. scene._loadFile(this.delayLoadingFile, function (data) {
  39083. if (!_this._delayLoadingFunction) {
  39084. return;
  39085. }
  39086. _this._delayLoadingFunction(JSON.parse(data), _this);
  39087. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  39088. _this._delayInfo = [];
  39089. scene._removePendingData(_this);
  39090. var meshes = _this._meshes;
  39091. var numOfMeshes = meshes.length;
  39092. for (var index = 0; index < numOfMeshes; index++) {
  39093. _this._applyToMesh(meshes[index]);
  39094. }
  39095. if (onLoaded) {
  39096. onLoaded();
  39097. }
  39098. }, undefined, true);
  39099. };
  39100. /**
  39101. * Invert the geometry to move from a right handed system to a left handed one.
  39102. */
  39103. Geometry.prototype.toLeftHanded = function () {
  39104. // Flip faces
  39105. var tIndices = this.getIndices(false);
  39106. if (tIndices != null && tIndices.length > 0) {
  39107. for (var i = 0; i < tIndices.length; i += 3) {
  39108. var tTemp = tIndices[i + 0];
  39109. tIndices[i + 0] = tIndices[i + 2];
  39110. tIndices[i + 2] = tTemp;
  39111. }
  39112. this.setIndices(tIndices);
  39113. }
  39114. // Negate position.z
  39115. var tPositions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, false);
  39116. if (tPositions != null && tPositions.length > 0) {
  39117. for (var i = 0; i < tPositions.length; i += 3) {
  39118. tPositions[i + 2] = -tPositions[i + 2];
  39119. }
  39120. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, tPositions, false);
  39121. }
  39122. // Negate normal.z
  39123. var tNormals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind, false);
  39124. if (tNormals != null && tNormals.length > 0) {
  39125. for (var i = 0; i < tNormals.length; i += 3) {
  39126. tNormals[i + 2] = -tNormals[i + 2];
  39127. }
  39128. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, tNormals, false);
  39129. }
  39130. };
  39131. // Cache
  39132. /** @hidden */
  39133. Geometry.prototype._resetPointsArrayCache = function () {
  39134. this._positions = null;
  39135. };
  39136. /** @hidden */
  39137. Geometry.prototype._generatePointsArray = function () {
  39138. if (this._positions)
  39139. return true;
  39140. this._positions = [];
  39141. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  39142. if (!data) {
  39143. return false;
  39144. }
  39145. for (var index = 0; index < data.length; index += 3) {
  39146. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  39147. }
  39148. return true;
  39149. };
  39150. /**
  39151. * Gets a value indicating if the geometry is disposed
  39152. * @returns true if the geometry was disposed
  39153. */
  39154. Geometry.prototype.isDisposed = function () {
  39155. return this._isDisposed;
  39156. };
  39157. Geometry.prototype._disposeVertexArrayObjects = function () {
  39158. if (this._vertexArrayObjects) {
  39159. for (var kind in this._vertexArrayObjects) {
  39160. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[kind]);
  39161. }
  39162. this._vertexArrayObjects = {};
  39163. }
  39164. };
  39165. /**
  39166. * Free all associated resources
  39167. */
  39168. Geometry.prototype.dispose = function () {
  39169. var meshes = this._meshes;
  39170. var numOfMeshes = meshes.length;
  39171. var index;
  39172. for (index = 0; index < numOfMeshes; index++) {
  39173. this.releaseForMesh(meshes[index]);
  39174. }
  39175. this._meshes = [];
  39176. this._disposeVertexArrayObjects();
  39177. for (var kind in this._vertexBuffers) {
  39178. this._vertexBuffers[kind].dispose();
  39179. }
  39180. this._vertexBuffers = {};
  39181. this._totalVertices = 0;
  39182. if (this._indexBuffer) {
  39183. this._engine._releaseBuffer(this._indexBuffer);
  39184. }
  39185. this._indexBuffer = null;
  39186. this._indices = [];
  39187. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  39188. this.delayLoadingFile = null;
  39189. this._delayLoadingFunction = null;
  39190. this._delayInfo = [];
  39191. this._boundingInfo = null;
  39192. this._scene.removeGeometry(this);
  39193. this._isDisposed = true;
  39194. };
  39195. /**
  39196. * Clone the current geometry into a new geometry
  39197. * @param id defines the unique ID of the new geometry
  39198. * @returns a new geometry object
  39199. */
  39200. Geometry.prototype.copy = function (id) {
  39201. var vertexData = new BABYLON.VertexData();
  39202. vertexData.indices = [];
  39203. var indices = this.getIndices();
  39204. if (indices) {
  39205. for (var index = 0; index < indices.length; index++) {
  39206. vertexData.indices.push(indices[index]);
  39207. }
  39208. }
  39209. var updatable = false;
  39210. var stopChecking = false;
  39211. var kind;
  39212. for (kind in this._vertexBuffers) {
  39213. // using slice() to make a copy of the array and not just reference it
  39214. var data = this.getVerticesData(kind);
  39215. if (data instanceof Float32Array) {
  39216. vertexData.set(new Float32Array(data), kind);
  39217. }
  39218. else {
  39219. vertexData.set(data.slice(0), kind);
  39220. }
  39221. if (!stopChecking) {
  39222. var vb = this.getVertexBuffer(kind);
  39223. if (vb) {
  39224. updatable = vb.isUpdatable();
  39225. stopChecking = !updatable;
  39226. }
  39227. }
  39228. }
  39229. var geometry = new Geometry(id, this._scene, vertexData, updatable);
  39230. geometry.delayLoadState = this.delayLoadState;
  39231. geometry.delayLoadingFile = this.delayLoadingFile;
  39232. geometry._delayLoadingFunction = this._delayLoadingFunction;
  39233. for (kind in this._delayInfo) {
  39234. geometry._delayInfo = geometry._delayInfo || [];
  39235. geometry._delayInfo.push(kind);
  39236. }
  39237. // Bounding info
  39238. geometry._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  39239. return geometry;
  39240. };
  39241. /**
  39242. * Serialize the current geometry info (and not the vertices data) into a JSON object
  39243. * @return a JSON representation of the current geometry data (without the vertices data)
  39244. */
  39245. Geometry.prototype.serialize = function () {
  39246. var serializationObject = {};
  39247. serializationObject.id = this.id;
  39248. serializationObject.updatable = this._updatable;
  39249. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  39250. serializationObject.tags = BABYLON.Tags.GetTags(this);
  39251. }
  39252. return serializationObject;
  39253. };
  39254. Geometry.prototype.toNumberArray = function (origin) {
  39255. if (Array.isArray(origin)) {
  39256. return origin;
  39257. }
  39258. else {
  39259. return Array.prototype.slice.call(origin);
  39260. }
  39261. };
  39262. /**
  39263. * Serialize all vertices data into a JSON oject
  39264. * @returns a JSON representation of the current geometry data
  39265. */
  39266. Geometry.prototype.serializeVerticeData = function () {
  39267. var serializationObject = this.serialize();
  39268. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  39269. serializationObject.positions = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  39270. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  39271. serializationObject.positions._updatable = true;
  39272. }
  39273. }
  39274. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  39275. serializationObject.normals = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  39276. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  39277. serializationObject.normals._updatable = true;
  39278. }
  39279. }
  39280. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  39281. serializationObject.tangets = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  39282. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.TangentKind)) {
  39283. serializationObject.tangets._updatable = true;
  39284. }
  39285. }
  39286. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  39287. serializationObject.uvs = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UVKind));
  39288. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UVKind)) {
  39289. serializationObject.uvs._updatable = true;
  39290. }
  39291. }
  39292. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  39293. serializationObject.uv2s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV2Kind));
  39294. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV2Kind)) {
  39295. serializationObject.uv2s._updatable = true;
  39296. }
  39297. }
  39298. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  39299. serializationObject.uv3s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV3Kind));
  39300. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV3Kind)) {
  39301. serializationObject.uv3s._updatable = true;
  39302. }
  39303. }
  39304. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  39305. serializationObject.uv4s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV4Kind));
  39306. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV4Kind)) {
  39307. serializationObject.uv4s._updatable = true;
  39308. }
  39309. }
  39310. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  39311. serializationObject.uv5s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV5Kind));
  39312. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV5Kind)) {
  39313. serializationObject.uv5s._updatable = true;
  39314. }
  39315. }
  39316. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  39317. serializationObject.uv6s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV6Kind));
  39318. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV6Kind)) {
  39319. serializationObject.uv6s._updatable = true;
  39320. }
  39321. }
  39322. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  39323. serializationObject.colors = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.ColorKind));
  39324. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.ColorKind)) {
  39325. serializationObject.colors._updatable = true;
  39326. }
  39327. }
  39328. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  39329. serializationObject.matricesIndices = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind));
  39330. serializationObject.matricesIndices._isExpanded = true;
  39331. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  39332. serializationObject.matricesIndices._updatable = true;
  39333. }
  39334. }
  39335. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  39336. serializationObject.matricesWeights = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind));
  39337. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  39338. serializationObject.matricesWeights._updatable = true;
  39339. }
  39340. }
  39341. serializationObject.indices = this.toNumberArray(this.getIndices());
  39342. return serializationObject;
  39343. };
  39344. // Statics
  39345. /**
  39346. * Extracts a clone of a mesh geometry
  39347. * @param mesh defines the source mesh
  39348. * @param id defines the unique ID of the new geometry object
  39349. * @returns the new geometry object
  39350. */
  39351. Geometry.ExtractFromMesh = function (mesh, id) {
  39352. var geometry = mesh._geometry;
  39353. if (!geometry) {
  39354. return null;
  39355. }
  39356. return geometry.copy(id);
  39357. };
  39358. /**
  39359. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  39360. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  39361. * Be aware Math.random() could cause collisions, but:
  39362. * "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"
  39363. * @returns a string containing a new GUID
  39364. */
  39365. Geometry.RandomId = function () {
  39366. return BABYLON.Tools.RandomId();
  39367. };
  39368. /** @hidden */
  39369. Geometry._ImportGeometry = function (parsedGeometry, mesh) {
  39370. var scene = mesh.getScene();
  39371. // Geometry
  39372. var geometryId = parsedGeometry.geometryId;
  39373. if (geometryId) {
  39374. var geometry = scene.getGeometryByID(geometryId);
  39375. if (geometry) {
  39376. geometry.applyToMesh(mesh);
  39377. }
  39378. }
  39379. else if (parsedGeometry instanceof ArrayBuffer) {
  39380. var binaryInfo = mesh._binaryInfo;
  39381. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  39382. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  39383. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  39384. }
  39385. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  39386. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  39387. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  39388. }
  39389. if (binaryInfo.tangetsAttrDesc && binaryInfo.tangetsAttrDesc.count > 0) {
  39390. var tangentsData = new Float32Array(parsedGeometry, binaryInfo.tangetsAttrDesc.offset, binaryInfo.tangetsAttrDesc.count);
  39391. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, tangentsData, false);
  39392. }
  39393. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  39394. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  39395. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  39396. }
  39397. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  39398. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  39399. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  39400. }
  39401. if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {
  39402. var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);
  39403. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, uvs3Data, false);
  39404. }
  39405. if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {
  39406. var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);
  39407. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, uvs4Data, false);
  39408. }
  39409. if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {
  39410. var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);
  39411. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, uvs5Data, false);
  39412. }
  39413. if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {
  39414. var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);
  39415. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, uvs6Data, false);
  39416. }
  39417. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  39418. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  39419. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);
  39420. }
  39421. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  39422. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  39423. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndicesData, false);
  39424. }
  39425. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  39426. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  39427. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  39428. }
  39429. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  39430. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  39431. mesh.setIndices(indicesData, null);
  39432. }
  39433. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  39434. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  39435. mesh.subMeshes = [];
  39436. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  39437. var materialIndex = subMeshesData[(i * 5) + 0];
  39438. var verticesStart = subMeshesData[(i * 5) + 1];
  39439. var verticesCount = subMeshesData[(i * 5) + 2];
  39440. var indexStart = subMeshesData[(i * 5) + 3];
  39441. var indexCount = subMeshesData[(i * 5) + 4];
  39442. BABYLON.SubMesh.AddToMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  39443. }
  39444. }
  39445. }
  39446. else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  39447. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, parsedGeometry.positions._updatable);
  39448. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, parsedGeometry.normals._updatable);
  39449. if (parsedGeometry.tangents) {
  39450. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, parsedGeometry.tangents, parsedGeometry.tangents._updatable);
  39451. }
  39452. if (parsedGeometry.uvs) {
  39453. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, parsedGeometry.uvs._updatable);
  39454. }
  39455. if (parsedGeometry.uvs2) {
  39456. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, parsedGeometry.uvs2._updatable);
  39457. }
  39458. if (parsedGeometry.uvs3) {
  39459. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, parsedGeometry.uvs3, parsedGeometry.uvs3._updatable);
  39460. }
  39461. if (parsedGeometry.uvs4) {
  39462. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, parsedGeometry.uvs4, parsedGeometry.uvs4._updatable);
  39463. }
  39464. if (parsedGeometry.uvs5) {
  39465. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, parsedGeometry.uvs5, parsedGeometry.uvs5._updatable);
  39466. }
  39467. if (parsedGeometry.uvs6) {
  39468. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, parsedGeometry.uvs6, parsedGeometry.uvs6._updatable);
  39469. }
  39470. if (parsedGeometry.colors) {
  39471. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, BABYLON.Color4.CheckColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), parsedGeometry.colors._updatable);
  39472. }
  39473. if (parsedGeometry.matricesIndices) {
  39474. if (!parsedGeometry.matricesIndices._isExpanded) {
  39475. var floatIndices = [];
  39476. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  39477. var matricesIndex = parsedGeometry.matricesIndices[i];
  39478. floatIndices.push(matricesIndex & 0x000000FF);
  39479. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  39480. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  39481. floatIndices.push(matricesIndex >> 24);
  39482. }
  39483. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, parsedGeometry.matricesIndices._updatable);
  39484. }
  39485. else {
  39486. delete parsedGeometry.matricesIndices._isExpanded;
  39487. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, parsedGeometry.matricesIndices._updatable);
  39488. }
  39489. }
  39490. if (parsedGeometry.matricesIndicesExtra) {
  39491. if (!parsedGeometry.matricesIndicesExtra._isExpanded) {
  39492. var floatIndices = [];
  39493. for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) {
  39494. var matricesIndex = parsedGeometry.matricesIndicesExtra[i];
  39495. floatIndices.push(matricesIndex & 0x000000FF);
  39496. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  39497. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  39498. floatIndices.push(matricesIndex >> 24);
  39499. }
  39500. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, floatIndices, parsedGeometry.matricesIndicesExtra._updatable);
  39501. }
  39502. else {
  39503. delete parsedGeometry.matricesIndices._isExpanded;
  39504. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, parsedGeometry.matricesIndicesExtra._updatable);
  39505. }
  39506. }
  39507. if (parsedGeometry.matricesWeights) {
  39508. Geometry._CleanMatricesWeights(parsedGeometry, mesh);
  39509. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, parsedGeometry.matricesWeights._updatable);
  39510. }
  39511. if (parsedGeometry.matricesWeightsExtra) {
  39512. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, parsedGeometry.matricesWeights._updatable);
  39513. }
  39514. mesh.setIndices(parsedGeometry.indices, null);
  39515. }
  39516. // SubMeshes
  39517. if (parsedGeometry.subMeshes) {
  39518. mesh.subMeshes = [];
  39519. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  39520. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  39521. BABYLON.SubMesh.AddToMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  39522. }
  39523. }
  39524. // Flat shading
  39525. if (mesh._shouldGenerateFlatShading) {
  39526. mesh.convertToFlatShadedMesh();
  39527. delete mesh._shouldGenerateFlatShading;
  39528. }
  39529. // Update
  39530. mesh.computeWorldMatrix(true);
  39531. // Octree
  39532. var sceneOctree = scene.selectionOctree;
  39533. if (sceneOctree !== undefined && sceneOctree !== null) {
  39534. sceneOctree.addMesh(mesh);
  39535. }
  39536. };
  39537. Geometry._CleanMatricesWeights = function (parsedGeometry, mesh) {
  39538. var epsilon = 1e-3;
  39539. if (!BABYLON.SceneLoader.CleanBoneMatrixWeights) {
  39540. return;
  39541. }
  39542. var noInfluenceBoneIndex = 0.0;
  39543. if (parsedGeometry.skeletonId > -1) {
  39544. var skeleton = mesh.getScene().getLastSkeletonByID(parsedGeometry.skeletonId);
  39545. if (!skeleton) {
  39546. return;
  39547. }
  39548. noInfluenceBoneIndex = skeleton.bones.length;
  39549. }
  39550. else {
  39551. return;
  39552. }
  39553. var matricesIndices = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  39554. var matricesIndicesExtra = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  39555. var matricesWeights = parsedGeometry.matricesWeights;
  39556. var matricesWeightsExtra = parsedGeometry.matricesWeightsExtra;
  39557. var influencers = parsedGeometry.numBoneInfluencer;
  39558. var size = matricesWeights.length;
  39559. for (var i = 0; i < size; i += 4) {
  39560. var weight = 0.0;
  39561. var firstZeroWeight = -1;
  39562. for (var j = 0; j < 4; j++) {
  39563. var w = matricesWeights[i + j];
  39564. weight += w;
  39565. if (w < epsilon && firstZeroWeight < 0) {
  39566. firstZeroWeight = j;
  39567. }
  39568. }
  39569. if (matricesWeightsExtra) {
  39570. for (var j = 0; j < 4; j++) {
  39571. var w = matricesWeightsExtra[i + j];
  39572. weight += w;
  39573. if (w < epsilon && firstZeroWeight < 0) {
  39574. firstZeroWeight = j + 4;
  39575. }
  39576. }
  39577. }
  39578. if (firstZeroWeight < 0 || firstZeroWeight > (influencers - 1)) {
  39579. firstZeroWeight = influencers - 1;
  39580. }
  39581. if (weight > epsilon) {
  39582. var mweight = 1.0 / weight;
  39583. for (var j = 0; j < 4; j++) {
  39584. matricesWeights[i + j] *= mweight;
  39585. }
  39586. if (matricesWeightsExtra) {
  39587. for (var j = 0; j < 4; j++) {
  39588. matricesWeightsExtra[i + j] *= mweight;
  39589. }
  39590. }
  39591. }
  39592. else {
  39593. if (firstZeroWeight >= 4) {
  39594. matricesWeightsExtra[i + firstZeroWeight - 4] = 1.0 - weight;
  39595. matricesIndicesExtra[i + firstZeroWeight - 4] = noInfluenceBoneIndex;
  39596. }
  39597. else {
  39598. matricesWeights[i + firstZeroWeight] = 1.0 - weight;
  39599. matricesIndices[i + firstZeroWeight] = noInfluenceBoneIndex;
  39600. }
  39601. }
  39602. }
  39603. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndices);
  39604. if (parsedGeometry.matricesWeightsExtra) {
  39605. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, matricesIndicesExtra);
  39606. }
  39607. };
  39608. /**
  39609. * Create a new geometry from persisted data (Using .babylon file format)
  39610. * @param parsedVertexData defines the persisted data
  39611. * @param scene defines the hosting scene
  39612. * @param rootUrl defines the root url to use to load assets (like delayed data)
  39613. * @returns the new geometry object
  39614. */
  39615. Geometry.Parse = function (parsedVertexData, scene, rootUrl) {
  39616. if (scene.getGeometryByID(parsedVertexData.id)) {
  39617. return null; // null since geometry could be something else than a box...
  39618. }
  39619. var geometry = new Geometry(parsedVertexData.id, scene, undefined, parsedVertexData.updatable);
  39620. if (BABYLON.Tags) {
  39621. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  39622. }
  39623. if (parsedVertexData.delayLoadingFile) {
  39624. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  39625. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  39626. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  39627. geometry._delayInfo = [];
  39628. if (parsedVertexData.hasUVs) {
  39629. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  39630. }
  39631. if (parsedVertexData.hasUVs2) {
  39632. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  39633. }
  39634. if (parsedVertexData.hasUVs3) {
  39635. geometry._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  39636. }
  39637. if (parsedVertexData.hasUVs4) {
  39638. geometry._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  39639. }
  39640. if (parsedVertexData.hasUVs5) {
  39641. geometry._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  39642. }
  39643. if (parsedVertexData.hasUVs6) {
  39644. geometry._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  39645. }
  39646. if (parsedVertexData.hasColors) {
  39647. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  39648. }
  39649. if (parsedVertexData.hasMatricesIndices) {
  39650. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  39651. }
  39652. if (parsedVertexData.hasMatricesWeights) {
  39653. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  39654. }
  39655. geometry._delayLoadingFunction = BABYLON.VertexData.ImportVertexData;
  39656. }
  39657. else {
  39658. BABYLON.VertexData.ImportVertexData(parsedVertexData, geometry);
  39659. }
  39660. scene.pushGeometry(geometry, true);
  39661. return geometry;
  39662. };
  39663. return Geometry;
  39664. }());
  39665. BABYLON.Geometry = Geometry;
  39666. // Primitives
  39667. /// Abstract class
  39668. /**
  39669. * Abstract class used to provide common services for all typed geometries
  39670. * @hidden
  39671. */
  39672. var _PrimitiveGeometry = /** @class */ (function (_super) {
  39673. __extends(_PrimitiveGeometry, _super);
  39674. /**
  39675. * Creates a new typed geometry
  39676. * @param id defines the unique ID of the geometry
  39677. * @param scene defines the hosting scene
  39678. * @param _canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  39679. * @param mesh defines the hosting mesh (can be null)
  39680. */
  39681. function _PrimitiveGeometry(id, scene, _canBeRegenerated, mesh) {
  39682. if (_canBeRegenerated === void 0) { _canBeRegenerated = false; }
  39683. if (mesh === void 0) { mesh = null; }
  39684. var _this = _super.call(this, id, scene, undefined, false, mesh) || this;
  39685. _this._canBeRegenerated = _canBeRegenerated;
  39686. _this._beingRegenerated = true;
  39687. _this.regenerate();
  39688. _this._beingRegenerated = false;
  39689. return _this;
  39690. }
  39691. /**
  39692. * Gets a value indicating if the geometry supports being regenerated with new parameters (false by default)
  39693. * @returns true if the geometry can be regenerated
  39694. */
  39695. _PrimitiveGeometry.prototype.canBeRegenerated = function () {
  39696. return this._canBeRegenerated;
  39697. };
  39698. /**
  39699. * If the geometry supports regeneration, the function will recreates the geometry with updated parameter values
  39700. */
  39701. _PrimitiveGeometry.prototype.regenerate = function () {
  39702. if (!this._canBeRegenerated) {
  39703. return;
  39704. }
  39705. this._beingRegenerated = true;
  39706. this.setAllVerticesData(this._regenerateVertexData(), false);
  39707. this._beingRegenerated = false;
  39708. };
  39709. /**
  39710. * Clone the geometry
  39711. * @param id defines the unique ID of the new geometry
  39712. * @returns the new geometry
  39713. */
  39714. _PrimitiveGeometry.prototype.asNewGeometry = function (id) {
  39715. return _super.prototype.copy.call(this, id);
  39716. };
  39717. // overrides
  39718. _PrimitiveGeometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  39719. if (!this._beingRegenerated) {
  39720. return;
  39721. }
  39722. _super.prototype.setAllVerticesData.call(this, vertexData, false);
  39723. };
  39724. _PrimitiveGeometry.prototype.setVerticesData = function (kind, data, updatable) {
  39725. if (!this._beingRegenerated) {
  39726. return;
  39727. }
  39728. _super.prototype.setVerticesData.call(this, kind, data, false);
  39729. };
  39730. // to override
  39731. /** @hidden */
  39732. _PrimitiveGeometry.prototype._regenerateVertexData = function () {
  39733. throw new Error("Abstract method");
  39734. };
  39735. _PrimitiveGeometry.prototype.copy = function (id) {
  39736. throw new Error("Must be overriden in sub-classes.");
  39737. };
  39738. _PrimitiveGeometry.prototype.serialize = function () {
  39739. var serializationObject = _super.prototype.serialize.call(this);
  39740. serializationObject.canBeRegenerated = this.canBeRegenerated();
  39741. return serializationObject;
  39742. };
  39743. return _PrimitiveGeometry;
  39744. }(Geometry));
  39745. BABYLON._PrimitiveGeometry = _PrimitiveGeometry;
  39746. /**
  39747. * Creates a ribbon geometry
  39748. * @description See http://doc.babylonjs.com/how_to/ribbon_tutorial, http://doc.babylonjs.com/resources/maths_make_ribbons
  39749. */
  39750. var RibbonGeometry = /** @class */ (function (_super) {
  39751. __extends(RibbonGeometry, _super);
  39752. /**
  39753. * Creates a ribbon geometry
  39754. * @param id defines the unique ID of the geometry
  39755. * @param scene defines the hosting scene
  39756. * @param pathArray defines the array of paths to use
  39757. * @param closeArray defines if the last path and the first path must be joined
  39758. * @param closePath defines if the last and first points of each path in your pathArray must be joined
  39759. * @param offset defines the offset between points
  39760. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  39761. * @param mesh defines the hosting mesh (can be null)
  39762. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  39763. */
  39764. function RibbonGeometry(id, scene,
  39765. /**
  39766. * Defines the array of paths to use
  39767. */
  39768. pathArray,
  39769. /**
  39770. * Defines if the last and first points of each path in your pathArray must be joined
  39771. */
  39772. closeArray,
  39773. /**
  39774. * Defines if the last and first points of each path in your pathArray must be joined
  39775. */
  39776. closePath,
  39777. /**
  39778. * Defines the offset between points
  39779. */
  39780. offset, canBeRegenerated, mesh,
  39781. /**
  39782. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  39783. */
  39784. side) {
  39785. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  39786. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  39787. _this.pathArray = pathArray;
  39788. _this.closeArray = closeArray;
  39789. _this.closePath = closePath;
  39790. _this.offset = offset;
  39791. _this.side = side;
  39792. return _this;
  39793. }
  39794. /** @hidden */
  39795. RibbonGeometry.prototype._regenerateVertexData = function () {
  39796. return BABYLON.VertexData.CreateRibbon({ pathArray: this.pathArray, closeArray: this.closeArray, closePath: this.closePath, offset: this.offset, sideOrientation: this.side });
  39797. };
  39798. RibbonGeometry.prototype.copy = function (id) {
  39799. return new RibbonGeometry(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), undefined, this.side);
  39800. };
  39801. return RibbonGeometry;
  39802. }(_PrimitiveGeometry));
  39803. BABYLON.RibbonGeometry = RibbonGeometry;
  39804. /**
  39805. * Creates a box geometry
  39806. * @description see http://doc.babylonjs.com/how_to/set_shapes#box
  39807. */
  39808. var BoxGeometry = /** @class */ (function (_super) {
  39809. __extends(BoxGeometry, _super);
  39810. /**
  39811. * Creates a box geometry
  39812. * @param id defines the unique ID of the geometry
  39813. * @param scene defines the hosting scene
  39814. * @param size defines the zise of the box (width, height and depth are the same)
  39815. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  39816. * @param mesh defines the hosting mesh (can be null)
  39817. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  39818. */
  39819. function BoxGeometry(id, scene,
  39820. /**
  39821. * Defines the zise of the box (width, height and depth are the same)
  39822. */
  39823. size, canBeRegenerated, mesh,
  39824. /**
  39825. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  39826. */
  39827. side) {
  39828. if (mesh === void 0) { mesh = null; }
  39829. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  39830. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  39831. _this.size = size;
  39832. _this.side = side;
  39833. return _this;
  39834. }
  39835. BoxGeometry.prototype._regenerateVertexData = function () {
  39836. return BABYLON.VertexData.CreateBox({ size: this.size, sideOrientation: this.side });
  39837. };
  39838. BoxGeometry.prototype.copy = function (id) {
  39839. return new BoxGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), undefined, this.side);
  39840. };
  39841. BoxGeometry.prototype.serialize = function () {
  39842. var serializationObject = _super.prototype.serialize.call(this);
  39843. serializationObject.size = this.size;
  39844. return serializationObject;
  39845. };
  39846. BoxGeometry.Parse = function (parsedBox, scene) {
  39847. if (scene.getGeometryByID(parsedBox.id)) {
  39848. return null; // null since geometry could be something else than a box...
  39849. }
  39850. var box = new BoxGeometry(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  39851. if (BABYLON.Tags) {
  39852. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  39853. }
  39854. scene.pushGeometry(box, true);
  39855. return box;
  39856. };
  39857. return BoxGeometry;
  39858. }(_PrimitiveGeometry));
  39859. BABYLON.BoxGeometry = BoxGeometry;
  39860. /**
  39861. * Creates a sphere geometry
  39862. * @description see http://doc.babylonjs.com/how_to/set_shapes#sphere
  39863. */
  39864. var SphereGeometry = /** @class */ (function (_super) {
  39865. __extends(SphereGeometry, _super);
  39866. /**
  39867. * Create a new sphere geometry
  39868. * @param id defines the unique ID of the geometry
  39869. * @param scene defines the hosting scene
  39870. * @param segments defines the number of segments to use to create the sphere
  39871. * @param diameter defines the diameter of the sphere
  39872. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  39873. * @param mesh defines the hosting mesh (can be null)
  39874. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  39875. */
  39876. function SphereGeometry(id, scene,
  39877. /**
  39878. * Defines the number of segments to use to create the sphere
  39879. */
  39880. segments,
  39881. /**
  39882. * Defines the diameter of the sphere
  39883. */
  39884. diameter, canBeRegenerated, mesh,
  39885. /**
  39886. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  39887. */
  39888. side) {
  39889. if (mesh === void 0) { mesh = null; }
  39890. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  39891. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  39892. _this.segments = segments;
  39893. _this.diameter = diameter;
  39894. _this.side = side;
  39895. return _this;
  39896. }
  39897. SphereGeometry.prototype._regenerateVertexData = function () {
  39898. return BABYLON.VertexData.CreateSphere({ segments: this.segments, diameter: this.diameter, sideOrientation: this.side });
  39899. };
  39900. SphereGeometry.prototype.copy = function (id) {
  39901. return new SphereGeometry(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null, this.side);
  39902. };
  39903. SphereGeometry.prototype.serialize = function () {
  39904. var serializationObject = _super.prototype.serialize.call(this);
  39905. serializationObject.segments = this.segments;
  39906. serializationObject.diameter = this.diameter;
  39907. return serializationObject;
  39908. };
  39909. SphereGeometry.Parse = function (parsedSphere, scene) {
  39910. if (scene.getGeometryByID(parsedSphere.id)) {
  39911. return null; // null since geometry could be something else than a sphere...
  39912. }
  39913. var sphere = new SphereGeometry(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  39914. if (BABYLON.Tags) {
  39915. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  39916. }
  39917. scene.pushGeometry(sphere, true);
  39918. return sphere;
  39919. };
  39920. return SphereGeometry;
  39921. }(_PrimitiveGeometry));
  39922. BABYLON.SphereGeometry = SphereGeometry;
  39923. /**
  39924. * Creates a disc geometry
  39925. * @description see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  39926. */
  39927. var DiscGeometry = /** @class */ (function (_super) {
  39928. __extends(DiscGeometry, _super);
  39929. /**
  39930. * Creates a new disc geometry
  39931. * @param id defines the unique ID of the geometry
  39932. * @param scene defines the hosting scene
  39933. * @param radius defines the radius of the disc
  39934. * @param tessellation defines the tesselation factor to apply to the disc
  39935. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  39936. * @param mesh defines the hosting mesh (can be null)
  39937. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  39938. */
  39939. function DiscGeometry(id, scene,
  39940. /**
  39941. * Defines the radius of the disc
  39942. */
  39943. radius,
  39944. /**
  39945. * Defines the tesselation factor to apply to the disc
  39946. */
  39947. tessellation, canBeRegenerated, mesh,
  39948. /**
  39949. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  39950. */
  39951. side) {
  39952. if (mesh === void 0) { mesh = null; }
  39953. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  39954. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  39955. _this.radius = radius;
  39956. _this.tessellation = tessellation;
  39957. _this.side = side;
  39958. return _this;
  39959. }
  39960. DiscGeometry.prototype._regenerateVertexData = function () {
  39961. return BABYLON.VertexData.CreateDisc({ radius: this.radius, tessellation: this.tessellation, sideOrientation: this.side });
  39962. };
  39963. DiscGeometry.prototype.copy = function (id) {
  39964. return new DiscGeometry(id, this.getScene(), this.radius, this.tessellation, this.canBeRegenerated(), null, this.side);
  39965. };
  39966. return DiscGeometry;
  39967. }(_PrimitiveGeometry));
  39968. BABYLON.DiscGeometry = DiscGeometry;
  39969. /**
  39970. * Creates a new cylinder geometry
  39971. * @description see http://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  39972. */
  39973. var CylinderGeometry = /** @class */ (function (_super) {
  39974. __extends(CylinderGeometry, _super);
  39975. /**
  39976. * Creates a new cylinder geometry
  39977. * @param id defines the unique ID of the geometry
  39978. * @param scene defines the hosting scene
  39979. * @param height defines the height of the cylinder
  39980. * @param diameterTop defines the diameter of the cylinder's top cap
  39981. * @param diameterBottom defines the diameter of the cylinder's bottom cap
  39982. * @param tessellation defines the tessellation factor to apply to the cylinder (number of radial sides)
  39983. * @param subdivisions defines the number of subdivisions to apply to the cylinder (number of rings) (1 by default)
  39984. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  39985. * @param mesh defines the hosting mesh (can be null)
  39986. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  39987. */
  39988. function CylinderGeometry(id, scene,
  39989. /**
  39990. * Defines the height of the cylinder
  39991. */
  39992. height,
  39993. /**
  39994. * Defines the diameter of the cylinder's top cap
  39995. */
  39996. diameterTop,
  39997. /**
  39998. * Defines the diameter of the cylinder's bottom cap
  39999. */
  40000. diameterBottom,
  40001. /**
  40002. * Defines the tessellation factor to apply to the cylinder
  40003. */
  40004. tessellation,
  40005. /**
  40006. * Defines the number of subdivisions to apply to the cylinder (1 by default)
  40007. */
  40008. subdivisions, canBeRegenerated, mesh,
  40009. /**
  40010. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  40011. */
  40012. side) {
  40013. if (subdivisions === void 0) { subdivisions = 1; }
  40014. if (mesh === void 0) { mesh = null; }
  40015. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  40016. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  40017. _this.height = height;
  40018. _this.diameterTop = diameterTop;
  40019. _this.diameterBottom = diameterBottom;
  40020. _this.tessellation = tessellation;
  40021. _this.subdivisions = subdivisions;
  40022. _this.side = side;
  40023. return _this;
  40024. }
  40025. CylinderGeometry.prototype._regenerateVertexData = function () {
  40026. return BABYLON.VertexData.CreateCylinder({ height: this.height, diameterTop: this.diameterTop, diameterBottom: this.diameterBottom, tessellation: this.tessellation, subdivisions: this.subdivisions, sideOrientation: this.side });
  40027. };
  40028. CylinderGeometry.prototype.copy = function (id) {
  40029. return new CylinderGeometry(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null, this.side);
  40030. };
  40031. CylinderGeometry.prototype.serialize = function () {
  40032. var serializationObject = _super.prototype.serialize.call(this);
  40033. serializationObject.height = this.height;
  40034. serializationObject.diameterTop = this.diameterTop;
  40035. serializationObject.diameterBottom = this.diameterBottom;
  40036. serializationObject.tessellation = this.tessellation;
  40037. return serializationObject;
  40038. };
  40039. CylinderGeometry.Parse = function (parsedCylinder, scene) {
  40040. if (scene.getGeometryByID(parsedCylinder.id)) {
  40041. return null; // null since geometry could be something else than a cylinder...
  40042. }
  40043. var cylinder = new CylinderGeometry(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  40044. if (BABYLON.Tags) {
  40045. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  40046. }
  40047. scene.pushGeometry(cylinder, true);
  40048. return cylinder;
  40049. };
  40050. return CylinderGeometry;
  40051. }(_PrimitiveGeometry));
  40052. BABYLON.CylinderGeometry = CylinderGeometry;
  40053. /**
  40054. * Creates a new torus geometry
  40055. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus
  40056. */
  40057. var TorusGeometry = /** @class */ (function (_super) {
  40058. __extends(TorusGeometry, _super);
  40059. /**
  40060. * Creates a new torus geometry
  40061. * @param id defines the unique ID of the geometry
  40062. * @param scene defines the hosting scene
  40063. * @param diameter defines the diameter of the torus
  40064. * @param thickness defines the thickness of the torus (ie. internal diameter)
  40065. * @param tessellation defines the tesselation factor to apply to the torus (number of segments along the circle)
  40066. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  40067. * @param mesh defines the hosting mesh (can be null)
  40068. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  40069. */
  40070. function TorusGeometry(id, scene,
  40071. /**
  40072. * Defines the diameter of the torus
  40073. */
  40074. diameter,
  40075. /**
  40076. * Defines the thickness of the torus (ie. internal diameter)
  40077. */
  40078. thickness,
  40079. /**
  40080. * Defines the tesselation factor to apply to the torus
  40081. */
  40082. tessellation, canBeRegenerated, mesh,
  40083. /**
  40084. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  40085. */
  40086. side) {
  40087. if (mesh === void 0) { mesh = null; }
  40088. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  40089. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  40090. _this.diameter = diameter;
  40091. _this.thickness = thickness;
  40092. _this.tessellation = tessellation;
  40093. _this.side = side;
  40094. return _this;
  40095. }
  40096. TorusGeometry.prototype._regenerateVertexData = function () {
  40097. return BABYLON.VertexData.CreateTorus({ diameter: this.diameter, thickness: this.thickness, tessellation: this.tessellation, sideOrientation: this.side });
  40098. };
  40099. TorusGeometry.prototype.copy = function (id) {
  40100. return new TorusGeometry(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null, this.side);
  40101. };
  40102. TorusGeometry.prototype.serialize = function () {
  40103. var serializationObject = _super.prototype.serialize.call(this);
  40104. serializationObject.diameter = this.diameter;
  40105. serializationObject.thickness = this.thickness;
  40106. serializationObject.tessellation = this.tessellation;
  40107. return serializationObject;
  40108. };
  40109. TorusGeometry.Parse = function (parsedTorus, scene) {
  40110. if (scene.getGeometryByID(parsedTorus.id)) {
  40111. return null; // null since geometry could be something else than a torus...
  40112. }
  40113. var torus = new TorusGeometry(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  40114. if (BABYLON.Tags) {
  40115. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  40116. }
  40117. scene.pushGeometry(torus, true);
  40118. return torus;
  40119. };
  40120. return TorusGeometry;
  40121. }(_PrimitiveGeometry));
  40122. BABYLON.TorusGeometry = TorusGeometry;
  40123. /**
  40124. * Creates a new ground geometry
  40125. * @description see http://doc.babylonjs.com/how_to/set_shapes#ground
  40126. */
  40127. var GroundGeometry = /** @class */ (function (_super) {
  40128. __extends(GroundGeometry, _super);
  40129. /**
  40130. * Creates a new ground geometry
  40131. * @param id defines the unique ID of the geometry
  40132. * @param scene defines the hosting scene
  40133. * @param width defines the width of the ground
  40134. * @param height defines the height of the ground
  40135. * @param subdivisions defines the subdivisions to apply to the ground
  40136. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  40137. * @param mesh defines the hosting mesh (can be null)
  40138. */
  40139. function GroundGeometry(id, scene,
  40140. /**
  40141. * Defines the width of the ground
  40142. */
  40143. width,
  40144. /**
  40145. * Defines the height of the ground
  40146. */
  40147. height,
  40148. /**
  40149. * Defines the subdivisions to apply to the ground
  40150. */
  40151. subdivisions, canBeRegenerated, mesh) {
  40152. if (mesh === void 0) { mesh = null; }
  40153. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  40154. _this.width = width;
  40155. _this.height = height;
  40156. _this.subdivisions = subdivisions;
  40157. return _this;
  40158. }
  40159. GroundGeometry.prototype._regenerateVertexData = function () {
  40160. return BABYLON.VertexData.CreateGround({ width: this.width, height: this.height, subdivisions: this.subdivisions });
  40161. };
  40162. GroundGeometry.prototype.copy = function (id) {
  40163. return new GroundGeometry(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
  40164. };
  40165. GroundGeometry.prototype.serialize = function () {
  40166. var serializationObject = _super.prototype.serialize.call(this);
  40167. serializationObject.width = this.width;
  40168. serializationObject.height = this.height;
  40169. serializationObject.subdivisions = this.subdivisions;
  40170. return serializationObject;
  40171. };
  40172. GroundGeometry.Parse = function (parsedGround, scene) {
  40173. if (scene.getGeometryByID(parsedGround.id)) {
  40174. return null; // null since geometry could be something else than a ground...
  40175. }
  40176. var ground = new GroundGeometry(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  40177. if (BABYLON.Tags) {
  40178. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  40179. }
  40180. scene.pushGeometry(ground, true);
  40181. return ground;
  40182. };
  40183. return GroundGeometry;
  40184. }(_PrimitiveGeometry));
  40185. BABYLON.GroundGeometry = GroundGeometry;
  40186. /**
  40187. * Creates a tiled ground geometry
  40188. * @description see http://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  40189. */
  40190. var TiledGroundGeometry = /** @class */ (function (_super) {
  40191. __extends(TiledGroundGeometry, _super);
  40192. /**
  40193. * Creates a tiled ground geometry
  40194. * @param id defines the unique ID of the geometry
  40195. * @param scene defines the hosting scene
  40196. * @param xmin defines the minimum value on X axis
  40197. * @param zmin defines the minimum value on Z axis
  40198. * @param xmax defines the maximum value on X axis
  40199. * @param zmax defines the maximum value on Z axis
  40200. * @param subdivisions defines the subdivisions to apply to the ground (number of subdivisions (tiles) on the height and the width of the map)
  40201. * @param precision defines the precision to use when computing the tiles
  40202. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  40203. * @param mesh defines the hosting mesh (can be null)
  40204. */
  40205. function TiledGroundGeometry(id, scene,
  40206. /**
  40207. * Defines the minimum value on X axis
  40208. */
  40209. xmin,
  40210. /**
  40211. * Defines the minimum value on Z axis
  40212. */
  40213. zmin,
  40214. /**
  40215. * Defines the maximum value on X axis
  40216. */
  40217. xmax,
  40218. /**
  40219. * Defines the maximum value on Z axis
  40220. */
  40221. zmax,
  40222. /**
  40223. * Defines the subdivisions to apply to the ground
  40224. */
  40225. subdivisions,
  40226. /**
  40227. * Defines the precision to use when computing the tiles
  40228. */
  40229. precision, canBeRegenerated, mesh) {
  40230. if (mesh === void 0) { mesh = null; }
  40231. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  40232. _this.xmin = xmin;
  40233. _this.zmin = zmin;
  40234. _this.xmax = xmax;
  40235. _this.zmax = zmax;
  40236. _this.subdivisions = subdivisions;
  40237. _this.precision = precision;
  40238. return _this;
  40239. }
  40240. TiledGroundGeometry.prototype._regenerateVertexData = function () {
  40241. return BABYLON.VertexData.CreateTiledGround({ xmin: this.xmin, zmin: this.zmin, xmax: this.xmax, zmax: this.zmax, subdivisions: this.subdivisions, precision: this.precision });
  40242. };
  40243. TiledGroundGeometry.prototype.copy = function (id) {
  40244. return new TiledGroundGeometry(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
  40245. };
  40246. return TiledGroundGeometry;
  40247. }(_PrimitiveGeometry));
  40248. BABYLON.TiledGroundGeometry = TiledGroundGeometry;
  40249. /**
  40250. * Creates a plane geometry
  40251. * @description see http://doc.babylonjs.com/how_to/set_shapes#plane
  40252. */
  40253. var PlaneGeometry = /** @class */ (function (_super) {
  40254. __extends(PlaneGeometry, _super);
  40255. /**
  40256. * Creates a plane geometry
  40257. * @param id defines the unique ID of the geometry
  40258. * @param scene defines the hosting scene
  40259. * @param size defines the size of the plane (width === height)
  40260. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  40261. * @param mesh defines the hosting mesh (can be null)
  40262. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  40263. */
  40264. function PlaneGeometry(id, scene,
  40265. /**
  40266. * Defines the size of the plane (width === height)
  40267. */
  40268. size, canBeRegenerated, mesh,
  40269. /**
  40270. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  40271. */
  40272. side) {
  40273. if (mesh === void 0) { mesh = null; }
  40274. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  40275. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  40276. _this.size = size;
  40277. _this.side = side;
  40278. return _this;
  40279. }
  40280. PlaneGeometry.prototype._regenerateVertexData = function () {
  40281. return BABYLON.VertexData.CreatePlane({ size: this.size, sideOrientation: this.side });
  40282. };
  40283. PlaneGeometry.prototype.copy = function (id) {
  40284. return new PlaneGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
  40285. };
  40286. PlaneGeometry.prototype.serialize = function () {
  40287. var serializationObject = _super.prototype.serialize.call(this);
  40288. serializationObject.size = this.size;
  40289. return serializationObject;
  40290. };
  40291. PlaneGeometry.Parse = function (parsedPlane, scene) {
  40292. if (scene.getGeometryByID(parsedPlane.id)) {
  40293. return null; // null since geometry could be something else than a ground...
  40294. }
  40295. var plane = new PlaneGeometry(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  40296. if (BABYLON.Tags) {
  40297. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  40298. }
  40299. scene.pushGeometry(plane, true);
  40300. return plane;
  40301. };
  40302. return PlaneGeometry;
  40303. }(_PrimitiveGeometry));
  40304. BABYLON.PlaneGeometry = PlaneGeometry;
  40305. /**
  40306. * Creates a torus knot geometry
  40307. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus-knot
  40308. */
  40309. var TorusKnotGeometry = /** @class */ (function (_super) {
  40310. __extends(TorusKnotGeometry, _super);
  40311. /**
  40312. * Creates a torus knot geometry
  40313. * @param id defines the unique ID of the geometry
  40314. * @param scene defines the hosting scene
  40315. * @param radius defines the radius of the torus knot
  40316. * @param tube defines the thickness of the torus knot tube
  40317. * @param radialSegments defines the number of radial segments
  40318. * @param tubularSegments defines the number of tubular segments
  40319. * @param p defines the first number of windings
  40320. * @param q defines the second number of windings
  40321. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  40322. * @param mesh defines the hosting mesh (can be null)
  40323. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  40324. */
  40325. function TorusKnotGeometry(id, scene,
  40326. /**
  40327. * Defines the radius of the torus knot
  40328. */
  40329. radius,
  40330. /**
  40331. * Defines the thickness of the torus knot tube
  40332. */
  40333. tube,
  40334. /**
  40335. * Defines the number of radial segments
  40336. */
  40337. radialSegments,
  40338. /**
  40339. * Defines the number of tubular segments
  40340. */
  40341. tubularSegments,
  40342. /**
  40343. * Defines the first number of windings
  40344. */
  40345. p,
  40346. /**
  40347. * Defines the second number of windings
  40348. */
  40349. q, canBeRegenerated, mesh,
  40350. /**
  40351. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  40352. */
  40353. side) {
  40354. if (mesh === void 0) { mesh = null; }
  40355. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  40356. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  40357. _this.radius = radius;
  40358. _this.tube = tube;
  40359. _this.radialSegments = radialSegments;
  40360. _this.tubularSegments = tubularSegments;
  40361. _this.p = p;
  40362. _this.q = q;
  40363. _this.side = side;
  40364. return _this;
  40365. }
  40366. TorusKnotGeometry.prototype._regenerateVertexData = function () {
  40367. 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 });
  40368. };
  40369. TorusKnotGeometry.prototype.copy = function (id) {
  40370. return new TorusKnotGeometry(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null, this.side);
  40371. };
  40372. TorusKnotGeometry.prototype.serialize = function () {
  40373. var serializationObject = _super.prototype.serialize.call(this);
  40374. serializationObject.radius = this.radius;
  40375. serializationObject.tube = this.tube;
  40376. serializationObject.radialSegments = this.radialSegments;
  40377. serializationObject.tubularSegments = this.tubularSegments;
  40378. serializationObject.p = this.p;
  40379. serializationObject.q = this.q;
  40380. return serializationObject;
  40381. };
  40382. ;
  40383. TorusKnotGeometry.Parse = function (parsedTorusKnot, scene) {
  40384. if (scene.getGeometryByID(parsedTorusKnot.id)) {
  40385. return null; // null since geometry could be something else than a ground...
  40386. }
  40387. var torusKnot = new TorusKnotGeometry(parsedTorusKnot.id, scene, parsedTorusKnot.radius, parsedTorusKnot.tube, parsedTorusKnot.radialSegments, parsedTorusKnot.tubularSegments, parsedTorusKnot.p, parsedTorusKnot.q, parsedTorusKnot.canBeRegenerated, null);
  40388. if (BABYLON.Tags) {
  40389. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  40390. }
  40391. scene.pushGeometry(torusKnot, true);
  40392. return torusKnot;
  40393. };
  40394. return TorusKnotGeometry;
  40395. }(_PrimitiveGeometry));
  40396. BABYLON.TorusKnotGeometry = TorusKnotGeometry;
  40397. //}
  40398. })(BABYLON || (BABYLON = {}));
  40399. //# sourceMappingURL=babylon.geometry.js.map
  40400. var BABYLON;
  40401. (function (BABYLON) {
  40402. /**
  40403. * PostProcessManager is used to manage one or more post processes or post process pipelines
  40404. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  40405. */
  40406. var PostProcessManager = /** @class */ (function () {
  40407. /**
  40408. * Creates a new instance PostProcess
  40409. * @param scene The scene that the post process is associated with.
  40410. */
  40411. function PostProcessManager(scene) {
  40412. this._vertexBuffers = {};
  40413. this._scene = scene;
  40414. }
  40415. PostProcessManager.prototype._prepareBuffers = function () {
  40416. if (this._vertexBuffers[BABYLON.VertexBuffer.PositionKind]) {
  40417. return;
  40418. }
  40419. // VBO
  40420. var vertices = [];
  40421. vertices.push(1, 1);
  40422. vertices.push(-1, 1);
  40423. vertices.push(-1, -1);
  40424. vertices.push(1, -1);
  40425. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(this._scene.getEngine(), vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  40426. this._buildIndexBuffer();
  40427. };
  40428. PostProcessManager.prototype._buildIndexBuffer = function () {
  40429. // Indices
  40430. var indices = [];
  40431. indices.push(0);
  40432. indices.push(1);
  40433. indices.push(2);
  40434. indices.push(0);
  40435. indices.push(2);
  40436. indices.push(3);
  40437. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  40438. };
  40439. /**
  40440. * Rebuilds the vertex buffers of the manager.
  40441. */
  40442. PostProcessManager.prototype._rebuild = function () {
  40443. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  40444. if (!vb) {
  40445. return;
  40446. }
  40447. vb._rebuild();
  40448. this._buildIndexBuffer();
  40449. };
  40450. // Methods
  40451. /**
  40452. * Prepares a frame to be run through a post process.
  40453. * @param sourceTexture The input texture to the post procesess. (default: null)
  40454. * @param postProcesses An array of post processes to be run. (default: null)
  40455. * @returns True if the post processes were able to be run.
  40456. */
  40457. PostProcessManager.prototype._prepareFrame = function (sourceTexture, postProcesses) {
  40458. if (sourceTexture === void 0) { sourceTexture = null; }
  40459. if (postProcesses === void 0) { postProcesses = null; }
  40460. var camera = this._scene.activeCamera;
  40461. if (!camera) {
  40462. return false;
  40463. }
  40464. var postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  40465. if (!postProcesses || postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  40466. return false;
  40467. }
  40468. postProcesses[0].activate(camera, sourceTexture, postProcesses !== null && postProcesses !== undefined);
  40469. return true;
  40470. };
  40471. /**
  40472. * Manually render a set of post processes to a texture.
  40473. * @param postProcesses An array of post processes to be run.
  40474. * @param targetTexture The target texture to render to.
  40475. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  40476. */
  40477. PostProcessManager.prototype.directRender = function (postProcesses, targetTexture, forceFullscreenViewport) {
  40478. if (targetTexture === void 0) { targetTexture = null; }
  40479. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  40480. var engine = this._scene.getEngine();
  40481. for (var index = 0; index < postProcesses.length; index++) {
  40482. if (index < postProcesses.length - 1) {
  40483. postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
  40484. }
  40485. else {
  40486. if (targetTexture) {
  40487. engine.bindFramebuffer(targetTexture, 0, undefined, undefined, forceFullscreenViewport);
  40488. }
  40489. else {
  40490. engine.restoreDefaultFramebuffer();
  40491. }
  40492. }
  40493. var pp = postProcesses[index];
  40494. var effect = pp.apply();
  40495. if (effect) {
  40496. pp.onBeforeRenderObservable.notifyObservers(effect);
  40497. // VBOs
  40498. this._prepareBuffers();
  40499. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  40500. // Draw order
  40501. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  40502. pp.onAfterRenderObservable.notifyObservers(effect);
  40503. }
  40504. }
  40505. // Restore depth buffer
  40506. engine.setDepthBuffer(true);
  40507. engine.setDepthWrite(true);
  40508. };
  40509. /**
  40510. * Finalize the result of the output of the postprocesses.
  40511. * @param doNotPresent If true the result will not be displayed to the screen.
  40512. * @param targetTexture The target texture to render to.
  40513. * @param faceIndex The index of the face to bind the target texture to.
  40514. * @param postProcesses The array of post processes to render.
  40515. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  40516. */
  40517. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, faceIndex, postProcesses, forceFullscreenViewport) {
  40518. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  40519. var camera = this._scene.activeCamera;
  40520. if (!camera) {
  40521. return;
  40522. }
  40523. postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  40524. if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  40525. return;
  40526. }
  40527. var engine = this._scene.getEngine();
  40528. for (var index = 0, len = postProcesses.length; index < len; index++) {
  40529. var pp = postProcesses[index];
  40530. if (index < len - 1) {
  40531. pp._outputTexture = postProcesses[index + 1].activate(camera, targetTexture);
  40532. }
  40533. else {
  40534. if (targetTexture) {
  40535. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport);
  40536. pp._outputTexture = targetTexture;
  40537. }
  40538. else {
  40539. engine.restoreDefaultFramebuffer();
  40540. pp._outputTexture = null;
  40541. }
  40542. }
  40543. if (doNotPresent) {
  40544. break;
  40545. }
  40546. var effect = pp.apply();
  40547. if (effect) {
  40548. pp.onBeforeRenderObservable.notifyObservers(effect);
  40549. // VBOs
  40550. this._prepareBuffers();
  40551. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  40552. // Draw order
  40553. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  40554. pp.onAfterRenderObservable.notifyObservers(effect);
  40555. }
  40556. }
  40557. // Restore states
  40558. engine.setDepthBuffer(true);
  40559. engine.setDepthWrite(true);
  40560. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  40561. };
  40562. /**
  40563. * Disposes of the post process manager.
  40564. */
  40565. PostProcessManager.prototype.dispose = function () {
  40566. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  40567. if (buffer) {
  40568. buffer.dispose();
  40569. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  40570. }
  40571. if (this._indexBuffer) {
  40572. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  40573. this._indexBuffer = null;
  40574. }
  40575. };
  40576. return PostProcessManager;
  40577. }());
  40578. BABYLON.PostProcessManager = PostProcessManager;
  40579. })(BABYLON || (BABYLON = {}));
  40580. //# sourceMappingURL=babylon.postProcessManager.js.map
  40581. var BABYLON;
  40582. (function (BABYLON) {
  40583. /**
  40584. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  40585. */
  40586. var PerformanceMonitor = /** @class */ (function () {
  40587. /**
  40588. * constructor
  40589. * @param frameSampleSize The number of samples required to saturate the sliding window
  40590. */
  40591. function PerformanceMonitor(frameSampleSize) {
  40592. if (frameSampleSize === void 0) { frameSampleSize = 30; }
  40593. this._enabled = true;
  40594. this._rollingFrameTime = new RollingAverage(frameSampleSize);
  40595. }
  40596. /**
  40597. * Samples current frame
  40598. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  40599. */
  40600. PerformanceMonitor.prototype.sampleFrame = function (timeMs) {
  40601. if (timeMs === void 0) { timeMs = BABYLON.Tools.Now; }
  40602. if (!this._enabled)
  40603. return;
  40604. if (this._lastFrameTimeMs != null) {
  40605. var dt = timeMs - this._lastFrameTimeMs;
  40606. this._rollingFrameTime.add(dt);
  40607. }
  40608. this._lastFrameTimeMs = timeMs;
  40609. };
  40610. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTime", {
  40611. /**
  40612. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  40613. * @return Average frame time in milliseconds
  40614. */
  40615. get: function () {
  40616. return this._rollingFrameTime.average;
  40617. },
  40618. enumerable: true,
  40619. configurable: true
  40620. });
  40621. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTimeVariance", {
  40622. /**
  40623. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  40624. * @return Frame time variance in milliseconds squared
  40625. */
  40626. get: function () {
  40627. return this._rollingFrameTime.variance;
  40628. },
  40629. enumerable: true,
  40630. configurable: true
  40631. });
  40632. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFrameTime", {
  40633. /**
  40634. * Returns the frame time of the most recent frame
  40635. * @return Frame time in milliseconds
  40636. */
  40637. get: function () {
  40638. return this._rollingFrameTime.history(0);
  40639. },
  40640. enumerable: true,
  40641. configurable: true
  40642. });
  40643. Object.defineProperty(PerformanceMonitor.prototype, "averageFPS", {
  40644. /**
  40645. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  40646. * @return Framerate in frames per second
  40647. */
  40648. get: function () {
  40649. return 1000.0 / this._rollingFrameTime.average;
  40650. },
  40651. enumerable: true,
  40652. configurable: true
  40653. });
  40654. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFPS", {
  40655. /**
  40656. * Returns the average framerate in frames per second using the most recent frame time
  40657. * @return Framerate in frames per second
  40658. */
  40659. get: function () {
  40660. var history = this._rollingFrameTime.history(0);
  40661. if (history === 0) {
  40662. return 0;
  40663. }
  40664. return 1000.0 / history;
  40665. },
  40666. enumerable: true,
  40667. configurable: true
  40668. });
  40669. Object.defineProperty(PerformanceMonitor.prototype, "isSaturated", {
  40670. /**
  40671. * Returns true if enough samples have been taken to completely fill the sliding window
  40672. * @return true if saturated
  40673. */
  40674. get: function () {
  40675. return this._rollingFrameTime.isSaturated();
  40676. },
  40677. enumerable: true,
  40678. configurable: true
  40679. });
  40680. /**
  40681. * Enables contributions to the sliding window sample set
  40682. */
  40683. PerformanceMonitor.prototype.enable = function () {
  40684. this._enabled = true;
  40685. };
  40686. /**
  40687. * Disables contributions to the sliding window sample set
  40688. * Samples will not be interpolated over the disabled period
  40689. */
  40690. PerformanceMonitor.prototype.disable = function () {
  40691. this._enabled = false;
  40692. //clear last sample to avoid interpolating over the disabled period when next enabled
  40693. this._lastFrameTimeMs = null;
  40694. };
  40695. Object.defineProperty(PerformanceMonitor.prototype, "isEnabled", {
  40696. /**
  40697. * Returns true if sampling is enabled
  40698. * @return true if enabled
  40699. */
  40700. get: function () {
  40701. return this._enabled;
  40702. },
  40703. enumerable: true,
  40704. configurable: true
  40705. });
  40706. /**
  40707. * Resets performance monitor
  40708. */
  40709. PerformanceMonitor.prototype.reset = function () {
  40710. //clear last sample to avoid interpolating over the disabled period when next enabled
  40711. this._lastFrameTimeMs = null;
  40712. //wipe record
  40713. this._rollingFrameTime.reset();
  40714. };
  40715. return PerformanceMonitor;
  40716. }());
  40717. BABYLON.PerformanceMonitor = PerformanceMonitor;
  40718. /**
  40719. * RollingAverage
  40720. *
  40721. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  40722. */
  40723. var RollingAverage = /** @class */ (function () {
  40724. /**
  40725. * constructor
  40726. * @param length The number of samples required to saturate the sliding window
  40727. */
  40728. function RollingAverage(length) {
  40729. this._samples = new Array(length);
  40730. this.reset();
  40731. }
  40732. /**
  40733. * Adds a sample to the sample set
  40734. * @param v The sample value
  40735. */
  40736. RollingAverage.prototype.add = function (v) {
  40737. //http://en.wikipedia.org/wiki/Algorithms_for_calculating_variance
  40738. var delta;
  40739. //we need to check if we've already wrapped round
  40740. if (this.isSaturated()) {
  40741. //remove bottom of stack from mean
  40742. var bottomValue = this._samples[this._pos];
  40743. delta = bottomValue - this.average;
  40744. this.average -= delta / (this._sampleCount - 1);
  40745. this._m2 -= delta * (bottomValue - this.average);
  40746. }
  40747. else {
  40748. this._sampleCount++;
  40749. }
  40750. //add new value to mean
  40751. delta = v - this.average;
  40752. this.average += delta / (this._sampleCount);
  40753. this._m2 += delta * (v - this.average);
  40754. //set the new variance
  40755. this.variance = this._m2 / (this._sampleCount - 1);
  40756. this._samples[this._pos] = v;
  40757. this._pos++;
  40758. this._pos %= this._samples.length; //positive wrap around
  40759. };
  40760. /**
  40761. * Returns previously added values or null if outside of history or outside the sliding window domain
  40762. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  40763. * @return Value previously recorded with add() or null if outside of range
  40764. */
  40765. RollingAverage.prototype.history = function (i) {
  40766. if ((i >= this._sampleCount) || (i >= this._samples.length)) {
  40767. return 0;
  40768. }
  40769. var i0 = this._wrapPosition(this._pos - 1.0);
  40770. return this._samples[this._wrapPosition(i0 - i)];
  40771. };
  40772. /**
  40773. * Returns true if enough samples have been taken to completely fill the sliding window
  40774. * @return true if sample-set saturated
  40775. */
  40776. RollingAverage.prototype.isSaturated = function () {
  40777. return this._sampleCount >= this._samples.length;
  40778. };
  40779. /**
  40780. * Resets the rolling average (equivalent to 0 samples taken so far)
  40781. */
  40782. RollingAverage.prototype.reset = function () {
  40783. this.average = 0;
  40784. this.variance = 0;
  40785. this._sampleCount = 0;
  40786. this._pos = 0;
  40787. this._m2 = 0;
  40788. };
  40789. /**
  40790. * Wraps a value around the sample range boundaries
  40791. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  40792. * @return Wrapped position in sample range
  40793. */
  40794. RollingAverage.prototype._wrapPosition = function (i) {
  40795. var max = this._samples.length;
  40796. return ((i % max) + max) % max;
  40797. };
  40798. return RollingAverage;
  40799. }());
  40800. BABYLON.RollingAverage = RollingAverage;
  40801. })(BABYLON || (BABYLON = {}));
  40802. //# sourceMappingURL=babylon.performanceMonitor.js.map
  40803. var BABYLON;
  40804. (function (BABYLON) {
  40805. /**
  40806. * This groups together the common properties used for image processing either in direct forward pass
  40807. * or through post processing effect depending on the use of the image processing pipeline in your scene
  40808. * or not.
  40809. */
  40810. var ImageProcessingConfiguration = /** @class */ (function () {
  40811. function ImageProcessingConfiguration() {
  40812. /**
  40813. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  40814. */
  40815. this.colorCurves = new BABYLON.ColorCurves();
  40816. this._colorCurvesEnabled = false;
  40817. this._colorGradingEnabled = false;
  40818. this._colorGradingWithGreenDepth = true;
  40819. this._colorGradingBGR = true;
  40820. this._exposure = 1.0;
  40821. this._toneMappingEnabled = false;
  40822. this._contrast = 1.0;
  40823. /**
  40824. * Vignette stretch size.
  40825. */
  40826. this.vignetteStretch = 0;
  40827. /**
  40828. * Vignette centre X Offset.
  40829. */
  40830. this.vignetteCentreX = 0;
  40831. /**
  40832. * Vignette centre Y Offset.
  40833. */
  40834. this.vignetteCentreY = 0;
  40835. /**
  40836. * Vignette weight or intensity of the vignette effect.
  40837. */
  40838. this.vignetteWeight = 1.5;
  40839. /**
  40840. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  40841. * if vignetteEnabled is set to true.
  40842. */
  40843. this.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  40844. /**
  40845. * Camera field of view used by the Vignette effect.
  40846. */
  40847. this.vignetteCameraFov = 0.5;
  40848. this._vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;
  40849. this._vignetteEnabled = false;
  40850. this._applyByPostProcess = false;
  40851. this._isEnabled = true;
  40852. /**
  40853. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  40854. */
  40855. this.onUpdateParameters = new BABYLON.Observable();
  40856. }
  40857. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorCurvesEnabled", {
  40858. /**
  40859. * Gets wether the color curves effect is enabled.
  40860. */
  40861. get: function () {
  40862. return this._colorCurvesEnabled;
  40863. },
  40864. /**
  40865. * Sets wether the color curves effect is enabled.
  40866. */
  40867. set: function (value) {
  40868. if (this._colorCurvesEnabled === value) {
  40869. return;
  40870. }
  40871. this._colorCurvesEnabled = value;
  40872. this._updateParameters();
  40873. },
  40874. enumerable: true,
  40875. configurable: true
  40876. });
  40877. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingEnabled", {
  40878. /**
  40879. * Gets wether the color grading effect is enabled.
  40880. */
  40881. get: function () {
  40882. return this._colorGradingEnabled;
  40883. },
  40884. /**
  40885. * Sets wether the color grading effect is enabled.
  40886. */
  40887. set: function (value) {
  40888. if (this._colorGradingEnabled === value) {
  40889. return;
  40890. }
  40891. this._colorGradingEnabled = value;
  40892. this._updateParameters();
  40893. },
  40894. enumerable: true,
  40895. configurable: true
  40896. });
  40897. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingWithGreenDepth", {
  40898. /**
  40899. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  40900. */
  40901. get: function () {
  40902. return this._colorGradingWithGreenDepth;
  40903. },
  40904. /**
  40905. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  40906. */
  40907. set: function (value) {
  40908. if (this._colorGradingWithGreenDepth === value) {
  40909. return;
  40910. }
  40911. this._colorGradingWithGreenDepth = value;
  40912. this._updateParameters();
  40913. },
  40914. enumerable: true,
  40915. configurable: true
  40916. });
  40917. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingBGR", {
  40918. /**
  40919. * Gets wether the color grading texture contains BGR values.
  40920. */
  40921. get: function () {
  40922. return this._colorGradingBGR;
  40923. },
  40924. /**
  40925. * Sets wether the color grading texture contains BGR values.
  40926. */
  40927. set: function (value) {
  40928. if (this._colorGradingBGR === value) {
  40929. return;
  40930. }
  40931. this._colorGradingBGR = value;
  40932. this._updateParameters();
  40933. },
  40934. enumerable: true,
  40935. configurable: true
  40936. });
  40937. Object.defineProperty(ImageProcessingConfiguration.prototype, "exposure", {
  40938. /**
  40939. * Gets the Exposure used in the effect.
  40940. */
  40941. get: function () {
  40942. return this._exposure;
  40943. },
  40944. /**
  40945. * Sets the Exposure used in the effect.
  40946. */
  40947. set: function (value) {
  40948. if (this._exposure === value) {
  40949. return;
  40950. }
  40951. this._exposure = value;
  40952. this._updateParameters();
  40953. },
  40954. enumerable: true,
  40955. configurable: true
  40956. });
  40957. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingEnabled", {
  40958. /**
  40959. * Gets wether the tone mapping effect is enabled.
  40960. */
  40961. get: function () {
  40962. return this._toneMappingEnabled;
  40963. },
  40964. /**
  40965. * Sets wether the tone mapping effect is enabled.
  40966. */
  40967. set: function (value) {
  40968. if (this._toneMappingEnabled === value) {
  40969. return;
  40970. }
  40971. this._toneMappingEnabled = value;
  40972. this._updateParameters();
  40973. },
  40974. enumerable: true,
  40975. configurable: true
  40976. });
  40977. Object.defineProperty(ImageProcessingConfiguration.prototype, "contrast", {
  40978. /**
  40979. * Gets the contrast used in the effect.
  40980. */
  40981. get: function () {
  40982. return this._contrast;
  40983. },
  40984. /**
  40985. * Sets the contrast used in the effect.
  40986. */
  40987. set: function (value) {
  40988. if (this._contrast === value) {
  40989. return;
  40990. }
  40991. this._contrast = value;
  40992. this._updateParameters();
  40993. },
  40994. enumerable: true,
  40995. configurable: true
  40996. });
  40997. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteBlendMode", {
  40998. /**
  40999. * Gets the vignette blend mode allowing different kind of effect.
  41000. */
  41001. get: function () {
  41002. return this._vignetteBlendMode;
  41003. },
  41004. /**
  41005. * Sets the vignette blend mode allowing different kind of effect.
  41006. */
  41007. set: function (value) {
  41008. if (this._vignetteBlendMode === value) {
  41009. return;
  41010. }
  41011. this._vignetteBlendMode = value;
  41012. this._updateParameters();
  41013. },
  41014. enumerable: true,
  41015. configurable: true
  41016. });
  41017. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteEnabled", {
  41018. /**
  41019. * Gets wether the vignette effect is enabled.
  41020. */
  41021. get: function () {
  41022. return this._vignetteEnabled;
  41023. },
  41024. /**
  41025. * Sets wether the vignette effect is enabled.
  41026. */
  41027. set: function (value) {
  41028. if (this._vignetteEnabled === value) {
  41029. return;
  41030. }
  41031. this._vignetteEnabled = value;
  41032. this._updateParameters();
  41033. },
  41034. enumerable: true,
  41035. configurable: true
  41036. });
  41037. Object.defineProperty(ImageProcessingConfiguration.prototype, "applyByPostProcess", {
  41038. /**
  41039. * Gets wether the image processing is applied through a post process or not.
  41040. */
  41041. get: function () {
  41042. return this._applyByPostProcess;
  41043. },
  41044. /**
  41045. * Sets wether the image processing is applied through a post process or not.
  41046. */
  41047. set: function (value) {
  41048. if (this._applyByPostProcess === value) {
  41049. return;
  41050. }
  41051. this._applyByPostProcess = value;
  41052. this._updateParameters();
  41053. },
  41054. enumerable: true,
  41055. configurable: true
  41056. });
  41057. Object.defineProperty(ImageProcessingConfiguration.prototype, "isEnabled", {
  41058. /**
  41059. * Gets wether the image processing is enabled or not.
  41060. */
  41061. get: function () {
  41062. return this._isEnabled;
  41063. },
  41064. /**
  41065. * Sets wether the image processing is enabled or not.
  41066. */
  41067. set: function (value) {
  41068. if (this._isEnabled === value) {
  41069. return;
  41070. }
  41071. this._isEnabled = value;
  41072. this._updateParameters();
  41073. },
  41074. enumerable: true,
  41075. configurable: true
  41076. });
  41077. /**
  41078. * Method called each time the image processing information changes requires to recompile the effect.
  41079. */
  41080. ImageProcessingConfiguration.prototype._updateParameters = function () {
  41081. this.onUpdateParameters.notifyObservers(this);
  41082. };
  41083. ImageProcessingConfiguration.prototype.getClassName = function () {
  41084. return "ImageProcessingConfiguration";
  41085. };
  41086. /**
  41087. * Prepare the list of uniforms associated with the Image Processing effects.
  41088. * @param uniformsList The list of uniforms used in the effect
  41089. * @param defines the list of defines currently in use
  41090. */
  41091. ImageProcessingConfiguration.PrepareUniforms = function (uniforms, defines) {
  41092. if (defines.EXPOSURE) {
  41093. uniforms.push("exposureLinear");
  41094. }
  41095. if (defines.CONTRAST) {
  41096. uniforms.push("contrast");
  41097. }
  41098. if (defines.COLORGRADING) {
  41099. uniforms.push("colorTransformSettings");
  41100. }
  41101. if (defines.VIGNETTE) {
  41102. uniforms.push("vInverseScreenSize");
  41103. uniforms.push("vignetteSettings1");
  41104. uniforms.push("vignetteSettings2");
  41105. }
  41106. if (defines.COLORCURVES) {
  41107. BABYLON.ColorCurves.PrepareUniforms(uniforms);
  41108. }
  41109. };
  41110. /**
  41111. * Prepare the list of samplers associated with the Image Processing effects.
  41112. * @param uniformsList The list of uniforms used in the effect
  41113. * @param defines the list of defines currently in use
  41114. */
  41115. ImageProcessingConfiguration.PrepareSamplers = function (samplersList, defines) {
  41116. if (defines.COLORGRADING) {
  41117. samplersList.push("txColorTransform");
  41118. }
  41119. };
  41120. /**
  41121. * Prepare the list of defines associated to the shader.
  41122. * @param defines the list of defines to complete
  41123. */
  41124. ImageProcessingConfiguration.prototype.prepareDefines = function (defines, forPostProcess) {
  41125. if (forPostProcess === void 0) { forPostProcess = false; }
  41126. if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {
  41127. defines.VIGNETTE = false;
  41128. defines.TONEMAPPING = false;
  41129. defines.CONTRAST = false;
  41130. defines.EXPOSURE = false;
  41131. defines.COLORCURVES = false;
  41132. defines.COLORGRADING = false;
  41133. defines.COLORGRADING3D = false;
  41134. defines.IMAGEPROCESSING = false;
  41135. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;
  41136. return;
  41137. }
  41138. defines.VIGNETTE = this.vignetteEnabled;
  41139. defines.VIGNETTEBLENDMODEMULTIPLY = (this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY);
  41140. defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;
  41141. defines.TONEMAPPING = this.toneMappingEnabled;
  41142. defines.CONTRAST = (this.contrast !== 1.0);
  41143. defines.EXPOSURE = (this.exposure !== 1.0);
  41144. defines.COLORCURVES = (this.colorCurvesEnabled && !!this.colorCurves);
  41145. defines.COLORGRADING = (this.colorGradingEnabled && !!this.colorGradingTexture);
  41146. if (defines.COLORGRADING) {
  41147. defines.COLORGRADING3D = this.colorGradingTexture.is3D;
  41148. }
  41149. else {
  41150. defines.COLORGRADING3D = false;
  41151. }
  41152. defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;
  41153. defines.SAMPLER3DBGRMAP = this.colorGradingBGR;
  41154. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;
  41155. defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING;
  41156. };
  41157. /**
  41158. * Returns true if all the image processing information are ready.
  41159. */
  41160. ImageProcessingConfiguration.prototype.isReady = function () {
  41161. // Color Grading texure can not be none blocking.
  41162. return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();
  41163. };
  41164. /**
  41165. * Binds the image processing to the shader.
  41166. * @param effect The effect to bind to
  41167. */
  41168. ImageProcessingConfiguration.prototype.bind = function (effect, aspectRatio) {
  41169. if (aspectRatio === void 0) { aspectRatio = 1; }
  41170. // Color Curves
  41171. if (this._colorCurvesEnabled && this.colorCurves) {
  41172. BABYLON.ColorCurves.Bind(this.colorCurves, effect);
  41173. }
  41174. // Vignette
  41175. if (this._vignetteEnabled) {
  41176. var inverseWidth = 1 / effect.getEngine().getRenderWidth();
  41177. var inverseHeight = 1 / effect.getEngine().getRenderHeight();
  41178. effect.setFloat2("vInverseScreenSize", inverseWidth, inverseHeight);
  41179. var vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);
  41180. var vignetteScaleX = vignetteScaleY * aspectRatio;
  41181. var vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);
  41182. vignetteScaleX = BABYLON.Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);
  41183. vignetteScaleY = BABYLON.Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);
  41184. effect.setFloat4("vignetteSettings1", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);
  41185. var vignettePower = -2.0 * this.vignetteWeight;
  41186. effect.setFloat4("vignetteSettings2", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);
  41187. }
  41188. // Exposure
  41189. effect.setFloat("exposureLinear", this.exposure);
  41190. // Contrast
  41191. effect.setFloat("contrast", this.contrast);
  41192. // Color transform settings
  41193. if (this.colorGradingTexture) {
  41194. effect.setTexture("txColorTransform", this.colorGradingTexture);
  41195. var textureSize = this.colorGradingTexture.getSize().height;
  41196. effect.setFloat4("colorTransformSettings", (textureSize - 1) / textureSize, // textureScale
  41197. 0.5 / textureSize, // textureOffset
  41198. textureSize, // textureSize
  41199. this.colorGradingTexture.level // weight
  41200. );
  41201. }
  41202. };
  41203. /**
  41204. * Clones the current image processing instance.
  41205. * @return The cloned image processing
  41206. */
  41207. ImageProcessingConfiguration.prototype.clone = function () {
  41208. return BABYLON.SerializationHelper.Clone(function () { return new ImageProcessingConfiguration(); }, this);
  41209. };
  41210. /**
  41211. * Serializes the current image processing instance to a json representation.
  41212. * @return a JSON representation
  41213. */
  41214. ImageProcessingConfiguration.prototype.serialize = function () {
  41215. return BABYLON.SerializationHelper.Serialize(this);
  41216. };
  41217. /**
  41218. * Parses the image processing from a json representation.
  41219. * @param source the JSON source to parse
  41220. * @return The parsed image processing
  41221. */
  41222. ImageProcessingConfiguration.Parse = function (source) {
  41223. return BABYLON.SerializationHelper.Parse(function () { return new ImageProcessingConfiguration(); }, source, null, null);
  41224. };
  41225. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_MULTIPLY", {
  41226. /**
  41227. * Used to apply the vignette as a mix with the pixel color.
  41228. */
  41229. get: function () {
  41230. return this._VIGNETTEMODE_MULTIPLY;
  41231. },
  41232. enumerable: true,
  41233. configurable: true
  41234. });
  41235. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_OPAQUE", {
  41236. /**
  41237. * Used to apply the vignette as a replacement of the pixel color.
  41238. */
  41239. get: function () {
  41240. return this._VIGNETTEMODE_OPAQUE;
  41241. },
  41242. enumerable: true,
  41243. configurable: true
  41244. });
  41245. // Static constants associated to the image processing.
  41246. ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY = 0;
  41247. ImageProcessingConfiguration._VIGNETTEMODE_OPAQUE = 1;
  41248. __decorate([
  41249. BABYLON.serializeAsColorCurves()
  41250. ], ImageProcessingConfiguration.prototype, "colorCurves", void 0);
  41251. __decorate([
  41252. BABYLON.serialize()
  41253. ], ImageProcessingConfiguration.prototype, "_colorCurvesEnabled", void 0);
  41254. __decorate([
  41255. BABYLON.serializeAsTexture()
  41256. ], ImageProcessingConfiguration.prototype, "colorGradingTexture", void 0);
  41257. __decorate([
  41258. BABYLON.serialize()
  41259. ], ImageProcessingConfiguration.prototype, "_colorGradingEnabled", void 0);
  41260. __decorate([
  41261. BABYLON.serialize()
  41262. ], ImageProcessingConfiguration.prototype, "_colorGradingWithGreenDepth", void 0);
  41263. __decorate([
  41264. BABYLON.serialize()
  41265. ], ImageProcessingConfiguration.prototype, "_colorGradingBGR", void 0);
  41266. __decorate([
  41267. BABYLON.serialize()
  41268. ], ImageProcessingConfiguration.prototype, "_exposure", void 0);
  41269. __decorate([
  41270. BABYLON.serialize()
  41271. ], ImageProcessingConfiguration.prototype, "_toneMappingEnabled", void 0);
  41272. __decorate([
  41273. BABYLON.serialize()
  41274. ], ImageProcessingConfiguration.prototype, "_contrast", void 0);
  41275. __decorate([
  41276. BABYLON.serialize()
  41277. ], ImageProcessingConfiguration.prototype, "vignetteStretch", void 0);
  41278. __decorate([
  41279. BABYLON.serialize()
  41280. ], ImageProcessingConfiguration.prototype, "vignetteCentreX", void 0);
  41281. __decorate([
  41282. BABYLON.serialize()
  41283. ], ImageProcessingConfiguration.prototype, "vignetteCentreY", void 0);
  41284. __decorate([
  41285. BABYLON.serialize()
  41286. ], ImageProcessingConfiguration.prototype, "vignetteWeight", void 0);
  41287. __decorate([
  41288. BABYLON.serializeAsColor4()
  41289. ], ImageProcessingConfiguration.prototype, "vignetteColor", void 0);
  41290. __decorate([
  41291. BABYLON.serialize()
  41292. ], ImageProcessingConfiguration.prototype, "vignetteCameraFov", void 0);
  41293. __decorate([
  41294. BABYLON.serialize()
  41295. ], ImageProcessingConfiguration.prototype, "_vignetteBlendMode", void 0);
  41296. __decorate([
  41297. BABYLON.serialize()
  41298. ], ImageProcessingConfiguration.prototype, "_vignetteEnabled", void 0);
  41299. __decorate([
  41300. BABYLON.serialize()
  41301. ], ImageProcessingConfiguration.prototype, "_applyByPostProcess", void 0);
  41302. __decorate([
  41303. BABYLON.serialize()
  41304. ], ImageProcessingConfiguration.prototype, "_isEnabled", void 0);
  41305. return ImageProcessingConfiguration;
  41306. }());
  41307. BABYLON.ImageProcessingConfiguration = ImageProcessingConfiguration;
  41308. })(BABYLON || (BABYLON = {}));
  41309. //# sourceMappingURL=babylon.imageProcessingConfiguration.js.map
  41310. var BABYLON;
  41311. (function (BABYLON) {
  41312. /**
  41313. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  41314. * It can help converting any input color in a desired output one. This can then be used to create effects
  41315. * from sepia, black and white to sixties or futuristic rendering...
  41316. *
  41317. * The only supported format is currently 3dl.
  41318. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table/
  41319. */
  41320. var ColorGradingTexture = /** @class */ (function (_super) {
  41321. __extends(ColorGradingTexture, _super);
  41322. /**
  41323. * Instantiates a ColorGradingTexture from the following parameters.
  41324. *
  41325. * @param url The location of the color gradind data (currently only supporting 3dl)
  41326. * @param scene The scene the texture will be used in
  41327. */
  41328. function ColorGradingTexture(url, scene) {
  41329. var _this = _super.call(this, scene) || this;
  41330. if (!url) {
  41331. return _this;
  41332. }
  41333. _this._engine = scene.getEngine();
  41334. _this._textureMatrix = BABYLON.Matrix.Identity();
  41335. _this.name = url;
  41336. _this.url = url;
  41337. _this.hasAlpha = false;
  41338. _this.isCube = false;
  41339. _this.is3D = _this._engine.webGLVersion > 1;
  41340. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  41341. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  41342. _this.wrapR = BABYLON.Texture.CLAMP_ADDRESSMODE;
  41343. _this.anisotropicFilteringLevel = 1;
  41344. _this._texture = _this._getFromCache(url, true);
  41345. if (!_this._texture) {
  41346. if (!scene.useDelayedTextureLoading) {
  41347. _this.loadTexture();
  41348. }
  41349. else {
  41350. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  41351. }
  41352. }
  41353. return _this;
  41354. }
  41355. /**
  41356. * Returns the texture matrix used in most of the material.
  41357. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  41358. */
  41359. ColorGradingTexture.prototype.getTextureMatrix = function () {
  41360. return this._textureMatrix;
  41361. };
  41362. /**
  41363. * Occurs when the file being loaded is a .3dl LUT file.
  41364. */
  41365. ColorGradingTexture.prototype.load3dlTexture = function () {
  41366. var engine = this._engine;
  41367. var texture;
  41368. if (engine.webGLVersion === 1) {
  41369. texture = engine.createRawTexture(null, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  41370. }
  41371. else {
  41372. texture = engine.createRawTexture3D(null, 1, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  41373. }
  41374. this._texture = texture;
  41375. var callback = function (text) {
  41376. if (typeof text !== "string") {
  41377. return;
  41378. }
  41379. var data = null;
  41380. var tempData = null;
  41381. var line;
  41382. var lines = text.split('\n');
  41383. var size = 0, pixelIndexW = 0, pixelIndexH = 0, pixelIndexSlice = 0;
  41384. var maxColor = 0;
  41385. for (var i = 0; i < lines.length; i++) {
  41386. line = lines[i];
  41387. if (!ColorGradingTexture._noneEmptyLineRegex.test(line))
  41388. continue;
  41389. if (line.indexOf('#') === 0)
  41390. continue;
  41391. var words = line.split(" ");
  41392. if (size === 0) {
  41393. // Number of space + one
  41394. size = words.length;
  41395. data = new Uint8Array(size * size * size * 4); // volume texture of side size and rgb 8
  41396. tempData = new Float32Array(size * size * size * 4);
  41397. continue;
  41398. }
  41399. if (size != 0) {
  41400. var r = Math.max(parseInt(words[0]), 0);
  41401. var g = Math.max(parseInt(words[1]), 0);
  41402. var b = Math.max(parseInt(words[2]), 0);
  41403. maxColor = Math.max(r, maxColor);
  41404. maxColor = Math.max(g, maxColor);
  41405. maxColor = Math.max(b, maxColor);
  41406. var pixelStorageIndex = (pixelIndexW + pixelIndexSlice * size + pixelIndexH * size * size) * 4;
  41407. if (tempData) {
  41408. tempData[pixelStorageIndex + 0] = r;
  41409. tempData[pixelStorageIndex + 1] = g;
  41410. tempData[pixelStorageIndex + 2] = b;
  41411. }
  41412. pixelIndexSlice++;
  41413. if (pixelIndexSlice % size == 0) {
  41414. pixelIndexH++;
  41415. pixelIndexSlice = 0;
  41416. if (pixelIndexH % size == 0) {
  41417. pixelIndexW++;
  41418. pixelIndexH = 0;
  41419. }
  41420. }
  41421. }
  41422. }
  41423. if (tempData && data) {
  41424. for (var i = 0; i < tempData.length; i++) {
  41425. if (i > 0 && (i + 1) % 4 === 0) {
  41426. data[i] = 255;
  41427. }
  41428. else {
  41429. var value = tempData[i];
  41430. data[i] = (value / maxColor * 255);
  41431. }
  41432. }
  41433. }
  41434. if (texture.is3D) {
  41435. texture.updateSize(size, size, size);
  41436. engine.updateRawTexture3D(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  41437. }
  41438. else {
  41439. texture.updateSize(size * size, size);
  41440. engine.updateRawTexture(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  41441. }
  41442. };
  41443. var scene = this.getScene();
  41444. if (scene) {
  41445. scene._loadFile(this.url, callback);
  41446. }
  41447. else {
  41448. this._engine._loadFile(this.url, callback);
  41449. }
  41450. return this._texture;
  41451. };
  41452. /**
  41453. * Starts the loading process of the texture.
  41454. */
  41455. ColorGradingTexture.prototype.loadTexture = function () {
  41456. if (this.url && this.url.toLocaleLowerCase().indexOf(".3dl") == (this.url.length - 4)) {
  41457. this.load3dlTexture();
  41458. }
  41459. };
  41460. /**
  41461. * Clones the color gradind texture.
  41462. */
  41463. ColorGradingTexture.prototype.clone = function () {
  41464. var newTexture = new ColorGradingTexture(this.url, this.getScene());
  41465. // Base texture
  41466. newTexture.level = this.level;
  41467. return newTexture;
  41468. };
  41469. /**
  41470. * Called during delayed load for textures.
  41471. */
  41472. ColorGradingTexture.prototype.delayLoad = function () {
  41473. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  41474. return;
  41475. }
  41476. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  41477. this._texture = this._getFromCache(this.url, true);
  41478. if (!this._texture) {
  41479. this.loadTexture();
  41480. }
  41481. };
  41482. /**
  41483. * Parses a color grading texture serialized by Babylon.
  41484. * @param parsedTexture The texture information being parsedTexture
  41485. * @param scene The scene to load the texture in
  41486. * @param rootUrl The root url of the data assets to load
  41487. * @return A color gradind texture
  41488. */
  41489. ColorGradingTexture.Parse = function (parsedTexture, scene, rootUrl) {
  41490. var texture = null;
  41491. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  41492. texture = new ColorGradingTexture(parsedTexture.name, scene);
  41493. texture.name = parsedTexture.name;
  41494. texture.level = parsedTexture.level;
  41495. }
  41496. return texture;
  41497. };
  41498. /**
  41499. * Serializes the LUT texture to json format.
  41500. */
  41501. ColorGradingTexture.prototype.serialize = function () {
  41502. if (!this.name) {
  41503. return null;
  41504. }
  41505. var serializationObject = {};
  41506. serializationObject.name = this.name;
  41507. serializationObject.level = this.level;
  41508. serializationObject.customType = "BABYLON.ColorGradingTexture";
  41509. return serializationObject;
  41510. };
  41511. /**
  41512. * Empty line regex stored for GC.
  41513. */
  41514. ColorGradingTexture._noneEmptyLineRegex = /\S+/;
  41515. return ColorGradingTexture;
  41516. }(BABYLON.BaseTexture));
  41517. BABYLON.ColorGradingTexture = ColorGradingTexture;
  41518. })(BABYLON || (BABYLON = {}));
  41519. //# sourceMappingURL=babylon.colorGradingTexture.js.map
  41520. var BABYLON;
  41521. (function (BABYLON) {
  41522. /**
  41523. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41524. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41525. * 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;
  41526. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41527. */
  41528. var ColorCurves = /** @class */ (function () {
  41529. function ColorCurves() {
  41530. this._dirty = true;
  41531. this._tempColor = new BABYLON.Color4(0, 0, 0, 0);
  41532. this._globalCurve = new BABYLON.Color4(0, 0, 0, 0);
  41533. this._highlightsCurve = new BABYLON.Color4(0, 0, 0, 0);
  41534. this._midtonesCurve = new BABYLON.Color4(0, 0, 0, 0);
  41535. this._shadowsCurve = new BABYLON.Color4(0, 0, 0, 0);
  41536. this._positiveCurve = new BABYLON.Color4(0, 0, 0, 0);
  41537. this._negativeCurve = new BABYLON.Color4(0, 0, 0, 0);
  41538. this._globalHue = 30;
  41539. this._globalDensity = 0;
  41540. this._globalSaturation = 0;
  41541. this._globalExposure = 0;
  41542. this._highlightsHue = 30;
  41543. this._highlightsDensity = 0;
  41544. this._highlightsSaturation = 0;
  41545. this._highlightsExposure = 0;
  41546. this._midtonesHue = 30;
  41547. this._midtonesDensity = 0;
  41548. this._midtonesSaturation = 0;
  41549. this._midtonesExposure = 0;
  41550. this._shadowsHue = 30;
  41551. this._shadowsDensity = 0;
  41552. this._shadowsSaturation = 0;
  41553. this._shadowsExposure = 0;
  41554. }
  41555. Object.defineProperty(ColorCurves.prototype, "globalHue", {
  41556. /**
  41557. * Gets the global Hue value.
  41558. * 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).
  41559. */
  41560. get: function () {
  41561. return this._globalHue;
  41562. },
  41563. /**
  41564. * Sets the global Hue value.
  41565. * 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).
  41566. */
  41567. set: function (value) {
  41568. this._globalHue = value;
  41569. this._dirty = true;
  41570. },
  41571. enumerable: true,
  41572. configurable: true
  41573. });
  41574. Object.defineProperty(ColorCurves.prototype, "globalDensity", {
  41575. /**
  41576. * Gets the global Density value.
  41577. * 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.
  41578. * Values less than zero provide a filter of opposite hue.
  41579. */
  41580. get: function () {
  41581. return this._globalDensity;
  41582. },
  41583. /**
  41584. * Sets the global Density value.
  41585. * 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.
  41586. * Values less than zero provide a filter of opposite hue.
  41587. */
  41588. set: function (value) {
  41589. this._globalDensity = value;
  41590. this._dirty = true;
  41591. },
  41592. enumerable: true,
  41593. configurable: true
  41594. });
  41595. Object.defineProperty(ColorCurves.prototype, "globalSaturation", {
  41596. /**
  41597. * Gets the global Saturation value.
  41598. * 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.
  41599. */
  41600. get: function () {
  41601. return this._globalSaturation;
  41602. },
  41603. /**
  41604. * Sets the global Saturation value.
  41605. * 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.
  41606. */
  41607. set: function (value) {
  41608. this._globalSaturation = value;
  41609. this._dirty = true;
  41610. },
  41611. enumerable: true,
  41612. configurable: true
  41613. });
  41614. Object.defineProperty(ColorCurves.prototype, "highlightsHue", {
  41615. /**
  41616. * Gets the highlights Hue value.
  41617. * 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).
  41618. */
  41619. get: function () {
  41620. return this._highlightsHue;
  41621. },
  41622. /**
  41623. * Sets the highlights Hue value.
  41624. * 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).
  41625. */
  41626. set: function (value) {
  41627. this._highlightsHue = value;
  41628. this._dirty = true;
  41629. },
  41630. enumerable: true,
  41631. configurable: true
  41632. });
  41633. Object.defineProperty(ColorCurves.prototype, "highlightsDensity", {
  41634. /**
  41635. * Gets the highlights Density value.
  41636. * 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.
  41637. * Values less than zero provide a filter of opposite hue.
  41638. */
  41639. get: function () {
  41640. return this._highlightsDensity;
  41641. },
  41642. /**
  41643. * Sets the highlights Density value.
  41644. * 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.
  41645. * Values less than zero provide a filter of opposite hue.
  41646. */
  41647. set: function (value) {
  41648. this._highlightsDensity = value;
  41649. this._dirty = true;
  41650. },
  41651. enumerable: true,
  41652. configurable: true
  41653. });
  41654. Object.defineProperty(ColorCurves.prototype, "highlightsSaturation", {
  41655. /**
  41656. * Gets the highlights Saturation value.
  41657. * 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.
  41658. */
  41659. get: function () {
  41660. return this._highlightsSaturation;
  41661. },
  41662. /**
  41663. * Sets the highlights Saturation value.
  41664. * 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.
  41665. */
  41666. set: function (value) {
  41667. this._highlightsSaturation = value;
  41668. this._dirty = true;
  41669. },
  41670. enumerable: true,
  41671. configurable: true
  41672. });
  41673. Object.defineProperty(ColorCurves.prototype, "highlightsExposure", {
  41674. /**
  41675. * Gets the highlights Exposure value.
  41676. * 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.
  41677. */
  41678. get: function () {
  41679. return this._highlightsExposure;
  41680. },
  41681. /**
  41682. * Sets the highlights Exposure value.
  41683. * 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.
  41684. */
  41685. set: function (value) {
  41686. this._highlightsExposure = value;
  41687. this._dirty = true;
  41688. },
  41689. enumerable: true,
  41690. configurable: true
  41691. });
  41692. Object.defineProperty(ColorCurves.prototype, "midtonesHue", {
  41693. /**
  41694. * Gets the midtones Hue value.
  41695. * 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).
  41696. */
  41697. get: function () {
  41698. return this._midtonesHue;
  41699. },
  41700. /**
  41701. * Sets the midtones Hue value.
  41702. * 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).
  41703. */
  41704. set: function (value) {
  41705. this._midtonesHue = value;
  41706. this._dirty = true;
  41707. },
  41708. enumerable: true,
  41709. configurable: true
  41710. });
  41711. Object.defineProperty(ColorCurves.prototype, "midtonesDensity", {
  41712. /**
  41713. * Gets the midtones Density value.
  41714. * 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.
  41715. * Values less than zero provide a filter of opposite hue.
  41716. */
  41717. get: function () {
  41718. return this._midtonesDensity;
  41719. },
  41720. /**
  41721. * Sets the midtones Density value.
  41722. * 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.
  41723. * Values less than zero provide a filter of opposite hue.
  41724. */
  41725. set: function (value) {
  41726. this._midtonesDensity = value;
  41727. this._dirty = true;
  41728. },
  41729. enumerable: true,
  41730. configurable: true
  41731. });
  41732. Object.defineProperty(ColorCurves.prototype, "midtonesSaturation", {
  41733. /**
  41734. * Gets the midtones Saturation value.
  41735. * 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.
  41736. */
  41737. get: function () {
  41738. return this._midtonesSaturation;
  41739. },
  41740. /**
  41741. * Sets the midtones Saturation value.
  41742. * 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.
  41743. */
  41744. set: function (value) {
  41745. this._midtonesSaturation = value;
  41746. this._dirty = true;
  41747. },
  41748. enumerable: true,
  41749. configurable: true
  41750. });
  41751. Object.defineProperty(ColorCurves.prototype, "midtonesExposure", {
  41752. /**
  41753. * Gets the midtones Exposure value.
  41754. * 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.
  41755. */
  41756. get: function () {
  41757. return this._midtonesExposure;
  41758. },
  41759. /**
  41760. * Sets the midtones Exposure value.
  41761. * 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.
  41762. */
  41763. set: function (value) {
  41764. this._midtonesExposure = value;
  41765. this._dirty = true;
  41766. },
  41767. enumerable: true,
  41768. configurable: true
  41769. });
  41770. Object.defineProperty(ColorCurves.prototype, "shadowsHue", {
  41771. /**
  41772. * Gets the shadows Hue value.
  41773. * 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).
  41774. */
  41775. get: function () {
  41776. return this._shadowsHue;
  41777. },
  41778. /**
  41779. * Sets the shadows Hue value.
  41780. * 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).
  41781. */
  41782. set: function (value) {
  41783. this._shadowsHue = value;
  41784. this._dirty = true;
  41785. },
  41786. enumerable: true,
  41787. configurable: true
  41788. });
  41789. Object.defineProperty(ColorCurves.prototype, "shadowsDensity", {
  41790. /**
  41791. * Gets the shadows Density value.
  41792. * 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.
  41793. * Values less than zero provide a filter of opposite hue.
  41794. */
  41795. get: function () {
  41796. return this._shadowsDensity;
  41797. },
  41798. /**
  41799. * Sets the shadows Density value.
  41800. * 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.
  41801. * Values less than zero provide a filter of opposite hue.
  41802. */
  41803. set: function (value) {
  41804. this._shadowsDensity = value;
  41805. this._dirty = true;
  41806. },
  41807. enumerable: true,
  41808. configurable: true
  41809. });
  41810. Object.defineProperty(ColorCurves.prototype, "shadowsSaturation", {
  41811. /**
  41812. * Gets the shadows Saturation value.
  41813. * 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.
  41814. */
  41815. get: function () {
  41816. return this._shadowsSaturation;
  41817. },
  41818. /**
  41819. * Sets the shadows Saturation value.
  41820. * 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.
  41821. */
  41822. set: function (value) {
  41823. this._shadowsSaturation = value;
  41824. this._dirty = true;
  41825. },
  41826. enumerable: true,
  41827. configurable: true
  41828. });
  41829. Object.defineProperty(ColorCurves.prototype, "shadowsExposure", {
  41830. /**
  41831. * Gets the shadows Exposure value.
  41832. * 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.
  41833. */
  41834. get: function () {
  41835. return this._shadowsExposure;
  41836. },
  41837. /**
  41838. * Sets the shadows Exposure value.
  41839. * 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.
  41840. */
  41841. set: function (value) {
  41842. this._shadowsExposure = value;
  41843. this._dirty = true;
  41844. },
  41845. enumerable: true,
  41846. configurable: true
  41847. });
  41848. ColorCurves.prototype.getClassName = function () {
  41849. return "ColorCurves";
  41850. };
  41851. /**
  41852. * Binds the color curves to the shader.
  41853. * @param colorCurves The color curve to bind
  41854. * @param effect The effect to bind to
  41855. */
  41856. ColorCurves.Bind = function (colorCurves, effect, positiveUniform, neutralUniform, negativeUniform) {
  41857. if (positiveUniform === void 0) { positiveUniform = "vCameraColorCurvePositive"; }
  41858. if (neutralUniform === void 0) { neutralUniform = "vCameraColorCurveNeutral"; }
  41859. if (negativeUniform === void 0) { negativeUniform = "vCameraColorCurveNegative"; }
  41860. if (colorCurves._dirty) {
  41861. colorCurves._dirty = false;
  41862. // Fill in global info.
  41863. colorCurves.getColorGradingDataToRef(colorCurves._globalHue, colorCurves._globalDensity, colorCurves._globalSaturation, colorCurves._globalExposure, colorCurves._globalCurve);
  41864. // Compute highlights info.
  41865. colorCurves.getColorGradingDataToRef(colorCurves._highlightsHue, colorCurves._highlightsDensity, colorCurves._highlightsSaturation, colorCurves._highlightsExposure, colorCurves._tempColor);
  41866. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._highlightsCurve);
  41867. // Compute midtones info.
  41868. colorCurves.getColorGradingDataToRef(colorCurves._midtonesHue, colorCurves._midtonesDensity, colorCurves._midtonesSaturation, colorCurves._midtonesExposure, colorCurves._tempColor);
  41869. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._midtonesCurve);
  41870. // Compute shadows info.
  41871. colorCurves.getColorGradingDataToRef(colorCurves._shadowsHue, colorCurves._shadowsDensity, colorCurves._shadowsSaturation, colorCurves._shadowsExposure, colorCurves._tempColor);
  41872. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._shadowsCurve);
  41873. // Compute deltas (neutral is midtones).
  41874. colorCurves._highlightsCurve.subtractToRef(colorCurves._midtonesCurve, colorCurves._positiveCurve);
  41875. colorCurves._midtonesCurve.subtractToRef(colorCurves._shadowsCurve, colorCurves._negativeCurve);
  41876. }
  41877. if (effect) {
  41878. effect.setFloat4(positiveUniform, colorCurves._positiveCurve.r, colorCurves._positiveCurve.g, colorCurves._positiveCurve.b, colorCurves._positiveCurve.a);
  41879. effect.setFloat4(neutralUniform, colorCurves._midtonesCurve.r, colorCurves._midtonesCurve.g, colorCurves._midtonesCurve.b, colorCurves._midtonesCurve.a);
  41880. effect.setFloat4(negativeUniform, colorCurves._negativeCurve.r, colorCurves._negativeCurve.g, colorCurves._negativeCurve.b, colorCurves._negativeCurve.a);
  41881. }
  41882. };
  41883. /**
  41884. * Prepare the list of uniforms associated with the ColorCurves effects.
  41885. * @param uniformsList The list of uniforms used in the effect
  41886. */
  41887. ColorCurves.PrepareUniforms = function (uniformsList) {
  41888. uniformsList.push("vCameraColorCurveNeutral", "vCameraColorCurvePositive", "vCameraColorCurveNegative");
  41889. };
  41890. /**
  41891. * Returns color grading data based on a hue, density, saturation and exposure value.
  41892. * @param filterHue The hue of the color filter.
  41893. * @param filterDensity The density of the color filter.
  41894. * @param saturation The saturation.
  41895. * @param exposure The exposure.
  41896. * @param result The result data container.
  41897. */
  41898. ColorCurves.prototype.getColorGradingDataToRef = function (hue, density, saturation, exposure, result) {
  41899. if (hue == null) {
  41900. return;
  41901. }
  41902. hue = ColorCurves.clamp(hue, 0, 360);
  41903. density = ColorCurves.clamp(density, -100, 100);
  41904. saturation = ColorCurves.clamp(saturation, -100, 100);
  41905. exposure = ColorCurves.clamp(exposure, -100, 100);
  41906. // Remap the slider/config filter density with non-linear mapping and also scale by half
  41907. // so that the maximum filter density is only 50% control. This provides fine control
  41908. // for small values and reasonable range.
  41909. density = ColorCurves.applyColorGradingSliderNonlinear(density);
  41910. density *= 0.5;
  41911. exposure = ColorCurves.applyColorGradingSliderNonlinear(exposure);
  41912. if (density < 0) {
  41913. density *= -1;
  41914. hue = (hue + 180) % 360;
  41915. }
  41916. ColorCurves.fromHSBToRef(hue, density, 50 + 0.25 * exposure, result);
  41917. result.scaleToRef(2, result);
  41918. result.a = 1 + 0.01 * saturation;
  41919. };
  41920. /**
  41921. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  41922. * @param value The input slider value in range [-100,100].
  41923. * @returns Adjusted value.
  41924. */
  41925. ColorCurves.applyColorGradingSliderNonlinear = function (value) {
  41926. value /= 100;
  41927. var x = Math.abs(value);
  41928. x = Math.pow(x, 2);
  41929. if (value < 0) {
  41930. x *= -1;
  41931. }
  41932. x *= 100;
  41933. return x;
  41934. };
  41935. /**
  41936. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  41937. * @param hue The hue (H) input.
  41938. * @param saturation The saturation (S) input.
  41939. * @param brightness The brightness (B) input.
  41940. * @result An RGBA color represented as Vector4.
  41941. */
  41942. ColorCurves.fromHSBToRef = function (hue, saturation, brightness, result) {
  41943. var h = ColorCurves.clamp(hue, 0, 360);
  41944. var s = ColorCurves.clamp(saturation / 100, 0, 1);
  41945. var v = ColorCurves.clamp(brightness / 100, 0, 1);
  41946. if (s === 0) {
  41947. result.r = v;
  41948. result.g = v;
  41949. result.b = v;
  41950. }
  41951. else {
  41952. // sector 0 to 5
  41953. h /= 60;
  41954. var i = Math.floor(h);
  41955. // fractional part of h
  41956. var f = h - i;
  41957. var p = v * (1 - s);
  41958. var q = v * (1 - s * f);
  41959. var t = v * (1 - s * (1 - f));
  41960. switch (i) {
  41961. case 0:
  41962. result.r = v;
  41963. result.g = t;
  41964. result.b = p;
  41965. break;
  41966. case 1:
  41967. result.r = q;
  41968. result.g = v;
  41969. result.b = p;
  41970. break;
  41971. case 2:
  41972. result.r = p;
  41973. result.g = v;
  41974. result.b = t;
  41975. break;
  41976. case 3:
  41977. result.r = p;
  41978. result.g = q;
  41979. result.b = v;
  41980. break;
  41981. case 4:
  41982. result.r = t;
  41983. result.g = p;
  41984. result.b = v;
  41985. break;
  41986. default: // case 5:
  41987. result.r = v;
  41988. result.g = p;
  41989. result.b = q;
  41990. break;
  41991. }
  41992. }
  41993. result.a = 1;
  41994. };
  41995. /**
  41996. * Returns a value clamped between min and max
  41997. * @param value The value to clamp
  41998. * @param min The minimum of value
  41999. * @param max The maximum of value
  42000. * @returns The clamped value.
  42001. */
  42002. ColorCurves.clamp = function (value, min, max) {
  42003. return Math.min(Math.max(value, min), max);
  42004. };
  42005. /**
  42006. * Clones the current color curve instance.
  42007. * @return The cloned curves
  42008. */
  42009. ColorCurves.prototype.clone = function () {
  42010. return BABYLON.SerializationHelper.Clone(function () { return new ColorCurves(); }, this);
  42011. };
  42012. /**
  42013. * Serializes the current color curve instance to a json representation.
  42014. * @return a JSON representation
  42015. */
  42016. ColorCurves.prototype.serialize = function () {
  42017. return BABYLON.SerializationHelper.Serialize(this);
  42018. };
  42019. /**
  42020. * Parses the color curve from a json representation.
  42021. * @param source the JSON source to parse
  42022. * @return The parsed curves
  42023. */
  42024. ColorCurves.Parse = function (source) {
  42025. return BABYLON.SerializationHelper.Parse(function () { return new ColorCurves(); }, source, null, null);
  42026. };
  42027. __decorate([
  42028. BABYLON.serialize()
  42029. ], ColorCurves.prototype, "_globalHue", void 0);
  42030. __decorate([
  42031. BABYLON.serialize()
  42032. ], ColorCurves.prototype, "_globalDensity", void 0);
  42033. __decorate([
  42034. BABYLON.serialize()
  42035. ], ColorCurves.prototype, "_globalSaturation", void 0);
  42036. __decorate([
  42037. BABYLON.serialize()
  42038. ], ColorCurves.prototype, "_globalExposure", void 0);
  42039. __decorate([
  42040. BABYLON.serialize()
  42041. ], ColorCurves.prototype, "_highlightsHue", void 0);
  42042. __decorate([
  42043. BABYLON.serialize()
  42044. ], ColorCurves.prototype, "_highlightsDensity", void 0);
  42045. __decorate([
  42046. BABYLON.serialize()
  42047. ], ColorCurves.prototype, "_highlightsSaturation", void 0);
  42048. __decorate([
  42049. BABYLON.serialize()
  42050. ], ColorCurves.prototype, "_highlightsExposure", void 0);
  42051. __decorate([
  42052. BABYLON.serialize()
  42053. ], ColorCurves.prototype, "_midtonesHue", void 0);
  42054. __decorate([
  42055. BABYLON.serialize()
  42056. ], ColorCurves.prototype, "_midtonesDensity", void 0);
  42057. __decorate([
  42058. BABYLON.serialize()
  42059. ], ColorCurves.prototype, "_midtonesSaturation", void 0);
  42060. __decorate([
  42061. BABYLON.serialize()
  42062. ], ColorCurves.prototype, "_midtonesExposure", void 0);
  42063. return ColorCurves;
  42064. }());
  42065. BABYLON.ColorCurves = ColorCurves;
  42066. })(BABYLON || (BABYLON = {}));
  42067. //# sourceMappingURL=babylon.colorCurves.js.map
  42068. //# sourceMappingURL=babylon.behavior.js.map
  42069. var BABYLON;
  42070. (function (BABYLON) {
  42071. /**
  42072. * "Static Class" containing the most commonly used helper while dealing with material for
  42073. * rendering purpose.
  42074. *
  42075. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  42076. *
  42077. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  42078. */
  42079. var MaterialHelper = /** @class */ (function () {
  42080. function MaterialHelper() {
  42081. }
  42082. /**
  42083. * Bind the current view position to an effect.
  42084. * @param effect The effect to be bound
  42085. * @param scene The scene the eyes position is used from
  42086. */
  42087. MaterialHelper.BindEyePosition = function (effect, scene) {
  42088. if (scene._forcedViewPosition) {
  42089. effect.setVector3("vEyePosition", scene._forcedViewPosition);
  42090. return;
  42091. }
  42092. effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  42093. };
  42094. /**
  42095. * Helps preparing the defines values about the UVs in used in the effect.
  42096. * UVs are shared as much as we can accross chanels in the shaders.
  42097. * @param texture The texture we are preparing the UVs for
  42098. * @param defines The defines to update
  42099. * @param key The chanel key "diffuse", "specular"... used in the shader
  42100. */
  42101. MaterialHelper.PrepareDefinesForMergedUV = function (texture, defines, key) {
  42102. defines._needUVs = true;
  42103. defines[key] = true;
  42104. if (texture.getTextureMatrix().isIdentity(true)) {
  42105. defines[key + "DIRECTUV"] = texture.coordinatesIndex + 1;
  42106. if (texture.coordinatesIndex === 0) {
  42107. defines["MAINUV1"] = true;
  42108. }
  42109. else {
  42110. defines["MAINUV2"] = true;
  42111. }
  42112. }
  42113. else {
  42114. defines[key + "DIRECTUV"] = 0;
  42115. }
  42116. };
  42117. /**
  42118. * Binds a texture matrix value to its corrsponding uniform
  42119. * @param texture The texture to bind the matrix for
  42120. * @param uniformBuffer The uniform buffer receivin the data
  42121. * @param key The chanel key "diffuse", "specular"... used in the shader
  42122. */
  42123. MaterialHelper.BindTextureMatrix = function (texture, uniformBuffer, key) {
  42124. var matrix = texture.getTextureMatrix();
  42125. if (!matrix.isIdentity(true)) {
  42126. uniformBuffer.updateMatrix(key + "Matrix", matrix);
  42127. }
  42128. };
  42129. /**
  42130. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  42131. * @param mesh defines the current mesh
  42132. * @param scene defines the current scene
  42133. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  42134. * @param pointsCloud defines if point cloud rendering has to be turned on
  42135. * @param fogEnabled defines if fog has to be turned on
  42136. * @param alphaTest defines if alpha testing has to be turned on
  42137. * @param defines defines the current list of defines
  42138. */
  42139. MaterialHelper.PrepareDefinesForMisc = function (mesh, scene, useLogarithmicDepth, pointsCloud, fogEnabled, alphaTest, defines) {
  42140. if (defines._areMiscDirty) {
  42141. defines["LOGARITHMICDEPTH"] = useLogarithmicDepth;
  42142. defines["POINTSIZE"] = pointsCloud;
  42143. defines["FOG"] = (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && fogEnabled);
  42144. defines["NONUNIFORMSCALING"] = mesh.nonUniformScaling;
  42145. defines["ALPHATEST"] = alphaTest;
  42146. }
  42147. };
  42148. /**
  42149. * Helper used to prepare the list of defines associated with frame values for shader compilation
  42150. * @param scene defines the current scene
  42151. * @param engine defines the current engine
  42152. * @param defines specifies the list of active defines
  42153. * @param useInstances defines if instances have to be turned on
  42154. * @param useClipPlane defines if clip plane have to be turned on
  42155. */
  42156. MaterialHelper.PrepareDefinesForFrameBoundValues = function (scene, engine, defines, useInstances, useClipPlane) {
  42157. if (useClipPlane === void 0) { useClipPlane = null; }
  42158. var changed = false;
  42159. if (useClipPlane == null) {
  42160. useClipPlane = (scene.clipPlane !== undefined && scene.clipPlane !== null);
  42161. }
  42162. if (defines["CLIPPLANE"] !== useClipPlane) {
  42163. defines["CLIPPLANE"] = useClipPlane;
  42164. changed = true;
  42165. }
  42166. if (defines["DEPTHPREPASS"] !== !engine.getColorWrite()) {
  42167. defines["DEPTHPREPASS"] = !defines["DEPTHPREPASS"];
  42168. changed = true;
  42169. }
  42170. if (defines["INSTANCES"] !== useInstances) {
  42171. defines["INSTANCES"] = useInstances;
  42172. changed = true;
  42173. }
  42174. if (changed) {
  42175. defines.markAsUnprocessed();
  42176. }
  42177. };
  42178. /**
  42179. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  42180. * @param mesh The mesh containing the geometry data we will draw
  42181. * @param defines The defines to update
  42182. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  42183. * @param useBones Precise whether bones should be used or not (override mesh info)
  42184. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  42185. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  42186. * @returns false if defines are considered not dirty and have not been checked
  42187. */
  42188. MaterialHelper.PrepareDefinesForAttributes = function (mesh, defines, useVertexColor, useBones, useMorphTargets, useVertexAlpha) {
  42189. if (useMorphTargets === void 0) { useMorphTargets = false; }
  42190. if (useVertexAlpha === void 0) { useVertexAlpha = true; }
  42191. if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {
  42192. return false;
  42193. }
  42194. defines._normals = defines._needNormals;
  42195. defines._uvs = defines._needUVs;
  42196. defines["NORMAL"] = (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  42197. if (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  42198. defines["TANGENT"] = true;
  42199. }
  42200. if (defines._needUVs) {
  42201. defines["UV1"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind);
  42202. defines["UV2"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind);
  42203. }
  42204. else {
  42205. defines["UV1"] = false;
  42206. defines["UV2"] = false;
  42207. }
  42208. if (useVertexColor) {
  42209. var hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind);
  42210. defines["VERTEXCOLOR"] = hasVertexColors;
  42211. defines["VERTEXALPHA"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;
  42212. }
  42213. if (useBones) {
  42214. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  42215. defines["NUM_BONE_INFLUENCERS"] = mesh.numBoneInfluencers;
  42216. defines["BonesPerMesh"] = (mesh.skeleton.bones.length + 1);
  42217. }
  42218. else {
  42219. defines["NUM_BONE_INFLUENCERS"] = 0;
  42220. defines["BonesPerMesh"] = 0;
  42221. }
  42222. }
  42223. if (useMorphTargets) {
  42224. var manager = mesh.morphTargetManager;
  42225. if (manager) {
  42226. defines["MORPHTARGETS_TANGENT"] = manager.supportsTangents && defines["TANGENT"];
  42227. defines["MORPHTARGETS_NORMAL"] = manager.supportsNormals && defines["NORMAL"];
  42228. defines["MORPHTARGETS"] = (manager.numInfluencers > 0);
  42229. defines["NUM_MORPH_INFLUENCERS"] = manager.numInfluencers;
  42230. }
  42231. else {
  42232. defines["MORPHTARGETS_TANGENT"] = false;
  42233. defines["MORPHTARGETS_NORMAL"] = false;
  42234. defines["MORPHTARGETS"] = false;
  42235. defines["NUM_MORPH_INFLUENCERS"] = 0;
  42236. }
  42237. }
  42238. return true;
  42239. };
  42240. /**
  42241. * Prepares the defines related to the light information passed in parameter
  42242. * @param scene The scene we are intending to draw
  42243. * @param mesh The mesh the effect is compiling for
  42244. * @param defines The defines to update
  42245. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  42246. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  42247. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  42248. * @returns true if normals will be required for the rest of the effect
  42249. */
  42250. MaterialHelper.PrepareDefinesForLights = function (scene, mesh, defines, specularSupported, maxSimultaneousLights, disableLighting) {
  42251. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  42252. if (disableLighting === void 0) { disableLighting = false; }
  42253. if (!defines._areLightsDirty) {
  42254. return defines._needNormals;
  42255. }
  42256. var lightIndex = 0;
  42257. var needNormals = false;
  42258. var needRebuild = false;
  42259. var lightmapMode = false;
  42260. var shadowEnabled = false;
  42261. var specularEnabled = false;
  42262. if (scene.lightsEnabled && !disableLighting) {
  42263. for (var _i = 0, _a = mesh._lightSources; _i < _a.length; _i++) {
  42264. var light = _a[_i];
  42265. needNormals = true;
  42266. if (defines["LIGHT" + lightIndex] === undefined) {
  42267. needRebuild = true;
  42268. }
  42269. defines["LIGHT" + lightIndex] = true;
  42270. defines["SPOTLIGHT" + lightIndex] = false;
  42271. defines["HEMILIGHT" + lightIndex] = false;
  42272. defines["POINTLIGHT" + lightIndex] = false;
  42273. defines["DIRLIGHT" + lightIndex] = false;
  42274. var type;
  42275. if (light.getTypeID() === BABYLON.Light.LIGHTTYPEID_SPOTLIGHT) {
  42276. type = "SPOTLIGHT" + lightIndex;
  42277. var spotLight = light;
  42278. defines["PROJECTEDLIGHTTEXTURE" + lightIndex] = spotLight.projectionTexture ? true : false;
  42279. }
  42280. else if (light.getTypeID() === BABYLON.Light.LIGHTTYPEID_HEMISPHERICLIGHT) {
  42281. type = "HEMILIGHT" + lightIndex;
  42282. }
  42283. else if (light.getTypeID() === BABYLON.Light.LIGHTTYPEID_POINTLIGHT) {
  42284. type = "POINTLIGHT" + lightIndex;
  42285. }
  42286. else {
  42287. type = "DIRLIGHT" + lightIndex;
  42288. }
  42289. defines[type] = true;
  42290. // Specular
  42291. if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {
  42292. specularEnabled = true;
  42293. }
  42294. // Shadows
  42295. defines["SHADOW" + lightIndex] = false;
  42296. defines["SHADOWPCF" + lightIndex] = false;
  42297. defines["SHADOWPCSS" + lightIndex] = false;
  42298. defines["SHADOWPOISSON" + lightIndex] = false;
  42299. defines["SHADOWESM" + lightIndex] = false;
  42300. defines["SHADOWCUBE" + lightIndex] = false;
  42301. defines["SHADOWLOWQUALITY" + lightIndex] = false;
  42302. defines["SHADOWMEDIUMQUALITY" + lightIndex] = false;
  42303. if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {
  42304. var shadowGenerator = light.getShadowGenerator();
  42305. if (shadowGenerator) {
  42306. shadowEnabled = true;
  42307. shadowGenerator.prepareDefines(defines, lightIndex);
  42308. }
  42309. }
  42310. if (light.lightmapMode != BABYLON.Light.LIGHTMAP_DEFAULT) {
  42311. lightmapMode = true;
  42312. defines["LIGHTMAPEXCLUDED" + lightIndex] = true;
  42313. defines["LIGHTMAPNOSPECULAR" + lightIndex] = (light.lightmapMode == BABYLON.Light.LIGHTMAP_SHADOWSONLY);
  42314. }
  42315. else {
  42316. defines["LIGHTMAPEXCLUDED" + lightIndex] = false;
  42317. defines["LIGHTMAPNOSPECULAR" + lightIndex] = false;
  42318. }
  42319. lightIndex++;
  42320. if (lightIndex === maxSimultaneousLights)
  42321. break;
  42322. }
  42323. }
  42324. defines["SPECULARTERM"] = specularEnabled;
  42325. defines["SHADOWS"] = shadowEnabled;
  42326. // Resetting all other lights if any
  42327. for (var index = lightIndex; index < maxSimultaneousLights; index++) {
  42328. if (defines["LIGHT" + index] !== undefined) {
  42329. defines["LIGHT" + index] = false;
  42330. defines["HEMILIGHT" + lightIndex] = false;
  42331. defines["POINTLIGHT" + lightIndex] = false;
  42332. defines["DIRLIGHT" + lightIndex] = false;
  42333. defines["SPOTLIGHT" + lightIndex] = false;
  42334. defines["SHADOW" + lightIndex] = false;
  42335. }
  42336. }
  42337. var caps = scene.getEngine().getCaps();
  42338. if (defines["SHADOWFLOAT"] === undefined) {
  42339. needRebuild = true;
  42340. }
  42341. defines["SHADOWFLOAT"] = shadowEnabled &&
  42342. ((caps.textureFloatRender && caps.textureFloatLinearFiltering) ||
  42343. (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));
  42344. defines["LIGHTMAPEXCLUDED"] = lightmapMode;
  42345. if (needRebuild) {
  42346. defines.rebuild();
  42347. }
  42348. return needNormals;
  42349. };
  42350. /**
  42351. * Prepares the uniforms and samplers list to be used in the effect. This can automatically remove from the list uniforms
  42352. * that won t be acctive due to defines being turned off.
  42353. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  42354. * @param samplersList The samplers list
  42355. * @param defines The defines helping in the list generation
  42356. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  42357. */
  42358. MaterialHelper.PrepareUniformsAndSamplersList = function (uniformsListOrOptions, samplersList, defines, maxSimultaneousLights) {
  42359. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  42360. var uniformsList;
  42361. var uniformBuffersList = null;
  42362. if (uniformsListOrOptions.uniformsNames) {
  42363. var options = uniformsListOrOptions;
  42364. uniformsList = options.uniformsNames;
  42365. uniformBuffersList = options.uniformBuffersNames;
  42366. samplersList = options.samplers;
  42367. defines = options.defines;
  42368. maxSimultaneousLights = options.maxSimultaneousLights;
  42369. }
  42370. else {
  42371. uniformsList = uniformsListOrOptions;
  42372. if (!samplersList) {
  42373. samplersList = [];
  42374. }
  42375. }
  42376. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  42377. if (!defines["LIGHT" + lightIndex]) {
  42378. break;
  42379. }
  42380. uniformsList.push("vLightData" + lightIndex, "vLightDiffuse" + lightIndex, "vLightSpecular" + lightIndex, "vLightDirection" + lightIndex, "vLightGround" + lightIndex, "lightMatrix" + lightIndex, "shadowsInfo" + lightIndex, "depthValues" + lightIndex);
  42381. if (uniformBuffersList) {
  42382. uniformBuffersList.push("Light" + lightIndex);
  42383. }
  42384. samplersList.push("shadowSampler" + lightIndex);
  42385. samplersList.push("depthSampler" + lightIndex);
  42386. if (defines["PROJECTEDLIGHTTEXTURE" + lightIndex]) {
  42387. samplersList.push("projectionLightSampler" + lightIndex);
  42388. uniformsList.push("textureProjectionMatrix" + lightIndex);
  42389. }
  42390. }
  42391. if (defines["NUM_MORPH_INFLUENCERS"]) {
  42392. uniformsList.push("morphTargetInfluences");
  42393. }
  42394. };
  42395. /**
  42396. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  42397. * @param defines The defines to update while falling back
  42398. * @param fallbacks The authorized effect fallbacks
  42399. * @param maxSimultaneousLights The maximum number of lights allowed
  42400. * @param rank the current rank of the Effect
  42401. * @returns The newly affected rank
  42402. */
  42403. MaterialHelper.HandleFallbacksForShadows = function (defines, fallbacks, maxSimultaneousLights, rank) {
  42404. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  42405. if (rank === void 0) { rank = 0; }
  42406. var lightFallbackRank = 0;
  42407. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  42408. if (!defines["LIGHT" + lightIndex]) {
  42409. break;
  42410. }
  42411. if (lightIndex > 0) {
  42412. lightFallbackRank = rank + lightIndex;
  42413. fallbacks.addFallback(lightFallbackRank, "LIGHT" + lightIndex);
  42414. }
  42415. if (!defines["SHADOWS"]) {
  42416. if (defines["SHADOW" + lightIndex]) {
  42417. fallbacks.addFallback(rank, "SHADOW" + lightIndex);
  42418. }
  42419. if (defines["SHADOWPCF" + lightIndex]) {
  42420. fallbacks.addFallback(rank, "SHADOWPCF" + lightIndex);
  42421. }
  42422. if (defines["SHADOWPCSS" + lightIndex]) {
  42423. fallbacks.addFallback(rank, "SHADOWPCSS" + lightIndex);
  42424. }
  42425. if (defines["SHADOWPOISSON" + lightIndex]) {
  42426. fallbacks.addFallback(rank, "SHADOWPOISSON" + lightIndex);
  42427. }
  42428. if (defines["SHADOWESM" + lightIndex]) {
  42429. fallbacks.addFallback(rank, "SHADOWESM" + lightIndex);
  42430. }
  42431. }
  42432. }
  42433. return lightFallbackRank++;
  42434. };
  42435. /**
  42436. * Prepares the list of attributes required for morph targets according to the effect defines.
  42437. * @param attribs The current list of supported attribs
  42438. * @param mesh The mesh to prepare the morph targets attributes for
  42439. * @param defines The current Defines of the effect
  42440. */
  42441. MaterialHelper.PrepareAttributesForMorphTargets = function (attribs, mesh, defines) {
  42442. var influencers = defines["NUM_MORPH_INFLUENCERS"];
  42443. if (influencers > 0 && BABYLON.Engine.LastCreatedEngine) {
  42444. var maxAttributesCount = BABYLON.Engine.LastCreatedEngine.getCaps().maxVertexAttribs;
  42445. var manager = mesh.morphTargetManager;
  42446. var normal = manager && manager.supportsNormals && defines["NORMAL"];
  42447. var tangent = manager && manager.supportsTangents && defines["TANGENT"];
  42448. for (var index = 0; index < influencers; index++) {
  42449. attribs.push(BABYLON.VertexBuffer.PositionKind + index);
  42450. if (normal) {
  42451. attribs.push(BABYLON.VertexBuffer.NormalKind + index);
  42452. }
  42453. if (tangent) {
  42454. attribs.push(BABYLON.VertexBuffer.TangentKind + index);
  42455. }
  42456. if (attribs.length > maxAttributesCount) {
  42457. BABYLON.Tools.Error("Cannot add more vertex attributes for mesh " + mesh.name);
  42458. }
  42459. }
  42460. }
  42461. };
  42462. /**
  42463. * Prepares the list of attributes required for bones according to the effect defines.
  42464. * @param attribs The current list of supported attribs
  42465. * @param mesh The mesh to prepare the bones attributes for
  42466. * @param defines The current Defines of the effect
  42467. * @param fallbacks The current efffect fallback strategy
  42468. */
  42469. MaterialHelper.PrepareAttributesForBones = function (attribs, mesh, defines, fallbacks) {
  42470. if (defines["NUM_BONE_INFLUENCERS"] > 0) {
  42471. fallbacks.addCPUSkinningFallback(0, mesh);
  42472. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  42473. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  42474. if (defines["NUM_BONE_INFLUENCERS"] > 4) {
  42475. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  42476. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  42477. }
  42478. }
  42479. };
  42480. /**
  42481. * Prepares the list of attributes required for instances according to the effect defines.
  42482. * @param attribs The current list of supported attribs
  42483. * @param defines The current Defines of the effect
  42484. */
  42485. MaterialHelper.PrepareAttributesForInstances = function (attribs, defines) {
  42486. if (defines["INSTANCES"]) {
  42487. attribs.push("world0");
  42488. attribs.push("world1");
  42489. attribs.push("world2");
  42490. attribs.push("world3");
  42491. }
  42492. };
  42493. /**
  42494. * Binds the light shadow information to the effect for the given mesh.
  42495. * @param light The light containing the generator
  42496. * @param scene The scene the lights belongs to
  42497. * @param mesh The mesh we are binding the information to render
  42498. * @param lightIndex The light index in the effect used to render the mesh
  42499. * @param effect The effect we are binding the data to
  42500. */
  42501. MaterialHelper.BindLightShadow = function (light, scene, mesh, lightIndex, effect) {
  42502. if (light.shadowEnabled && mesh.receiveShadows) {
  42503. var shadowGenerator = light.getShadowGenerator();
  42504. if (shadowGenerator) {
  42505. shadowGenerator.bindShadowLight(lightIndex, effect);
  42506. }
  42507. }
  42508. };
  42509. /**
  42510. * Binds the light information to the effect.
  42511. * @param light The light containing the generator
  42512. * @param effect The effect we are binding the data to
  42513. * @param lightIndex The light index in the effect used to render
  42514. */
  42515. MaterialHelper.BindLightProperties = function (light, effect, lightIndex) {
  42516. light.transferToEffect(effect, lightIndex + "");
  42517. };
  42518. /**
  42519. * Binds the lights information from the scene to the effect for the given mesh.
  42520. * @param scene The scene the lights belongs to
  42521. * @param mesh The mesh we are binding the information to render
  42522. * @param effect The effect we are binding the data to
  42523. * @param defines The generated defines for the effect
  42524. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  42525. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  42526. */
  42527. MaterialHelper.BindLights = function (scene, mesh, effect, defines, maxSimultaneousLights, usePhysicalLightFalloff) {
  42528. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  42529. if (usePhysicalLightFalloff === void 0) { usePhysicalLightFalloff = false; }
  42530. var len = Math.min(mesh._lightSources.length, maxSimultaneousLights);
  42531. for (var i = 0; i < len; i++) {
  42532. var light = mesh._lightSources[i];
  42533. var iAsString = i.toString();
  42534. var scaledIntensity = light.getScaledIntensity();
  42535. light._uniformBuffer.bindToEffect(effect, "Light" + i);
  42536. MaterialHelper.BindLightProperties(light, effect, i);
  42537. light.diffuse.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[0]);
  42538. light._uniformBuffer.updateColor4("vLightDiffuse", BABYLON.Tmp.Color3[0], usePhysicalLightFalloff ? light.radius : light.range, iAsString);
  42539. if (defines["SPECULARTERM"]) {
  42540. light.specular.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[1]);
  42541. light._uniformBuffer.updateColor3("vLightSpecular", BABYLON.Tmp.Color3[1], iAsString);
  42542. }
  42543. // Shadows
  42544. if (scene.shadowsEnabled) {
  42545. this.BindLightShadow(light, scene, mesh, iAsString, effect);
  42546. }
  42547. light._uniformBuffer.update();
  42548. }
  42549. };
  42550. /**
  42551. * Binds the fog information from the scene to the effect for the given mesh.
  42552. * @param scene The scene the lights belongs to
  42553. * @param mesh The mesh we are binding the information to render
  42554. * @param effect The effect we are binding the data to
  42555. */
  42556. MaterialHelper.BindFogParameters = function (scene, mesh, effect) {
  42557. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  42558. effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  42559. effect.setColor3("vFogColor", scene.fogColor);
  42560. }
  42561. };
  42562. /**
  42563. * Binds the bones information from the mesh to the effect.
  42564. * @param mesh The mesh we are binding the information to render
  42565. * @param effect The effect we are binding the data to
  42566. */
  42567. MaterialHelper.BindBonesParameters = function (mesh, effect) {
  42568. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  42569. var matrices = mesh.skeleton.getTransformMatrices(mesh);
  42570. if (matrices && effect) {
  42571. effect.setMatrices("mBones", matrices);
  42572. }
  42573. }
  42574. };
  42575. /**
  42576. * Binds the morph targets information from the mesh to the effect.
  42577. * @param abstractMesh The mesh we are binding the information to render
  42578. * @param effect The effect we are binding the data to
  42579. */
  42580. MaterialHelper.BindMorphTargetParameters = function (abstractMesh, effect) {
  42581. var manager = abstractMesh.morphTargetManager;
  42582. if (!abstractMesh || !manager) {
  42583. return;
  42584. }
  42585. effect.setFloatArray("morphTargetInfluences", manager.influences);
  42586. };
  42587. /**
  42588. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  42589. * @param defines The generated defines used in the effect
  42590. * @param effect The effect we are binding the data to
  42591. * @param scene The scene we are willing to render with logarithmic scale for
  42592. */
  42593. MaterialHelper.BindLogDepth = function (defines, effect, scene) {
  42594. if (defines["LOGARITHMICDEPTH"]) {
  42595. effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  42596. }
  42597. };
  42598. /**
  42599. * Binds the clip plane information from the scene to the effect.
  42600. * @param scene The scene the clip plane information are extracted from
  42601. * @param effect The effect we are binding the data to
  42602. */
  42603. MaterialHelper.BindClipPlane = function (effect, scene) {
  42604. if (scene.clipPlane) {
  42605. var clipPlane = scene.clipPlane;
  42606. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  42607. }
  42608. };
  42609. return MaterialHelper;
  42610. }());
  42611. BABYLON.MaterialHelper = MaterialHelper;
  42612. })(BABYLON || (BABYLON = {}));
  42613. //# sourceMappingURL=babylon.materialHelper.js.map
  42614. var BABYLON;
  42615. (function (BABYLON) {
  42616. var PushMaterial = /** @class */ (function (_super) {
  42617. __extends(PushMaterial, _super);
  42618. function PushMaterial(name, scene) {
  42619. var _this = _super.call(this, name, scene) || this;
  42620. _this._normalMatrix = new BABYLON.Matrix();
  42621. _this.storeEffectOnSubMeshes = true;
  42622. return _this;
  42623. }
  42624. PushMaterial.prototype.getEffect = function () {
  42625. return this._activeEffect;
  42626. };
  42627. PushMaterial.prototype.isReady = function (mesh, useInstances) {
  42628. if (!mesh) {
  42629. return false;
  42630. }
  42631. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  42632. return true;
  42633. }
  42634. return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);
  42635. };
  42636. /**
  42637. * Binds the given world matrix to the active effect
  42638. *
  42639. * @param world the matrix to bind
  42640. */
  42641. PushMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  42642. this._activeEffect.setMatrix("world", world);
  42643. };
  42644. /**
  42645. * Binds the given normal matrix to the active effect
  42646. *
  42647. * @param normalMatrix the matrix to bind
  42648. */
  42649. PushMaterial.prototype.bindOnlyNormalMatrix = function (normalMatrix) {
  42650. this._activeEffect.setMatrix("normalMatrix", normalMatrix);
  42651. };
  42652. PushMaterial.prototype.bind = function (world, mesh) {
  42653. if (!mesh) {
  42654. return;
  42655. }
  42656. this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);
  42657. };
  42658. PushMaterial.prototype._afterBind = function (mesh, effect) {
  42659. if (effect === void 0) { effect = null; }
  42660. _super.prototype._afterBind.call(this, mesh);
  42661. this.getScene()._cachedEffect = effect;
  42662. };
  42663. PushMaterial.prototype._mustRebind = function (scene, effect, visibility) {
  42664. if (visibility === void 0) { visibility = 1; }
  42665. return scene.isCachedMaterialInvalid(this, effect, visibility);
  42666. };
  42667. return PushMaterial;
  42668. }(BABYLON.Material));
  42669. BABYLON.PushMaterial = PushMaterial;
  42670. })(BABYLON || (BABYLON = {}));
  42671. //# sourceMappingURL=babylon.pushMaterial.js.map
  42672. var BABYLON;
  42673. (function (BABYLON) {
  42674. /** @hidden */
  42675. var StandardMaterialDefines = /** @class */ (function (_super) {
  42676. __extends(StandardMaterialDefines, _super);
  42677. function StandardMaterialDefines() {
  42678. var _this = _super.call(this) || this;
  42679. _this.MAINUV1 = false;
  42680. _this.MAINUV2 = false;
  42681. _this.DIFFUSE = false;
  42682. _this.DIFFUSEDIRECTUV = 0;
  42683. _this.AMBIENT = false;
  42684. _this.AMBIENTDIRECTUV = 0;
  42685. _this.OPACITY = false;
  42686. _this.OPACITYDIRECTUV = 0;
  42687. _this.OPACITYRGB = false;
  42688. _this.REFLECTION = false;
  42689. _this.EMISSIVE = false;
  42690. _this.EMISSIVEDIRECTUV = 0;
  42691. _this.SPECULAR = false;
  42692. _this.SPECULARDIRECTUV = 0;
  42693. _this.BUMP = false;
  42694. _this.BUMPDIRECTUV = 0;
  42695. _this.PARALLAX = false;
  42696. _this.PARALLAXOCCLUSION = false;
  42697. _this.SPECULAROVERALPHA = false;
  42698. _this.CLIPPLANE = false;
  42699. _this.ALPHATEST = false;
  42700. _this.DEPTHPREPASS = false;
  42701. _this.ALPHAFROMDIFFUSE = false;
  42702. _this.POINTSIZE = false;
  42703. _this.FOG = false;
  42704. _this.SPECULARTERM = false;
  42705. _this.DIFFUSEFRESNEL = false;
  42706. _this.OPACITYFRESNEL = false;
  42707. _this.REFLECTIONFRESNEL = false;
  42708. _this.REFRACTIONFRESNEL = false;
  42709. _this.EMISSIVEFRESNEL = false;
  42710. _this.FRESNEL = false;
  42711. _this.NORMAL = false;
  42712. _this.UV1 = false;
  42713. _this.UV2 = false;
  42714. _this.VERTEXCOLOR = false;
  42715. _this.VERTEXALPHA = false;
  42716. _this.NUM_BONE_INFLUENCERS = 0;
  42717. _this.BonesPerMesh = 0;
  42718. _this.INSTANCES = false;
  42719. _this.GLOSSINESS = false;
  42720. _this.ROUGHNESS = false;
  42721. _this.EMISSIVEASILLUMINATION = false;
  42722. _this.LINKEMISSIVEWITHDIFFUSE = false;
  42723. _this.REFLECTIONFRESNELFROMSPECULAR = false;
  42724. _this.LIGHTMAP = false;
  42725. _this.LIGHTMAPDIRECTUV = 0;
  42726. _this.OBJECTSPACE_NORMALMAP = false;
  42727. _this.USELIGHTMAPASSHADOWMAP = false;
  42728. _this.REFLECTIONMAP_3D = false;
  42729. _this.REFLECTIONMAP_SPHERICAL = false;
  42730. _this.REFLECTIONMAP_PLANAR = false;
  42731. _this.REFLECTIONMAP_CUBIC = false;
  42732. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  42733. _this.REFLECTIONMAP_PROJECTION = false;
  42734. _this.REFLECTIONMAP_SKYBOX = false;
  42735. _this.REFLECTIONMAP_EXPLICIT = false;
  42736. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  42737. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  42738. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  42739. _this.INVERTCUBICMAP = false;
  42740. _this.LOGARITHMICDEPTH = false;
  42741. _this.REFRACTION = false;
  42742. _this.REFRACTIONMAP_3D = false;
  42743. _this.REFLECTIONOVERALPHA = false;
  42744. _this.TWOSIDEDLIGHTING = false;
  42745. _this.SHADOWFLOAT = false;
  42746. _this.MORPHTARGETS = false;
  42747. _this.MORPHTARGETS_NORMAL = false;
  42748. _this.MORPHTARGETS_TANGENT = false;
  42749. _this.NUM_MORPH_INFLUENCERS = 0;
  42750. _this.NONUNIFORMSCALING = false; // https://playground.babylonjs.com#V6DWIH
  42751. _this.PREMULTIPLYALPHA = false; // https://playground.babylonjs.com#LNVJJ7
  42752. _this.IMAGEPROCESSING = false;
  42753. _this.VIGNETTE = false;
  42754. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  42755. _this.VIGNETTEBLENDMODEOPAQUE = false;
  42756. _this.TONEMAPPING = false;
  42757. _this.CONTRAST = false;
  42758. _this.COLORCURVES = false;
  42759. _this.COLORGRADING = false;
  42760. _this.COLORGRADING3D = false;
  42761. _this.SAMPLER3DGREENDEPTH = false;
  42762. _this.SAMPLER3DBGRMAP = false;
  42763. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  42764. /**
  42765. * If the reflection texture on this material is in linear color space
  42766. * @hidden
  42767. */
  42768. _this.IS_REFLECTION_LINEAR = false;
  42769. /**
  42770. * If the refraction texture on this material is in linear color space
  42771. * @hidden
  42772. */
  42773. _this.IS_REFRACTION_LINEAR = false;
  42774. _this.EXPOSURE = false;
  42775. _this.rebuild();
  42776. return _this;
  42777. }
  42778. StandardMaterialDefines.prototype.setReflectionMode = function (modeToEnable) {
  42779. var modes = [
  42780. "REFLECTIONMAP_CUBIC", "REFLECTIONMAP_EXPLICIT", "REFLECTIONMAP_PLANAR",
  42781. "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_SKYBOX",
  42782. "REFLECTIONMAP_SPHERICAL", "REFLECTIONMAP_EQUIRECTANGULAR", "REFLECTIONMAP_EQUIRECTANGULAR_FIXED",
  42783. "REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED"
  42784. ];
  42785. for (var _i = 0, modes_1 = modes; _i < modes_1.length; _i++) {
  42786. var mode = modes_1[_i];
  42787. this[mode] = (mode === modeToEnable);
  42788. }
  42789. };
  42790. return StandardMaterialDefines;
  42791. }(BABYLON.MaterialDefines));
  42792. BABYLON.StandardMaterialDefines = StandardMaterialDefines;
  42793. var StandardMaterial = /** @class */ (function (_super) {
  42794. __extends(StandardMaterial, _super);
  42795. function StandardMaterial(name, scene) {
  42796. var _this = _super.call(this, name, scene) || this;
  42797. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  42798. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  42799. _this.specularColor = new BABYLON.Color3(1, 1, 1);
  42800. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  42801. _this.specularPower = 64;
  42802. _this._useAlphaFromDiffuseTexture = false;
  42803. _this._useEmissiveAsIllumination = false;
  42804. _this._linkEmissiveWithDiffuse = false;
  42805. _this._useSpecularOverAlpha = false;
  42806. _this._useReflectionOverAlpha = false;
  42807. _this._disableLighting = false;
  42808. _this._useObjectSpaceNormalMap = false;
  42809. _this._useParallax = false;
  42810. _this._useParallaxOcclusion = false;
  42811. _this.parallaxScaleBias = 0.05;
  42812. _this._roughness = 0;
  42813. _this.indexOfRefraction = 0.98;
  42814. _this.invertRefractionY = true;
  42815. /**
  42816. * Defines the alpha limits in alpha test mode
  42817. */
  42818. _this.alphaCutOff = 0.4;
  42819. _this._useLightmapAsShadowmap = false;
  42820. _this._useReflectionFresnelFromSpecular = false;
  42821. _this._useGlossinessFromSpecularMapAlpha = false;
  42822. _this._maxSimultaneousLights = 4;
  42823. /**
  42824. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  42825. */
  42826. _this._invertNormalMapX = false;
  42827. /**
  42828. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  42829. */
  42830. _this._invertNormalMapY = false;
  42831. /**
  42832. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  42833. */
  42834. _this._twoSidedLighting = false;
  42835. _this._renderTargets = new BABYLON.SmartArray(16);
  42836. _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  42837. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  42838. // Setup the default processing configuration to the scene.
  42839. _this._attachImageProcessingConfiguration(null);
  42840. _this.getRenderTargetTextures = function () {
  42841. _this._renderTargets.reset();
  42842. if (StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  42843. _this._renderTargets.push(_this._reflectionTexture);
  42844. }
  42845. if (StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  42846. _this._renderTargets.push(_this._refractionTexture);
  42847. }
  42848. return _this._renderTargets;
  42849. };
  42850. return _this;
  42851. }
  42852. ;
  42853. ;
  42854. ;
  42855. ;
  42856. ;
  42857. ;
  42858. ;
  42859. ;
  42860. ;
  42861. ;
  42862. ;
  42863. ;
  42864. ;
  42865. ;
  42866. ;
  42867. ;
  42868. ;
  42869. Object.defineProperty(StandardMaterial.prototype, "imageProcessingConfiguration", {
  42870. /**
  42871. * Gets the image processing configuration used either in this material.
  42872. */
  42873. get: function () {
  42874. return this._imageProcessingConfiguration;
  42875. },
  42876. /**
  42877. * Sets the Default image processing configuration used either in the this material.
  42878. *
  42879. * If sets to null, the scene one is in use.
  42880. */
  42881. set: function (value) {
  42882. this._attachImageProcessingConfiguration(value);
  42883. // Ensure the effect will be rebuilt.
  42884. this._markAllSubMeshesAsTexturesDirty();
  42885. },
  42886. enumerable: true,
  42887. configurable: true
  42888. });
  42889. /**
  42890. * Attaches a new image processing configuration to the Standard Material.
  42891. * @param configuration
  42892. */
  42893. StandardMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  42894. var _this = this;
  42895. if (configuration === this._imageProcessingConfiguration) {
  42896. return;
  42897. }
  42898. // Detaches observer.
  42899. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  42900. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  42901. }
  42902. // Pick the scene configuration if needed.
  42903. if (!configuration) {
  42904. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  42905. }
  42906. else {
  42907. this._imageProcessingConfiguration = configuration;
  42908. }
  42909. // Attaches observer.
  42910. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  42911. _this._markAllSubMeshesAsImageProcessingDirty();
  42912. });
  42913. };
  42914. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurvesEnabled", {
  42915. /**
  42916. * Gets wether the color curves effect is enabled.
  42917. */
  42918. get: function () {
  42919. return this.imageProcessingConfiguration.colorCurvesEnabled;
  42920. },
  42921. /**
  42922. * Sets wether the color curves effect is enabled.
  42923. */
  42924. set: function (value) {
  42925. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  42926. },
  42927. enumerable: true,
  42928. configurable: true
  42929. });
  42930. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingEnabled", {
  42931. /**
  42932. * Gets wether the color grading effect is enabled.
  42933. */
  42934. get: function () {
  42935. return this.imageProcessingConfiguration.colorGradingEnabled;
  42936. },
  42937. /**
  42938. * Gets wether the color grading effect is enabled.
  42939. */
  42940. set: function (value) {
  42941. this.imageProcessingConfiguration.colorGradingEnabled = value;
  42942. },
  42943. enumerable: true,
  42944. configurable: true
  42945. });
  42946. Object.defineProperty(StandardMaterial.prototype, "cameraToneMappingEnabled", {
  42947. /**
  42948. * Gets wether tonemapping is enabled or not.
  42949. */
  42950. get: function () {
  42951. return this._imageProcessingConfiguration.toneMappingEnabled;
  42952. },
  42953. /**
  42954. * Sets wether tonemapping is enabled or not
  42955. */
  42956. set: function (value) {
  42957. this._imageProcessingConfiguration.toneMappingEnabled = value;
  42958. },
  42959. enumerable: true,
  42960. configurable: true
  42961. });
  42962. ;
  42963. ;
  42964. Object.defineProperty(StandardMaterial.prototype, "cameraExposure", {
  42965. /**
  42966. * The camera exposure used on this material.
  42967. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  42968. * This corresponds to a photographic exposure.
  42969. */
  42970. get: function () {
  42971. return this._imageProcessingConfiguration.exposure;
  42972. },
  42973. /**
  42974. * The camera exposure used on this material.
  42975. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  42976. * This corresponds to a photographic exposure.
  42977. */
  42978. set: function (value) {
  42979. this._imageProcessingConfiguration.exposure = value;
  42980. },
  42981. enumerable: true,
  42982. configurable: true
  42983. });
  42984. ;
  42985. ;
  42986. Object.defineProperty(StandardMaterial.prototype, "cameraContrast", {
  42987. /**
  42988. * Gets The camera contrast used on this material.
  42989. */
  42990. get: function () {
  42991. return this._imageProcessingConfiguration.contrast;
  42992. },
  42993. /**
  42994. * Sets The camera contrast used on this material.
  42995. */
  42996. set: function (value) {
  42997. this._imageProcessingConfiguration.contrast = value;
  42998. },
  42999. enumerable: true,
  43000. configurable: true
  43001. });
  43002. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingTexture", {
  43003. /**
  43004. * Gets the Color Grading 2D Lookup Texture.
  43005. */
  43006. get: function () {
  43007. return this._imageProcessingConfiguration.colorGradingTexture;
  43008. },
  43009. /**
  43010. * Sets the Color Grading 2D Lookup Texture.
  43011. */
  43012. set: function (value) {
  43013. this._imageProcessingConfiguration.colorGradingTexture = value;
  43014. },
  43015. enumerable: true,
  43016. configurable: true
  43017. });
  43018. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurves", {
  43019. /**
  43020. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  43021. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  43022. * 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;
  43023. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  43024. */
  43025. get: function () {
  43026. return this._imageProcessingConfiguration.colorCurves;
  43027. },
  43028. /**
  43029. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  43030. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  43031. * 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;
  43032. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  43033. */
  43034. set: function (value) {
  43035. this._imageProcessingConfiguration.colorCurves = value;
  43036. },
  43037. enumerable: true,
  43038. configurable: true
  43039. });
  43040. StandardMaterial.prototype.getClassName = function () {
  43041. return "StandardMaterial";
  43042. };
  43043. Object.defineProperty(StandardMaterial.prototype, "useLogarithmicDepth", {
  43044. get: function () {
  43045. return this._useLogarithmicDepth;
  43046. },
  43047. set: function (value) {
  43048. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  43049. this._markAllSubMeshesAsMiscDirty();
  43050. },
  43051. enumerable: true,
  43052. configurable: true
  43053. });
  43054. StandardMaterial.prototype.needAlphaBlending = function () {
  43055. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled;
  43056. };
  43057. StandardMaterial.prototype.needAlphaTesting = function () {
  43058. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha;
  43059. };
  43060. StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
  43061. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha && this._useAlphaFromDiffuseTexture;
  43062. };
  43063. StandardMaterial.prototype.getAlphaTestTexture = function () {
  43064. return this._diffuseTexture;
  43065. };
  43066. /**
  43067. * Child classes can use it to update shaders
  43068. */
  43069. StandardMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  43070. if (useInstances === void 0) { useInstances = false; }
  43071. if (subMesh.effect && this.isFrozen) {
  43072. if (this._wasPreviouslyReady && subMesh.effect) {
  43073. return true;
  43074. }
  43075. }
  43076. if (!subMesh._materialDefines) {
  43077. subMesh._materialDefines = new StandardMaterialDefines();
  43078. }
  43079. var scene = this.getScene();
  43080. var defines = subMesh._materialDefines;
  43081. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  43082. if (defines._renderId === scene.getRenderId()) {
  43083. return true;
  43084. }
  43085. }
  43086. var engine = scene.getEngine();
  43087. // Lights
  43088. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  43089. // Textures
  43090. if (defines._areTexturesDirty) {
  43091. defines._needUVs = false;
  43092. defines.MAINUV1 = false;
  43093. defines.MAINUV2 = false;
  43094. if (scene.texturesEnabled) {
  43095. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  43096. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  43097. return false;
  43098. }
  43099. else {
  43100. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  43101. }
  43102. }
  43103. else {
  43104. defines.DIFFUSE = false;
  43105. }
  43106. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  43107. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  43108. return false;
  43109. }
  43110. else {
  43111. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  43112. }
  43113. }
  43114. else {
  43115. defines.AMBIENT = false;
  43116. }
  43117. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  43118. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  43119. return false;
  43120. }
  43121. else {
  43122. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  43123. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  43124. }
  43125. }
  43126. else {
  43127. defines.OPACITY = false;
  43128. }
  43129. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  43130. if (!this._reflectionTexture.isReadyOrNotBlocking()) {
  43131. return false;
  43132. }
  43133. else {
  43134. defines._needNormals = true;
  43135. defines.REFLECTION = true;
  43136. defines.ROUGHNESS = (this._roughness > 0);
  43137. defines.REFLECTIONOVERALPHA = this._useReflectionOverAlpha;
  43138. defines.INVERTCUBICMAP = (this._reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE);
  43139. defines.REFLECTIONMAP_3D = this._reflectionTexture.isCube;
  43140. switch (this._reflectionTexture.coordinatesMode) {
  43141. case BABYLON.Texture.CUBIC_MODE:
  43142. case BABYLON.Texture.INVCUBIC_MODE:
  43143. defines.setReflectionMode("REFLECTIONMAP_CUBIC");
  43144. break;
  43145. case BABYLON.Texture.EXPLICIT_MODE:
  43146. defines.setReflectionMode("REFLECTIONMAP_EXPLICIT");
  43147. break;
  43148. case BABYLON.Texture.PLANAR_MODE:
  43149. defines.setReflectionMode("REFLECTIONMAP_PLANAR");
  43150. break;
  43151. case BABYLON.Texture.PROJECTION_MODE:
  43152. defines.setReflectionMode("REFLECTIONMAP_PROJECTION");
  43153. break;
  43154. case BABYLON.Texture.SKYBOX_MODE:
  43155. defines.setReflectionMode("REFLECTIONMAP_SKYBOX");
  43156. break;
  43157. case BABYLON.Texture.SPHERICAL_MODE:
  43158. defines.setReflectionMode("REFLECTIONMAP_SPHERICAL");
  43159. break;
  43160. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  43161. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR");
  43162. break;
  43163. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  43164. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR_FIXED");
  43165. break;
  43166. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  43167. defines.setReflectionMode("REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED");
  43168. break;
  43169. }
  43170. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = this._reflectionTexture.boundingBoxSize ? true : false;
  43171. }
  43172. }
  43173. else {
  43174. defines.REFLECTION = false;
  43175. }
  43176. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  43177. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  43178. return false;
  43179. }
  43180. else {
  43181. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  43182. }
  43183. }
  43184. else {
  43185. defines.EMISSIVE = false;
  43186. }
  43187. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  43188. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  43189. return false;
  43190. }
  43191. else {
  43192. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  43193. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  43194. }
  43195. }
  43196. else {
  43197. defines.LIGHTMAP = false;
  43198. }
  43199. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  43200. if (!this._specularTexture.isReadyOrNotBlocking()) {
  43201. return false;
  43202. }
  43203. else {
  43204. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._specularTexture, defines, "SPECULAR");
  43205. defines.GLOSSINESS = this._useGlossinessFromSpecularMapAlpha;
  43206. }
  43207. }
  43208. else {
  43209. defines.SPECULAR = false;
  43210. }
  43211. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && StandardMaterial.BumpTextureEnabled) {
  43212. // Bump texure can not be not blocking.
  43213. if (!this._bumpTexture.isReady()) {
  43214. return false;
  43215. }
  43216. else {
  43217. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  43218. defines.PARALLAX = this._useParallax;
  43219. defines.PARALLAXOCCLUSION = this._useParallaxOcclusion;
  43220. }
  43221. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  43222. }
  43223. else {
  43224. defines.BUMP = false;
  43225. }
  43226. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  43227. if (!this._refractionTexture.isReadyOrNotBlocking()) {
  43228. return false;
  43229. }
  43230. else {
  43231. defines._needUVs = true;
  43232. defines.REFRACTION = true;
  43233. defines.REFRACTIONMAP_3D = this._refractionTexture.isCube;
  43234. }
  43235. }
  43236. else {
  43237. defines.REFRACTION = false;
  43238. }
  43239. defines.TWOSIDEDLIGHTING = !this._backFaceCulling && this._twoSidedLighting;
  43240. }
  43241. else {
  43242. defines.DIFFUSE = false;
  43243. defines.AMBIENT = false;
  43244. defines.OPACITY = false;
  43245. defines.REFLECTION = false;
  43246. defines.EMISSIVE = false;
  43247. defines.LIGHTMAP = false;
  43248. defines.BUMP = false;
  43249. defines.REFRACTION = false;
  43250. }
  43251. defines.ALPHAFROMDIFFUSE = this._shouldUseAlphaFromDiffuseTexture();
  43252. defines.EMISSIVEASILLUMINATION = this._useEmissiveAsIllumination;
  43253. defines.LINKEMISSIVEWITHDIFFUSE = this._linkEmissiveWithDiffuse;
  43254. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  43255. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  43256. }
  43257. if (defines._areImageProcessingDirty) {
  43258. if (!this._imageProcessingConfiguration.isReady()) {
  43259. return false;
  43260. }
  43261. this._imageProcessingConfiguration.prepareDefines(defines);
  43262. defines.IS_REFLECTION_LINEAR = (this.reflectionTexture != null && !this.reflectionTexture.gammaSpace);
  43263. defines.IS_REFRACTION_LINEAR = (this.refractionTexture != null && !this.refractionTexture.gammaSpace);
  43264. }
  43265. if (defines._areFresnelDirty) {
  43266. if (StandardMaterial.FresnelEnabled) {
  43267. // Fresnel
  43268. if (this._diffuseFresnelParameters || this._opacityFresnelParameters ||
  43269. this._emissiveFresnelParameters || this._refractionFresnelParameters ||
  43270. this._reflectionFresnelParameters) {
  43271. defines.DIFFUSEFRESNEL = (this._diffuseFresnelParameters && this._diffuseFresnelParameters.isEnabled);
  43272. defines.OPACITYFRESNEL = (this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled);
  43273. defines.REFLECTIONFRESNEL = (this._reflectionFresnelParameters && this._reflectionFresnelParameters.isEnabled);
  43274. defines.REFLECTIONFRESNELFROMSPECULAR = this._useReflectionFresnelFromSpecular;
  43275. defines.REFRACTIONFRESNEL = (this._refractionFresnelParameters && this._refractionFresnelParameters.isEnabled);
  43276. defines.EMISSIVEFRESNEL = (this._emissiveFresnelParameters && this._emissiveFresnelParameters.isEnabled);
  43277. defines._needNormals = true;
  43278. defines.FRESNEL = true;
  43279. }
  43280. }
  43281. else {
  43282. defines.FRESNEL = false;
  43283. }
  43284. }
  43285. // Misc.
  43286. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  43287. // Attribs
  43288. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true);
  43289. // Values that need to be evaluated on every frame
  43290. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  43291. // Get correct effect
  43292. if (defines.isDirty) {
  43293. defines.markAsProcessed();
  43294. scene.resetCachedMaterial();
  43295. // Fallbacks
  43296. var fallbacks = new BABYLON.EffectFallbacks();
  43297. if (defines.REFLECTION) {
  43298. fallbacks.addFallback(0, "REFLECTION");
  43299. }
  43300. if (defines.SPECULAR) {
  43301. fallbacks.addFallback(0, "SPECULAR");
  43302. }
  43303. if (defines.BUMP) {
  43304. fallbacks.addFallback(0, "BUMP");
  43305. }
  43306. if (defines.PARALLAX) {
  43307. fallbacks.addFallback(1, "PARALLAX");
  43308. }
  43309. if (defines.PARALLAXOCCLUSION) {
  43310. fallbacks.addFallback(0, "PARALLAXOCCLUSION");
  43311. }
  43312. if (defines.SPECULAROVERALPHA) {
  43313. fallbacks.addFallback(0, "SPECULAROVERALPHA");
  43314. }
  43315. if (defines.FOG) {
  43316. fallbacks.addFallback(1, "FOG");
  43317. }
  43318. if (defines.POINTSIZE) {
  43319. fallbacks.addFallback(0, "POINTSIZE");
  43320. }
  43321. if (defines.LOGARITHMICDEPTH) {
  43322. fallbacks.addFallback(0, "LOGARITHMICDEPTH");
  43323. }
  43324. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  43325. if (defines.SPECULARTERM) {
  43326. fallbacks.addFallback(0, "SPECULARTERM");
  43327. }
  43328. if (defines.DIFFUSEFRESNEL) {
  43329. fallbacks.addFallback(1, "DIFFUSEFRESNEL");
  43330. }
  43331. if (defines.OPACITYFRESNEL) {
  43332. fallbacks.addFallback(2, "OPACITYFRESNEL");
  43333. }
  43334. if (defines.REFLECTIONFRESNEL) {
  43335. fallbacks.addFallback(3, "REFLECTIONFRESNEL");
  43336. }
  43337. if (defines.EMISSIVEFRESNEL) {
  43338. fallbacks.addFallback(4, "EMISSIVEFRESNEL");
  43339. }
  43340. if (defines.FRESNEL) {
  43341. fallbacks.addFallback(4, "FRESNEL");
  43342. }
  43343. //Attributes
  43344. var attribs = [BABYLON.VertexBuffer.PositionKind];
  43345. if (defines.NORMAL) {
  43346. attribs.push(BABYLON.VertexBuffer.NormalKind);
  43347. }
  43348. if (defines.UV1) {
  43349. attribs.push(BABYLON.VertexBuffer.UVKind);
  43350. }
  43351. if (defines.UV2) {
  43352. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  43353. }
  43354. if (defines.VERTEXCOLOR) {
  43355. attribs.push(BABYLON.VertexBuffer.ColorKind);
  43356. }
  43357. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  43358. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  43359. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  43360. var shaderName = "default";
  43361. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor",
  43362. "vFogInfos", "vFogColor", "pointSize",
  43363. "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  43364. "mBones",
  43365. "vClipPlane", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix", "normalMatrix", "lightmapMatrix", "refractionMatrix",
  43366. "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor", "refractionLeftColor", "refractionRightColor",
  43367. "vReflectionPosition", "vReflectionSize",
  43368. "logarithmicDepthConstant", "vTangentSpaceParams", "alphaCutOff"
  43369. ];
  43370. var samplers = ["diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler", "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler", "lightmapSampler", "refractionCubeSampler", "refraction2DSampler"];
  43371. var uniformBuffers = ["Material", "Scene"];
  43372. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  43373. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  43374. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  43375. uniformsNames: uniforms,
  43376. uniformBuffersNames: uniformBuffers,
  43377. samplers: samplers,
  43378. defines: defines,
  43379. maxSimultaneousLights: this._maxSimultaneousLights
  43380. });
  43381. if (this.customShaderNameResolve) {
  43382. shaderName = this.customShaderNameResolve(shaderName, uniforms, uniformBuffers, samplers, defines);
  43383. }
  43384. var join = defines.toString();
  43385. subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
  43386. attributes: attribs,
  43387. uniformsNames: uniforms,
  43388. uniformBuffersNames: uniformBuffers,
  43389. samplers: samplers,
  43390. defines: join,
  43391. fallbacks: fallbacks,
  43392. onCompiled: this.onCompiled,
  43393. onError: this.onError,
  43394. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  43395. }, engine), defines);
  43396. this.buildUniformLayout();
  43397. }
  43398. if (!subMesh.effect || !subMesh.effect.isReady()) {
  43399. return false;
  43400. }
  43401. defines._renderId = scene.getRenderId();
  43402. this._wasPreviouslyReady = true;
  43403. return true;
  43404. };
  43405. StandardMaterial.prototype.buildUniformLayout = function () {
  43406. // Order is important !
  43407. this._uniformBuffer.addUniform("diffuseLeftColor", 4);
  43408. this._uniformBuffer.addUniform("diffuseRightColor", 4);
  43409. this._uniformBuffer.addUniform("opacityParts", 4);
  43410. this._uniformBuffer.addUniform("reflectionLeftColor", 4);
  43411. this._uniformBuffer.addUniform("reflectionRightColor", 4);
  43412. this._uniformBuffer.addUniform("refractionLeftColor", 4);
  43413. this._uniformBuffer.addUniform("refractionRightColor", 4);
  43414. this._uniformBuffer.addUniform("emissiveLeftColor", 4);
  43415. this._uniformBuffer.addUniform("emissiveRightColor", 4);
  43416. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  43417. this._uniformBuffer.addUniform("vAmbientInfos", 2);
  43418. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  43419. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  43420. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  43421. this._uniformBuffer.addUniform("vReflectionSize", 3);
  43422. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  43423. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  43424. this._uniformBuffer.addUniform("vSpecularInfos", 2);
  43425. this._uniformBuffer.addUniform("vBumpInfos", 3);
  43426. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  43427. this._uniformBuffer.addUniform("ambientMatrix", 16);
  43428. this._uniformBuffer.addUniform("opacityMatrix", 16);
  43429. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  43430. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  43431. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  43432. this._uniformBuffer.addUniform("specularMatrix", 16);
  43433. this._uniformBuffer.addUniform("bumpMatrix", 16);
  43434. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  43435. this._uniformBuffer.addUniform("refractionMatrix", 16);
  43436. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  43437. this._uniformBuffer.addUniform("vSpecularColor", 4);
  43438. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  43439. this._uniformBuffer.addUniform("vDiffuseColor", 4);
  43440. this._uniformBuffer.addUniform("pointSize", 1);
  43441. this._uniformBuffer.create();
  43442. };
  43443. StandardMaterial.prototype.unbind = function () {
  43444. if (this._activeEffect) {
  43445. var needFlag = false;
  43446. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  43447. this._activeEffect.setTexture("reflection2DSampler", null);
  43448. needFlag = true;
  43449. }
  43450. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  43451. this._activeEffect.setTexture("refraction2DSampler", null);
  43452. needFlag = true;
  43453. }
  43454. if (needFlag) {
  43455. this._markAllSubMeshesAsTexturesDirty();
  43456. }
  43457. }
  43458. _super.prototype.unbind.call(this);
  43459. };
  43460. StandardMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  43461. var scene = this.getScene();
  43462. var defines = subMesh._materialDefines;
  43463. if (!defines) {
  43464. return;
  43465. }
  43466. var effect = subMesh.effect;
  43467. if (!effect) {
  43468. return;
  43469. }
  43470. this._activeEffect = effect;
  43471. // Matrices
  43472. this.bindOnlyWorldMatrix(world);
  43473. // Normal Matrix
  43474. if (defines.OBJECTSPACE_NORMALMAP) {
  43475. world.toNormalMatrix(this._normalMatrix);
  43476. this.bindOnlyNormalMatrix(this._normalMatrix);
  43477. }
  43478. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  43479. // Bones
  43480. BABYLON.MaterialHelper.BindBonesParameters(mesh, effect);
  43481. if (mustRebind) {
  43482. this._uniformBuffer.bindToEffect(effect, "Material");
  43483. this.bindViewProjection(effect);
  43484. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  43485. if (StandardMaterial.FresnelEnabled && defines.FRESNEL) {
  43486. // Fresnel
  43487. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  43488. this._uniformBuffer.updateColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
  43489. this._uniformBuffer.updateColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
  43490. }
  43491. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  43492. this._uniformBuffer.updateColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
  43493. }
  43494. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  43495. this._uniformBuffer.updateColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
  43496. this._uniformBuffer.updateColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
  43497. }
  43498. if (this.refractionFresnelParameters && this.refractionFresnelParameters.isEnabled) {
  43499. this._uniformBuffer.updateColor4("refractionLeftColor", this.refractionFresnelParameters.leftColor, this.refractionFresnelParameters.power);
  43500. this._uniformBuffer.updateColor4("refractionRightColor", this.refractionFresnelParameters.rightColor, this.refractionFresnelParameters.bias);
  43501. }
  43502. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  43503. this._uniformBuffer.updateColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
  43504. this._uniformBuffer.updateColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
  43505. }
  43506. }
  43507. // Textures
  43508. if (scene.texturesEnabled) {
  43509. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  43510. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  43511. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  43512. if (this._diffuseTexture.hasAlpha) {
  43513. effect.setFloat("alphaCutOff", this.alphaCutOff);
  43514. }
  43515. }
  43516. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  43517. this._uniformBuffer.updateFloat2("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level);
  43518. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  43519. }
  43520. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  43521. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  43522. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  43523. }
  43524. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  43525. this._uniformBuffer.updateFloat2("vReflectionInfos", this._reflectionTexture.level, this.roughness);
  43526. this._uniformBuffer.updateMatrix("reflectionMatrix", this._reflectionTexture.getReflectionTextureMatrix());
  43527. if (this._reflectionTexture.boundingBoxSize) {
  43528. var cubeTexture = this._reflectionTexture;
  43529. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  43530. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  43531. }
  43532. }
  43533. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  43534. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  43535. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  43536. }
  43537. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  43538. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  43539. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  43540. }
  43541. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  43542. this._uniformBuffer.updateFloat2("vSpecularInfos", this._specularTexture.coordinatesIndex, this._specularTexture.level);
  43543. BABYLON.MaterialHelper.BindTextureMatrix(this._specularTexture, this._uniformBuffer, "specular");
  43544. }
  43545. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  43546. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, 1.0 / this._bumpTexture.level, this.parallaxScaleBias);
  43547. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  43548. if (scene._mirroredCameraPosition) {
  43549. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  43550. }
  43551. else {
  43552. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  43553. }
  43554. }
  43555. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  43556. var depth = 1.0;
  43557. if (!this._refractionTexture.isCube) {
  43558. this._uniformBuffer.updateMatrix("refractionMatrix", this._refractionTexture.getReflectionTextureMatrix());
  43559. if (this._refractionTexture.depth) {
  43560. depth = this._refractionTexture.depth;
  43561. }
  43562. }
  43563. this._uniformBuffer.updateFloat4("vRefractionInfos", this._refractionTexture.level, this.indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);
  43564. }
  43565. }
  43566. // Point size
  43567. if (this.pointsCloud) {
  43568. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  43569. }
  43570. if (defines.SPECULARTERM) {
  43571. this._uniformBuffer.updateColor4("vSpecularColor", this.specularColor, this.specularPower);
  43572. }
  43573. this._uniformBuffer.updateColor3("vEmissiveColor", this.emissiveColor);
  43574. // Diffuse
  43575. this._uniformBuffer.updateColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  43576. }
  43577. // Textures
  43578. if (scene.texturesEnabled) {
  43579. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  43580. effect.setTexture("diffuseSampler", this._diffuseTexture);
  43581. }
  43582. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  43583. effect.setTexture("ambientSampler", this._ambientTexture);
  43584. }
  43585. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  43586. effect.setTexture("opacitySampler", this._opacityTexture);
  43587. }
  43588. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  43589. if (this._reflectionTexture.isCube) {
  43590. effect.setTexture("reflectionCubeSampler", this._reflectionTexture);
  43591. }
  43592. else {
  43593. effect.setTexture("reflection2DSampler", this._reflectionTexture);
  43594. }
  43595. }
  43596. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  43597. effect.setTexture("emissiveSampler", this._emissiveTexture);
  43598. }
  43599. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  43600. effect.setTexture("lightmapSampler", this._lightmapTexture);
  43601. }
  43602. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  43603. effect.setTexture("specularSampler", this._specularTexture);
  43604. }
  43605. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  43606. effect.setTexture("bumpSampler", this._bumpTexture);
  43607. }
  43608. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  43609. var depth = 1.0;
  43610. if (this._refractionTexture.isCube) {
  43611. effect.setTexture("refractionCubeSampler", this._refractionTexture);
  43612. }
  43613. else {
  43614. effect.setTexture("refraction2DSampler", this._refractionTexture);
  43615. }
  43616. }
  43617. }
  43618. // Clip plane
  43619. BABYLON.MaterialHelper.BindClipPlane(effect, scene);
  43620. // Colors
  43621. scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
  43622. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  43623. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  43624. }
  43625. if (mustRebind || !this.isFrozen) {
  43626. // Lights
  43627. if (scene.lightsEnabled && !this._disableLighting) {
  43628. BABYLON.MaterialHelper.BindLights(scene, mesh, effect, defines, this._maxSimultaneousLights);
  43629. }
  43630. // View
  43631. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this._reflectionTexture || this._refractionTexture) {
  43632. this.bindView(effect);
  43633. }
  43634. // Fog
  43635. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, effect);
  43636. // Morph targets
  43637. if (defines.NUM_MORPH_INFLUENCERS) {
  43638. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, effect);
  43639. }
  43640. // Log. depth
  43641. BABYLON.MaterialHelper.BindLogDepth(defines, effect, scene);
  43642. // image processing
  43643. if (!this._imageProcessingConfiguration.applyByPostProcess) {
  43644. this._imageProcessingConfiguration.bind(this._activeEffect);
  43645. }
  43646. }
  43647. this._uniformBuffer.update();
  43648. this._afterBind(mesh, this._activeEffect);
  43649. };
  43650. StandardMaterial.prototype.getAnimatables = function () {
  43651. var results = [];
  43652. if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {
  43653. results.push(this._diffuseTexture);
  43654. }
  43655. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  43656. results.push(this._ambientTexture);
  43657. }
  43658. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  43659. results.push(this._opacityTexture);
  43660. }
  43661. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  43662. results.push(this._reflectionTexture);
  43663. }
  43664. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  43665. results.push(this._emissiveTexture);
  43666. }
  43667. if (this._specularTexture && this._specularTexture.animations && this._specularTexture.animations.length > 0) {
  43668. results.push(this._specularTexture);
  43669. }
  43670. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  43671. results.push(this._bumpTexture);
  43672. }
  43673. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  43674. results.push(this._lightmapTexture);
  43675. }
  43676. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  43677. results.push(this._refractionTexture);
  43678. }
  43679. return results;
  43680. };
  43681. StandardMaterial.prototype.getActiveTextures = function () {
  43682. var activeTextures = _super.prototype.getActiveTextures.call(this);
  43683. if (this._diffuseTexture) {
  43684. activeTextures.push(this._diffuseTexture);
  43685. }
  43686. if (this._ambientTexture) {
  43687. activeTextures.push(this._ambientTexture);
  43688. }
  43689. if (this._opacityTexture) {
  43690. activeTextures.push(this._opacityTexture);
  43691. }
  43692. if (this._reflectionTexture) {
  43693. activeTextures.push(this._reflectionTexture);
  43694. }
  43695. if (this._emissiveTexture) {
  43696. activeTextures.push(this._emissiveTexture);
  43697. }
  43698. if (this._specularTexture) {
  43699. activeTextures.push(this._specularTexture);
  43700. }
  43701. if (this._bumpTexture) {
  43702. activeTextures.push(this._bumpTexture);
  43703. }
  43704. if (this._lightmapTexture) {
  43705. activeTextures.push(this._lightmapTexture);
  43706. }
  43707. if (this._refractionTexture) {
  43708. activeTextures.push(this._refractionTexture);
  43709. }
  43710. return activeTextures;
  43711. };
  43712. StandardMaterial.prototype.hasTexture = function (texture) {
  43713. if (_super.prototype.hasTexture.call(this, texture)) {
  43714. return true;
  43715. }
  43716. if (this._diffuseTexture === texture) {
  43717. return true;
  43718. }
  43719. if (this._ambientTexture === texture) {
  43720. return true;
  43721. }
  43722. if (this._opacityTexture === texture) {
  43723. return true;
  43724. }
  43725. if (this._reflectionTexture === texture) {
  43726. return true;
  43727. }
  43728. if (this._emissiveTexture === texture) {
  43729. return true;
  43730. }
  43731. if (this._specularTexture === texture) {
  43732. return true;
  43733. }
  43734. if (this._bumpTexture === texture) {
  43735. return true;
  43736. }
  43737. if (this._lightmapTexture === texture) {
  43738. return true;
  43739. }
  43740. if (this._refractionTexture === texture) {
  43741. return true;
  43742. }
  43743. return false;
  43744. };
  43745. StandardMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  43746. if (forceDisposeTextures) {
  43747. if (this._diffuseTexture) {
  43748. this._diffuseTexture.dispose();
  43749. }
  43750. if (this._ambientTexture) {
  43751. this._ambientTexture.dispose();
  43752. }
  43753. if (this._opacityTexture) {
  43754. this._opacityTexture.dispose();
  43755. }
  43756. if (this._reflectionTexture) {
  43757. this._reflectionTexture.dispose();
  43758. }
  43759. if (this._emissiveTexture) {
  43760. this._emissiveTexture.dispose();
  43761. }
  43762. if (this._specularTexture) {
  43763. this._specularTexture.dispose();
  43764. }
  43765. if (this._bumpTexture) {
  43766. this._bumpTexture.dispose();
  43767. }
  43768. if (this._lightmapTexture) {
  43769. this._lightmapTexture.dispose();
  43770. }
  43771. if (this._refractionTexture) {
  43772. this._refractionTexture.dispose();
  43773. }
  43774. }
  43775. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  43776. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  43777. }
  43778. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  43779. };
  43780. StandardMaterial.prototype.clone = function (name) {
  43781. var _this = this;
  43782. var result = BABYLON.SerializationHelper.Clone(function () { return new StandardMaterial(name, _this.getScene()); }, this);
  43783. result.name = name;
  43784. result.id = name;
  43785. return result;
  43786. };
  43787. StandardMaterial.prototype.serialize = function () {
  43788. return BABYLON.SerializationHelper.Serialize(this);
  43789. };
  43790. // Statics
  43791. StandardMaterial.Parse = function (source, scene, rootUrl) {
  43792. return BABYLON.SerializationHelper.Parse(function () { return new StandardMaterial(source.name, scene); }, source, scene, rootUrl);
  43793. };
  43794. Object.defineProperty(StandardMaterial, "DiffuseTextureEnabled", {
  43795. get: function () {
  43796. return StandardMaterial._DiffuseTextureEnabled;
  43797. },
  43798. set: function (value) {
  43799. if (StandardMaterial._DiffuseTextureEnabled === value) {
  43800. return;
  43801. }
  43802. StandardMaterial._DiffuseTextureEnabled = value;
  43803. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  43804. },
  43805. enumerable: true,
  43806. configurable: true
  43807. });
  43808. Object.defineProperty(StandardMaterial, "AmbientTextureEnabled", {
  43809. get: function () {
  43810. return StandardMaterial._AmbientTextureEnabled;
  43811. },
  43812. set: function (value) {
  43813. if (StandardMaterial._AmbientTextureEnabled === value) {
  43814. return;
  43815. }
  43816. StandardMaterial._AmbientTextureEnabled = value;
  43817. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  43818. },
  43819. enumerable: true,
  43820. configurable: true
  43821. });
  43822. Object.defineProperty(StandardMaterial, "OpacityTextureEnabled", {
  43823. get: function () {
  43824. return StandardMaterial._OpacityTextureEnabled;
  43825. },
  43826. set: function (value) {
  43827. if (StandardMaterial._OpacityTextureEnabled === value) {
  43828. return;
  43829. }
  43830. StandardMaterial._OpacityTextureEnabled = value;
  43831. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  43832. },
  43833. enumerable: true,
  43834. configurable: true
  43835. });
  43836. Object.defineProperty(StandardMaterial, "ReflectionTextureEnabled", {
  43837. get: function () {
  43838. return StandardMaterial._ReflectionTextureEnabled;
  43839. },
  43840. set: function (value) {
  43841. if (StandardMaterial._ReflectionTextureEnabled === value) {
  43842. return;
  43843. }
  43844. StandardMaterial._ReflectionTextureEnabled = value;
  43845. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  43846. },
  43847. enumerable: true,
  43848. configurable: true
  43849. });
  43850. Object.defineProperty(StandardMaterial, "EmissiveTextureEnabled", {
  43851. get: function () {
  43852. return StandardMaterial._EmissiveTextureEnabled;
  43853. },
  43854. set: function (value) {
  43855. if (StandardMaterial._EmissiveTextureEnabled === value) {
  43856. return;
  43857. }
  43858. StandardMaterial._EmissiveTextureEnabled = value;
  43859. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  43860. },
  43861. enumerable: true,
  43862. configurable: true
  43863. });
  43864. Object.defineProperty(StandardMaterial, "SpecularTextureEnabled", {
  43865. get: function () {
  43866. return StandardMaterial._SpecularTextureEnabled;
  43867. },
  43868. set: function (value) {
  43869. if (StandardMaterial._SpecularTextureEnabled === value) {
  43870. return;
  43871. }
  43872. StandardMaterial._SpecularTextureEnabled = value;
  43873. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  43874. },
  43875. enumerable: true,
  43876. configurable: true
  43877. });
  43878. Object.defineProperty(StandardMaterial, "BumpTextureEnabled", {
  43879. get: function () {
  43880. return StandardMaterial._BumpTextureEnabled;
  43881. },
  43882. set: function (value) {
  43883. if (StandardMaterial._BumpTextureEnabled === value) {
  43884. return;
  43885. }
  43886. StandardMaterial._BumpTextureEnabled = value;
  43887. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  43888. },
  43889. enumerable: true,
  43890. configurable: true
  43891. });
  43892. Object.defineProperty(StandardMaterial, "LightmapTextureEnabled", {
  43893. get: function () {
  43894. return StandardMaterial._LightmapTextureEnabled;
  43895. },
  43896. set: function (value) {
  43897. if (StandardMaterial._LightmapTextureEnabled === value) {
  43898. return;
  43899. }
  43900. StandardMaterial._LightmapTextureEnabled = value;
  43901. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  43902. },
  43903. enumerable: true,
  43904. configurable: true
  43905. });
  43906. Object.defineProperty(StandardMaterial, "RefractionTextureEnabled", {
  43907. get: function () {
  43908. return StandardMaterial._RefractionTextureEnabled;
  43909. },
  43910. set: function (value) {
  43911. if (StandardMaterial._RefractionTextureEnabled === value) {
  43912. return;
  43913. }
  43914. StandardMaterial._RefractionTextureEnabled = value;
  43915. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  43916. },
  43917. enumerable: true,
  43918. configurable: true
  43919. });
  43920. Object.defineProperty(StandardMaterial, "ColorGradingTextureEnabled", {
  43921. get: function () {
  43922. return StandardMaterial._ColorGradingTextureEnabled;
  43923. },
  43924. set: function (value) {
  43925. if (StandardMaterial._ColorGradingTextureEnabled === value) {
  43926. return;
  43927. }
  43928. StandardMaterial._ColorGradingTextureEnabled = value;
  43929. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  43930. },
  43931. enumerable: true,
  43932. configurable: true
  43933. });
  43934. Object.defineProperty(StandardMaterial, "FresnelEnabled", {
  43935. get: function () {
  43936. return StandardMaterial._FresnelEnabled;
  43937. },
  43938. set: function (value) {
  43939. if (StandardMaterial._FresnelEnabled === value) {
  43940. return;
  43941. }
  43942. StandardMaterial._FresnelEnabled = value;
  43943. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag);
  43944. },
  43945. enumerable: true,
  43946. configurable: true
  43947. });
  43948. // Flags used to enable or disable a type of texture for all Standard Materials
  43949. StandardMaterial._DiffuseTextureEnabled = true;
  43950. StandardMaterial._AmbientTextureEnabled = true;
  43951. StandardMaterial._OpacityTextureEnabled = true;
  43952. StandardMaterial._ReflectionTextureEnabled = true;
  43953. StandardMaterial._EmissiveTextureEnabled = true;
  43954. StandardMaterial._SpecularTextureEnabled = true;
  43955. StandardMaterial._BumpTextureEnabled = true;
  43956. StandardMaterial._LightmapTextureEnabled = true;
  43957. StandardMaterial._RefractionTextureEnabled = true;
  43958. StandardMaterial._ColorGradingTextureEnabled = true;
  43959. StandardMaterial._FresnelEnabled = true;
  43960. __decorate([
  43961. BABYLON.serializeAsTexture("diffuseTexture")
  43962. ], StandardMaterial.prototype, "_diffuseTexture", void 0);
  43963. __decorate([
  43964. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  43965. ], StandardMaterial.prototype, "diffuseTexture", void 0);
  43966. __decorate([
  43967. BABYLON.serializeAsTexture("ambientTexture")
  43968. ], StandardMaterial.prototype, "_ambientTexture", void 0);
  43969. __decorate([
  43970. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  43971. ], StandardMaterial.prototype, "ambientTexture", void 0);
  43972. __decorate([
  43973. BABYLON.serializeAsTexture("opacityTexture")
  43974. ], StandardMaterial.prototype, "_opacityTexture", void 0);
  43975. __decorate([
  43976. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  43977. ], StandardMaterial.prototype, "opacityTexture", void 0);
  43978. __decorate([
  43979. BABYLON.serializeAsTexture("reflectionTexture")
  43980. ], StandardMaterial.prototype, "_reflectionTexture", void 0);
  43981. __decorate([
  43982. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  43983. ], StandardMaterial.prototype, "reflectionTexture", void 0);
  43984. __decorate([
  43985. BABYLON.serializeAsTexture("emissiveTexture")
  43986. ], StandardMaterial.prototype, "_emissiveTexture", void 0);
  43987. __decorate([
  43988. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  43989. ], StandardMaterial.prototype, "emissiveTexture", void 0);
  43990. __decorate([
  43991. BABYLON.serializeAsTexture("specularTexture")
  43992. ], StandardMaterial.prototype, "_specularTexture", void 0);
  43993. __decorate([
  43994. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  43995. ], StandardMaterial.prototype, "specularTexture", void 0);
  43996. __decorate([
  43997. BABYLON.serializeAsTexture("bumpTexture")
  43998. ], StandardMaterial.prototype, "_bumpTexture", void 0);
  43999. __decorate([
  44000. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44001. ], StandardMaterial.prototype, "bumpTexture", void 0);
  44002. __decorate([
  44003. BABYLON.serializeAsTexture("lightmapTexture")
  44004. ], StandardMaterial.prototype, "_lightmapTexture", void 0);
  44005. __decorate([
  44006. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44007. ], StandardMaterial.prototype, "lightmapTexture", void 0);
  44008. __decorate([
  44009. BABYLON.serializeAsTexture("refractionTexture")
  44010. ], StandardMaterial.prototype, "_refractionTexture", void 0);
  44011. __decorate([
  44012. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44013. ], StandardMaterial.prototype, "refractionTexture", void 0);
  44014. __decorate([
  44015. BABYLON.serializeAsColor3("ambient")
  44016. ], StandardMaterial.prototype, "ambientColor", void 0);
  44017. __decorate([
  44018. BABYLON.serializeAsColor3("diffuse")
  44019. ], StandardMaterial.prototype, "diffuseColor", void 0);
  44020. __decorate([
  44021. BABYLON.serializeAsColor3("specular")
  44022. ], StandardMaterial.prototype, "specularColor", void 0);
  44023. __decorate([
  44024. BABYLON.serializeAsColor3("emissive")
  44025. ], StandardMaterial.prototype, "emissiveColor", void 0);
  44026. __decorate([
  44027. BABYLON.serialize()
  44028. ], StandardMaterial.prototype, "specularPower", void 0);
  44029. __decorate([
  44030. BABYLON.serialize("useAlphaFromDiffuseTexture")
  44031. ], StandardMaterial.prototype, "_useAlphaFromDiffuseTexture", void 0);
  44032. __decorate([
  44033. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44034. ], StandardMaterial.prototype, "useAlphaFromDiffuseTexture", void 0);
  44035. __decorate([
  44036. BABYLON.serialize("useEmissiveAsIllumination")
  44037. ], StandardMaterial.prototype, "_useEmissiveAsIllumination", void 0);
  44038. __decorate([
  44039. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44040. ], StandardMaterial.prototype, "useEmissiveAsIllumination", void 0);
  44041. __decorate([
  44042. BABYLON.serialize("linkEmissiveWithDiffuse")
  44043. ], StandardMaterial.prototype, "_linkEmissiveWithDiffuse", void 0);
  44044. __decorate([
  44045. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44046. ], StandardMaterial.prototype, "linkEmissiveWithDiffuse", void 0);
  44047. __decorate([
  44048. BABYLON.serialize("useSpecularOverAlpha")
  44049. ], StandardMaterial.prototype, "_useSpecularOverAlpha", void 0);
  44050. __decorate([
  44051. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44052. ], StandardMaterial.prototype, "useSpecularOverAlpha", void 0);
  44053. __decorate([
  44054. BABYLON.serialize("useReflectionOverAlpha")
  44055. ], StandardMaterial.prototype, "_useReflectionOverAlpha", void 0);
  44056. __decorate([
  44057. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44058. ], StandardMaterial.prototype, "useReflectionOverAlpha", void 0);
  44059. __decorate([
  44060. BABYLON.serialize("disableLighting")
  44061. ], StandardMaterial.prototype, "_disableLighting", void 0);
  44062. __decorate([
  44063. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  44064. ], StandardMaterial.prototype, "disableLighting", void 0);
  44065. __decorate([
  44066. BABYLON.serialize("useObjectSpaceNormalMap")
  44067. ], StandardMaterial.prototype, "_useObjectSpaceNormalMap", void 0);
  44068. __decorate([
  44069. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44070. ], StandardMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  44071. __decorate([
  44072. BABYLON.serialize("useParallax")
  44073. ], StandardMaterial.prototype, "_useParallax", void 0);
  44074. __decorate([
  44075. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44076. ], StandardMaterial.prototype, "useParallax", void 0);
  44077. __decorate([
  44078. BABYLON.serialize("useParallaxOcclusion")
  44079. ], StandardMaterial.prototype, "_useParallaxOcclusion", void 0);
  44080. __decorate([
  44081. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44082. ], StandardMaterial.prototype, "useParallaxOcclusion", void 0);
  44083. __decorate([
  44084. BABYLON.serialize()
  44085. ], StandardMaterial.prototype, "parallaxScaleBias", void 0);
  44086. __decorate([
  44087. BABYLON.serialize("roughness")
  44088. ], StandardMaterial.prototype, "_roughness", void 0);
  44089. __decorate([
  44090. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44091. ], StandardMaterial.prototype, "roughness", void 0);
  44092. __decorate([
  44093. BABYLON.serialize()
  44094. ], StandardMaterial.prototype, "indexOfRefraction", void 0);
  44095. __decorate([
  44096. BABYLON.serialize()
  44097. ], StandardMaterial.prototype, "invertRefractionY", void 0);
  44098. __decorate([
  44099. BABYLON.serialize()
  44100. ], StandardMaterial.prototype, "alphaCutOff", void 0);
  44101. __decorate([
  44102. BABYLON.serialize("useLightmapAsShadowmap")
  44103. ], StandardMaterial.prototype, "_useLightmapAsShadowmap", void 0);
  44104. __decorate([
  44105. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44106. ], StandardMaterial.prototype, "useLightmapAsShadowmap", void 0);
  44107. __decorate([
  44108. BABYLON.serializeAsFresnelParameters("diffuseFresnelParameters")
  44109. ], StandardMaterial.prototype, "_diffuseFresnelParameters", void 0);
  44110. __decorate([
  44111. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  44112. ], StandardMaterial.prototype, "diffuseFresnelParameters", void 0);
  44113. __decorate([
  44114. BABYLON.serializeAsFresnelParameters("opacityFresnelParameters")
  44115. ], StandardMaterial.prototype, "_opacityFresnelParameters", void 0);
  44116. __decorate([
  44117. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelAndMiscDirty")
  44118. ], StandardMaterial.prototype, "opacityFresnelParameters", void 0);
  44119. __decorate([
  44120. BABYLON.serializeAsFresnelParameters("reflectionFresnelParameters")
  44121. ], StandardMaterial.prototype, "_reflectionFresnelParameters", void 0);
  44122. __decorate([
  44123. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  44124. ], StandardMaterial.prototype, "reflectionFresnelParameters", void 0);
  44125. __decorate([
  44126. BABYLON.serializeAsFresnelParameters("refractionFresnelParameters")
  44127. ], StandardMaterial.prototype, "_refractionFresnelParameters", void 0);
  44128. __decorate([
  44129. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  44130. ], StandardMaterial.prototype, "refractionFresnelParameters", void 0);
  44131. __decorate([
  44132. BABYLON.serializeAsFresnelParameters("emissiveFresnelParameters")
  44133. ], StandardMaterial.prototype, "_emissiveFresnelParameters", void 0);
  44134. __decorate([
  44135. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  44136. ], StandardMaterial.prototype, "emissiveFresnelParameters", void 0);
  44137. __decorate([
  44138. BABYLON.serialize("useReflectionFresnelFromSpecular")
  44139. ], StandardMaterial.prototype, "_useReflectionFresnelFromSpecular", void 0);
  44140. __decorate([
  44141. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  44142. ], StandardMaterial.prototype, "useReflectionFresnelFromSpecular", void 0);
  44143. __decorate([
  44144. BABYLON.serialize("useGlossinessFromSpecularMapAlpha")
  44145. ], StandardMaterial.prototype, "_useGlossinessFromSpecularMapAlpha", void 0);
  44146. __decorate([
  44147. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44148. ], StandardMaterial.prototype, "useGlossinessFromSpecularMapAlpha", void 0);
  44149. __decorate([
  44150. BABYLON.serialize("maxSimultaneousLights")
  44151. ], StandardMaterial.prototype, "_maxSimultaneousLights", void 0);
  44152. __decorate([
  44153. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  44154. ], StandardMaterial.prototype, "maxSimultaneousLights", void 0);
  44155. __decorate([
  44156. BABYLON.serialize("invertNormalMapX")
  44157. ], StandardMaterial.prototype, "_invertNormalMapX", void 0);
  44158. __decorate([
  44159. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44160. ], StandardMaterial.prototype, "invertNormalMapX", void 0);
  44161. __decorate([
  44162. BABYLON.serialize("invertNormalMapY")
  44163. ], StandardMaterial.prototype, "_invertNormalMapY", void 0);
  44164. __decorate([
  44165. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44166. ], StandardMaterial.prototype, "invertNormalMapY", void 0);
  44167. __decorate([
  44168. BABYLON.serialize("twoSidedLighting")
  44169. ], StandardMaterial.prototype, "_twoSidedLighting", void 0);
  44170. __decorate([
  44171. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44172. ], StandardMaterial.prototype, "twoSidedLighting", void 0);
  44173. __decorate([
  44174. BABYLON.serialize()
  44175. ], StandardMaterial.prototype, "useLogarithmicDepth", null);
  44176. return StandardMaterial;
  44177. }(BABYLON.PushMaterial));
  44178. BABYLON.StandardMaterial = StandardMaterial;
  44179. })(BABYLON || (BABYLON = {}));
  44180. //# sourceMappingURL=babylon.standardMaterial.js.map
  44181. var BABYLON;
  44182. (function (BABYLON) {
  44183. /**
  44184. * Manages the defines for the PBR Material.
  44185. * @hiddenChildren
  44186. */
  44187. var PBRMaterialDefines = /** @class */ (function (_super) {
  44188. __extends(PBRMaterialDefines, _super);
  44189. /**
  44190. * Initializes the PBR Material defines.
  44191. */
  44192. function PBRMaterialDefines() {
  44193. var _this = _super.call(this) || this;
  44194. _this.PBR = true;
  44195. _this.MAINUV1 = false;
  44196. _this.MAINUV2 = false;
  44197. _this.UV1 = false;
  44198. _this.UV2 = false;
  44199. _this.ALBEDO = false;
  44200. _this.ALBEDODIRECTUV = 0;
  44201. _this.VERTEXCOLOR = false;
  44202. _this.AMBIENT = false;
  44203. _this.AMBIENTDIRECTUV = 0;
  44204. _this.AMBIENTINGRAYSCALE = false;
  44205. _this.OPACITY = false;
  44206. _this.VERTEXALPHA = false;
  44207. _this.OPACITYDIRECTUV = 0;
  44208. _this.OPACITYRGB = false;
  44209. _this.ALPHATEST = false;
  44210. _this.DEPTHPREPASS = false;
  44211. _this.ALPHABLEND = false;
  44212. _this.ALPHAFROMALBEDO = false;
  44213. _this.ALPHATESTVALUE = "0.5";
  44214. _this.SPECULAROVERALPHA = false;
  44215. _this.RADIANCEOVERALPHA = false;
  44216. _this.ALPHAFRESNEL = false;
  44217. _this.LINEARALPHAFRESNEL = false;
  44218. _this.PREMULTIPLYALPHA = false;
  44219. _this.EMISSIVE = false;
  44220. _this.EMISSIVEDIRECTUV = 0;
  44221. _this.REFLECTIVITY = false;
  44222. _this.REFLECTIVITYDIRECTUV = 0;
  44223. _this.SPECULARTERM = false;
  44224. _this.MICROSURFACEFROMREFLECTIVITYMAP = false;
  44225. _this.MICROSURFACEAUTOMATIC = false;
  44226. _this.LODBASEDMICROSFURACE = false;
  44227. _this.MICROSURFACEMAP = false;
  44228. _this.MICROSURFACEMAPDIRECTUV = 0;
  44229. _this.METALLICWORKFLOW = false;
  44230. _this.ROUGHNESSSTOREINMETALMAPALPHA = false;
  44231. _this.ROUGHNESSSTOREINMETALMAPGREEN = false;
  44232. _this.METALLNESSSTOREINMETALMAPBLUE = false;
  44233. _this.AOSTOREINMETALMAPRED = false;
  44234. _this.ENVIRONMENTBRDF = false;
  44235. _this.NORMAL = false;
  44236. _this.TANGENT = false;
  44237. _this.BUMP = false;
  44238. _this.BUMPDIRECTUV = 0;
  44239. _this.OBJECTSPACE_NORMALMAP = false;
  44240. _this.PARALLAX = false;
  44241. _this.PARALLAXOCCLUSION = false;
  44242. _this.NORMALXYSCALE = true;
  44243. _this.LIGHTMAP = false;
  44244. _this.LIGHTMAPDIRECTUV = 0;
  44245. _this.USELIGHTMAPASSHADOWMAP = false;
  44246. _this.GAMMALIGHTMAP = false;
  44247. _this.REFLECTION = false;
  44248. _this.REFLECTIONMAP_3D = false;
  44249. _this.REFLECTIONMAP_SPHERICAL = false;
  44250. _this.REFLECTIONMAP_PLANAR = false;
  44251. _this.REFLECTIONMAP_CUBIC = false;
  44252. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  44253. _this.REFLECTIONMAP_PROJECTION = false;
  44254. _this.REFLECTIONMAP_SKYBOX = false;
  44255. _this.REFLECTIONMAP_EXPLICIT = false;
  44256. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  44257. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  44258. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  44259. _this.INVERTCUBICMAP = false;
  44260. _this.USESPHERICALFROMREFLECTIONMAP = false;
  44261. _this.USESPHERICALINVERTEX = false;
  44262. _this.REFLECTIONMAP_OPPOSITEZ = false;
  44263. _this.LODINREFLECTIONALPHA = false;
  44264. _this.GAMMAREFLECTION = false;
  44265. _this.RADIANCEOCCLUSION = false;
  44266. _this.HORIZONOCCLUSION = false;
  44267. _this.REFRACTION = false;
  44268. _this.REFRACTIONMAP_3D = false;
  44269. _this.REFRACTIONMAP_OPPOSITEZ = false;
  44270. _this.LODINREFRACTIONALPHA = false;
  44271. _this.GAMMAREFRACTION = false;
  44272. _this.LINKREFRACTIONTOTRANSPARENCY = false;
  44273. _this.INSTANCES = false;
  44274. _this.NUM_BONE_INFLUENCERS = 0;
  44275. _this.BonesPerMesh = 0;
  44276. _this.NONUNIFORMSCALING = false;
  44277. _this.MORPHTARGETS = false;
  44278. _this.MORPHTARGETS_NORMAL = false;
  44279. _this.MORPHTARGETS_TANGENT = false;
  44280. _this.NUM_MORPH_INFLUENCERS = 0;
  44281. _this.IMAGEPROCESSING = false;
  44282. _this.VIGNETTE = false;
  44283. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  44284. _this.VIGNETTEBLENDMODEOPAQUE = false;
  44285. _this.TONEMAPPING = false;
  44286. _this.CONTRAST = false;
  44287. _this.COLORCURVES = false;
  44288. _this.COLORGRADING = false;
  44289. _this.COLORGRADING3D = false;
  44290. _this.SAMPLER3DGREENDEPTH = false;
  44291. _this.SAMPLER3DBGRMAP = false;
  44292. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  44293. _this.EXPOSURE = false;
  44294. _this.USEPHYSICALLIGHTFALLOFF = false;
  44295. _this.TWOSIDEDLIGHTING = false;
  44296. _this.SHADOWFLOAT = false;
  44297. _this.CLIPPLANE = false;
  44298. _this.POINTSIZE = false;
  44299. _this.FOG = false;
  44300. _this.LOGARITHMICDEPTH = false;
  44301. _this.FORCENORMALFORWARD = false;
  44302. _this.GEOMETRYAA = false;
  44303. _this.UNLIT = false;
  44304. _this.rebuild();
  44305. return _this;
  44306. }
  44307. /**
  44308. * Resets the PBR Material defines.
  44309. */
  44310. PBRMaterialDefines.prototype.reset = function () {
  44311. _super.prototype.reset.call(this);
  44312. this.ALPHATESTVALUE = "0.5";
  44313. this.PBR = true;
  44314. };
  44315. return PBRMaterialDefines;
  44316. }(BABYLON.MaterialDefines));
  44317. /**
  44318. * The Physically based material base class of BJS.
  44319. *
  44320. * This offers the main features of a standard PBR material.
  44321. * For more information, please refer to the documentation :
  44322. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  44323. */
  44324. var PBRBaseMaterial = /** @class */ (function (_super) {
  44325. __extends(PBRBaseMaterial, _super);
  44326. /**
  44327. * Instantiates a new PBRMaterial instance.
  44328. *
  44329. * @param name The material name
  44330. * @param scene The scene the material will be use in.
  44331. */
  44332. function PBRBaseMaterial(name, scene) {
  44333. var _this = _super.call(this, name, scene) || this;
  44334. /**
  44335. * Intensity of the direct lights e.g. the four lights available in your scene.
  44336. * This impacts both the direct diffuse and specular highlights.
  44337. */
  44338. _this._directIntensity = 1.0;
  44339. /**
  44340. * Intensity of the emissive part of the material.
  44341. * This helps controlling the emissive effect without modifying the emissive color.
  44342. */
  44343. _this._emissiveIntensity = 1.0;
  44344. /**
  44345. * Intensity of the environment e.g. how much the environment will light the object
  44346. * either through harmonics for rough material or through the refelction for shiny ones.
  44347. */
  44348. _this._environmentIntensity = 1.0;
  44349. /**
  44350. * This is a special control allowing the reduction of the specular highlights coming from the
  44351. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  44352. */
  44353. _this._specularIntensity = 1.0;
  44354. /**
  44355. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  44356. */
  44357. _this._lightingInfos = new BABYLON.Vector4(_this._directIntensity, _this._emissiveIntensity, _this._environmentIntensity, _this._specularIntensity);
  44358. /**
  44359. * Debug Control allowing disabling the bump map on this material.
  44360. */
  44361. _this._disableBumpMap = false;
  44362. /**
  44363. * AKA Occlusion Texture Intensity in other nomenclature.
  44364. */
  44365. _this._ambientTextureStrength = 1.0;
  44366. /**
  44367. * The color of a material in ambient lighting.
  44368. */
  44369. _this._ambientColor = new BABYLON.Color3(0, 0, 0);
  44370. /**
  44371. * AKA Diffuse Color in other nomenclature.
  44372. */
  44373. _this._albedoColor = new BABYLON.Color3(1, 1, 1);
  44374. /**
  44375. * AKA Specular Color in other nomenclature.
  44376. */
  44377. _this._reflectivityColor = new BABYLON.Color3(1, 1, 1);
  44378. /**
  44379. * The color applied when light is reflected from a material.
  44380. */
  44381. _this._reflectionColor = new BABYLON.Color3(1, 1, 1);
  44382. /**
  44383. * The color applied when light is emitted from a material.
  44384. */
  44385. _this._emissiveColor = new BABYLON.Color3(0, 0, 0);
  44386. /**
  44387. * AKA Glossiness in other nomenclature.
  44388. */
  44389. _this._microSurface = 0.9;
  44390. /**
  44391. * source material index of refraction (IOR)' / 'destination material IOR.
  44392. */
  44393. _this._indexOfRefraction = 0.66;
  44394. /**
  44395. * Controls if refraction needs to be inverted on Y. This could be usefull for procedural texture.
  44396. */
  44397. _this._invertRefractionY = false;
  44398. /**
  44399. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  44400. * Materials half opaque for instance using refraction could benefit from this control.
  44401. */
  44402. _this._linkRefractionWithTransparency = false;
  44403. /**
  44404. * Specifies that the material will use the light map as a show map.
  44405. */
  44406. _this._useLightmapAsShadowmap = false;
  44407. /**
  44408. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  44409. * makes the reflect vector face the model (under horizon).
  44410. */
  44411. _this._useHorizonOcclusion = true;
  44412. /**
  44413. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  44414. * too much the area relying on ambient texture to define their ambient occlusion.
  44415. */
  44416. _this._useRadianceOcclusion = true;
  44417. /**
  44418. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  44419. */
  44420. _this._useAlphaFromAlbedoTexture = false;
  44421. /**
  44422. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  44423. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  44424. */
  44425. _this._useSpecularOverAlpha = true;
  44426. /**
  44427. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  44428. */
  44429. _this._useMicroSurfaceFromReflectivityMapAlpha = false;
  44430. /**
  44431. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  44432. */
  44433. _this._useRoughnessFromMetallicTextureAlpha = true;
  44434. /**
  44435. * Specifies if the metallic texture contains the roughness information in its green channel.
  44436. */
  44437. _this._useRoughnessFromMetallicTextureGreen = false;
  44438. /**
  44439. * Specifies if the metallic texture contains the metallness information in its blue channel.
  44440. */
  44441. _this._useMetallnessFromMetallicTextureBlue = false;
  44442. /**
  44443. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  44444. */
  44445. _this._useAmbientOcclusionFromMetallicTextureRed = false;
  44446. /**
  44447. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  44448. */
  44449. _this._useAmbientInGrayScale = false;
  44450. /**
  44451. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  44452. * The material will try to infer what glossiness each pixel should be.
  44453. */
  44454. _this._useAutoMicroSurfaceFromReflectivityMap = false;
  44455. /**
  44456. * BJS is using an harcoded light falloff based on a manually sets up range.
  44457. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  44458. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  44459. */
  44460. _this._usePhysicalLightFalloff = true;
  44461. /**
  44462. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  44463. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  44464. */
  44465. _this._useRadianceOverAlpha = true;
  44466. /**
  44467. * Allows using an object space normal map (instead of tangent space).
  44468. */
  44469. _this._useObjectSpaceNormalMap = false;
  44470. /**
  44471. * Allows using the bump map in parallax mode.
  44472. */
  44473. _this._useParallax = false;
  44474. /**
  44475. * Allows using the bump map in parallax occlusion mode.
  44476. */
  44477. _this._useParallaxOcclusion = false;
  44478. /**
  44479. * Controls the scale bias of the parallax mode.
  44480. */
  44481. _this._parallaxScaleBias = 0.05;
  44482. /**
  44483. * If sets to true, disables all the lights affecting the material.
  44484. */
  44485. _this._disableLighting = false;
  44486. /**
  44487. * Number of Simultaneous lights allowed on the material.
  44488. */
  44489. _this._maxSimultaneousLights = 4;
  44490. /**
  44491. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  44492. */
  44493. _this._invertNormalMapX = false;
  44494. /**
  44495. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  44496. */
  44497. _this._invertNormalMapY = false;
  44498. /**
  44499. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  44500. */
  44501. _this._twoSidedLighting = false;
  44502. /**
  44503. * Defines the alpha limits in alpha test mode.
  44504. */
  44505. _this._alphaCutOff = 0.4;
  44506. /**
  44507. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  44508. */
  44509. _this._forceAlphaTest = false;
  44510. /**
  44511. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  44512. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  44513. */
  44514. _this._useAlphaFresnel = false;
  44515. /**
  44516. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  44517. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  44518. */
  44519. _this._useLinearAlphaFresnel = false;
  44520. /**
  44521. * The transparency mode of the material.
  44522. */
  44523. _this._transparencyMode = null;
  44524. /**
  44525. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  44526. * from cos thetav and roughness:
  44527. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  44528. */
  44529. _this._environmentBRDFTexture = null;
  44530. /**
  44531. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  44532. */
  44533. _this._forceIrradianceInFragment = false;
  44534. /**
  44535. * Force normal to face away from face.
  44536. */
  44537. _this._forceNormalForward = false;
  44538. /**
  44539. * Enables specular anti aliasing in the PBR shader.
  44540. * It will both interacts on the Geometry for analytical and IBL lighting.
  44541. * It also prefilter the roughness map based on the bump values.
  44542. */
  44543. _this._enableSpecularAntiAliasing = false;
  44544. /**
  44545. * Stores the available render targets.
  44546. */
  44547. _this._renderTargets = new BABYLON.SmartArray(16);
  44548. /**
  44549. * Sets the global ambient color for the material used in lighting calculations.
  44550. */
  44551. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  44552. /**
  44553. * If set to true, no lighting calculations will be applied.
  44554. */
  44555. _this._unlit = false;
  44556. // Setup the default processing configuration to the scene.
  44557. _this._attachImageProcessingConfiguration(null);
  44558. _this.getRenderTargetTextures = function () {
  44559. _this._renderTargets.reset();
  44560. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  44561. _this._renderTargets.push(_this._reflectionTexture);
  44562. }
  44563. if (BABYLON.StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  44564. _this._renderTargets.push(_this._refractionTexture);
  44565. }
  44566. return _this._renderTargets;
  44567. };
  44568. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  44569. return _this;
  44570. }
  44571. /**
  44572. * Attaches a new image processing configuration to the PBR Material.
  44573. * @param configuration
  44574. */
  44575. PBRBaseMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  44576. var _this = this;
  44577. if (configuration === this._imageProcessingConfiguration) {
  44578. return;
  44579. }
  44580. // Detaches observer.
  44581. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  44582. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  44583. }
  44584. // Pick the scene configuration if needed.
  44585. if (!configuration) {
  44586. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  44587. }
  44588. else {
  44589. this._imageProcessingConfiguration = configuration;
  44590. }
  44591. // Attaches observer.
  44592. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  44593. _this._markAllSubMeshesAsImageProcessingDirty();
  44594. });
  44595. };
  44596. /**
  44597. * Gets the name of the material class.
  44598. */
  44599. PBRBaseMaterial.prototype.getClassName = function () {
  44600. return "PBRBaseMaterial";
  44601. };
  44602. Object.defineProperty(PBRBaseMaterial.prototype, "useLogarithmicDepth", {
  44603. /**
  44604. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  44605. */
  44606. get: function () {
  44607. return this._useLogarithmicDepth;
  44608. },
  44609. /**
  44610. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  44611. */
  44612. set: function (value) {
  44613. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  44614. },
  44615. enumerable: true,
  44616. configurable: true
  44617. });
  44618. Object.defineProperty(PBRBaseMaterial.prototype, "transparencyMode", {
  44619. /**
  44620. * Gets the current transparency mode.
  44621. */
  44622. get: function () {
  44623. return this._transparencyMode;
  44624. },
  44625. /**
  44626. * Sets the transparency mode of the material.
  44627. */
  44628. set: function (value) {
  44629. if (this._transparencyMode === value) {
  44630. return;
  44631. }
  44632. this._transparencyMode = value;
  44633. this._forceAlphaTest = (value === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND);
  44634. this._markAllSubMeshesAsTexturesAndMiscDirty();
  44635. },
  44636. enumerable: true,
  44637. configurable: true
  44638. });
  44639. Object.defineProperty(PBRBaseMaterial.prototype, "_disableAlphaBlending", {
  44640. /**
  44641. * Returns true if alpha blending should be disabled.
  44642. */
  44643. get: function () {
  44644. return (this._linkRefractionWithTransparency ||
  44645. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE ||
  44646. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  44647. },
  44648. enumerable: true,
  44649. configurable: true
  44650. });
  44651. /**
  44652. * Specifies whether or not this material should be rendered in alpha blend mode.
  44653. */
  44654. PBRBaseMaterial.prototype.needAlphaBlending = function () {
  44655. if (this._disableAlphaBlending) {
  44656. return false;
  44657. }
  44658. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromAlbedoTexture();
  44659. };
  44660. /**
  44661. * Specifies if the mesh will require alpha blending.
  44662. * @param mesh - BJS mesh.
  44663. */
  44664. PBRBaseMaterial.prototype.needAlphaBlendingForMesh = function (mesh) {
  44665. if (this._disableAlphaBlending) {
  44666. return false;
  44667. }
  44668. return _super.prototype.needAlphaBlendingForMesh.call(this, mesh);
  44669. };
  44670. /**
  44671. * Specifies whether or not this material should be rendered in alpha test mode.
  44672. */
  44673. PBRBaseMaterial.prototype.needAlphaTesting = function () {
  44674. if (this._forceAlphaTest) {
  44675. return true;
  44676. }
  44677. if (this._linkRefractionWithTransparency) {
  44678. return false;
  44679. }
  44680. return this._albedoTexture != null && this._albedoTexture.hasAlpha && (this._transparencyMode == null || this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  44681. };
  44682. /**
  44683. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  44684. */
  44685. PBRBaseMaterial.prototype._shouldUseAlphaFromAlbedoTexture = function () {
  44686. return this._albedoTexture != null && this._albedoTexture.hasAlpha && this._useAlphaFromAlbedoTexture && this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  44687. };
  44688. /**
  44689. * Gets the texture used for the alpha test.
  44690. */
  44691. PBRBaseMaterial.prototype.getAlphaTestTexture = function () {
  44692. return this._albedoTexture;
  44693. };
  44694. /**
  44695. * Specifies that the submesh is ready to be used.
  44696. * @param mesh - BJS mesh.
  44697. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  44698. * @param useInstances - Specifies that instances should be used.
  44699. * @returns - boolean indicating that the submesh is ready or not.
  44700. */
  44701. PBRBaseMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  44702. if (subMesh.effect && this.isFrozen) {
  44703. if (this._wasPreviouslyReady) {
  44704. return true;
  44705. }
  44706. }
  44707. if (!subMesh._materialDefines) {
  44708. subMesh._materialDefines = new PBRMaterialDefines();
  44709. }
  44710. var defines = subMesh._materialDefines;
  44711. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  44712. if (defines._renderId === this.getScene().getRenderId()) {
  44713. return true;
  44714. }
  44715. }
  44716. var scene = this.getScene();
  44717. var engine = scene.getEngine();
  44718. if (defines._areTexturesDirty) {
  44719. if (scene.texturesEnabled) {
  44720. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  44721. if (!this._albedoTexture.isReadyOrNotBlocking()) {
  44722. return false;
  44723. }
  44724. }
  44725. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  44726. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  44727. return false;
  44728. }
  44729. }
  44730. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  44731. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  44732. return false;
  44733. }
  44734. }
  44735. var reflectionTexture = this._getReflectionTexture();
  44736. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  44737. if (!reflectionTexture.isReadyOrNotBlocking()) {
  44738. return false;
  44739. }
  44740. }
  44741. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  44742. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  44743. return false;
  44744. }
  44745. }
  44746. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  44747. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  44748. return false;
  44749. }
  44750. }
  44751. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  44752. if (this._metallicTexture) {
  44753. if (!this._metallicTexture.isReadyOrNotBlocking()) {
  44754. return false;
  44755. }
  44756. }
  44757. else if (this._reflectivityTexture) {
  44758. if (!this._reflectivityTexture.isReadyOrNotBlocking()) {
  44759. return false;
  44760. }
  44761. }
  44762. if (this._microSurfaceTexture) {
  44763. if (!this._microSurfaceTexture.isReadyOrNotBlocking()) {
  44764. return false;
  44765. }
  44766. }
  44767. }
  44768. if (engine.getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  44769. // Bump texture cannot be not blocking.
  44770. if (!this._bumpTexture.isReady()) {
  44771. return false;
  44772. }
  44773. }
  44774. var refractionTexture = this._getRefractionTexture();
  44775. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  44776. if (!refractionTexture.isReadyOrNotBlocking()) {
  44777. return false;
  44778. }
  44779. }
  44780. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  44781. // This is blocking.
  44782. if (!this._environmentBRDFTexture.isReady()) {
  44783. return false;
  44784. }
  44785. }
  44786. }
  44787. }
  44788. if (defines._areImageProcessingDirty) {
  44789. if (!this._imageProcessingConfiguration.isReady()) {
  44790. return false;
  44791. }
  44792. }
  44793. if (!engine.getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  44794. mesh.createNormals(true);
  44795. BABYLON.Tools.Warn("PBRMaterial: Normals have been created for the mesh: " + mesh.name);
  44796. }
  44797. var effect = this._prepareEffect(mesh, defines, this.onCompiled, this.onError, useInstances);
  44798. if (effect) {
  44799. scene.resetCachedMaterial();
  44800. subMesh.setEffect(effect, defines);
  44801. this.buildUniformLayout();
  44802. }
  44803. if (!subMesh.effect || !subMesh.effect.isReady()) {
  44804. return false;
  44805. }
  44806. defines._renderId = scene.getRenderId();
  44807. this._wasPreviouslyReady = true;
  44808. return true;
  44809. };
  44810. /**
  44811. * Specifies if the material uses metallic roughness workflow.
  44812. * @returns boolean specifiying if the material uses metallic roughness workflow.
  44813. */
  44814. PBRBaseMaterial.prototype.isMetallicWorkflow = function () {
  44815. if (this._metallic != null || this._roughness != null || this._metallicTexture) {
  44816. return true;
  44817. }
  44818. return false;
  44819. };
  44820. PBRBaseMaterial.prototype._prepareEffect = function (mesh, defines, onCompiled, onError, useInstances, useClipPlane) {
  44821. if (onCompiled === void 0) { onCompiled = null; }
  44822. if (onError === void 0) { onError = null; }
  44823. if (useInstances === void 0) { useInstances = null; }
  44824. if (useClipPlane === void 0) { useClipPlane = null; }
  44825. this._prepareDefines(mesh, defines, useInstances, useClipPlane);
  44826. if (!defines.isDirty) {
  44827. return null;
  44828. }
  44829. defines.markAsProcessed();
  44830. var scene = this.getScene();
  44831. var engine = scene.getEngine();
  44832. // Fallbacks
  44833. var fallbacks = new BABYLON.EffectFallbacks();
  44834. var fallbackRank = 0;
  44835. if (defines.USESPHERICALINVERTEX) {
  44836. fallbacks.addFallback(fallbackRank++, "USESPHERICALINVERTEX");
  44837. }
  44838. if (defines.FOG) {
  44839. fallbacks.addFallback(fallbackRank, "FOG");
  44840. }
  44841. if (defines.POINTSIZE) {
  44842. fallbacks.addFallback(fallbackRank, "POINTSIZE");
  44843. }
  44844. if (defines.LOGARITHMICDEPTH) {
  44845. fallbacks.addFallback(fallbackRank, "LOGARITHMICDEPTH");
  44846. }
  44847. if (defines.PARALLAX) {
  44848. fallbacks.addFallback(fallbackRank, "PARALLAX");
  44849. }
  44850. if (defines.PARALLAXOCCLUSION) {
  44851. fallbacks.addFallback(fallbackRank++, "PARALLAXOCCLUSION");
  44852. }
  44853. if (defines.ENVIRONMENTBRDF) {
  44854. fallbacks.addFallback(fallbackRank++, "ENVIRONMENTBRDF");
  44855. }
  44856. if (defines.TANGENT) {
  44857. fallbacks.addFallback(fallbackRank++, "TANGENT");
  44858. }
  44859. if (defines.BUMP) {
  44860. fallbacks.addFallback(fallbackRank++, "BUMP");
  44861. }
  44862. fallbackRank = BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights, fallbackRank++);
  44863. if (defines.SPECULARTERM) {
  44864. fallbacks.addFallback(fallbackRank++, "SPECULARTERM");
  44865. }
  44866. if (defines.USESPHERICALFROMREFLECTIONMAP) {
  44867. fallbacks.addFallback(fallbackRank++, "USESPHERICALFROMREFLECTIONMAP");
  44868. }
  44869. if (defines.LIGHTMAP) {
  44870. fallbacks.addFallback(fallbackRank++, "LIGHTMAP");
  44871. }
  44872. if (defines.NORMAL) {
  44873. fallbacks.addFallback(fallbackRank++, "NORMAL");
  44874. }
  44875. if (defines.AMBIENT) {
  44876. fallbacks.addFallback(fallbackRank++, "AMBIENT");
  44877. }
  44878. if (defines.EMISSIVE) {
  44879. fallbacks.addFallback(fallbackRank++, "EMISSIVE");
  44880. }
  44881. if (defines.VERTEXCOLOR) {
  44882. fallbacks.addFallback(fallbackRank++, "VERTEXCOLOR");
  44883. }
  44884. if (defines.NUM_BONE_INFLUENCERS > 0) {
  44885. fallbacks.addCPUSkinningFallback(fallbackRank++, mesh);
  44886. }
  44887. if (defines.MORPHTARGETS) {
  44888. fallbacks.addFallback(fallbackRank++, "MORPHTARGETS");
  44889. }
  44890. //Attributes
  44891. var attribs = [BABYLON.VertexBuffer.PositionKind];
  44892. if (defines.NORMAL) {
  44893. attribs.push(BABYLON.VertexBuffer.NormalKind);
  44894. }
  44895. if (defines.TANGENT) {
  44896. attribs.push(BABYLON.VertexBuffer.TangentKind);
  44897. }
  44898. if (defines.UV1) {
  44899. attribs.push(BABYLON.VertexBuffer.UVKind);
  44900. }
  44901. if (defines.UV2) {
  44902. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  44903. }
  44904. if (defines.VERTEXCOLOR) {
  44905. attribs.push(BABYLON.VertexBuffer.ColorKind);
  44906. }
  44907. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  44908. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  44909. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  44910. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vAlbedoColor", "vReflectivityColor", "vEmissiveColor", "vReflectionColor",
  44911. "vFogInfos", "vFogColor", "pointSize",
  44912. "vAlbedoInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vReflectionPosition", "vReflectionSize", "vEmissiveInfos", "vReflectivityInfos",
  44913. "vMicroSurfaceSamplerInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  44914. "mBones",
  44915. "vClipPlane", "albedoMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "reflectivityMatrix", "normalMatrix", "microSurfaceSamplerMatrix", "bumpMatrix", "lightmapMatrix", "refractionMatrix",
  44916. "vLightingIntensity",
  44917. "logarithmicDepthConstant",
  44918. "vSphericalX", "vSphericalY", "vSphericalZ",
  44919. "vSphericalXX", "vSphericalYY", "vSphericalZZ",
  44920. "vSphericalXY", "vSphericalYZ", "vSphericalZX",
  44921. "vReflectionMicrosurfaceInfos", "vRefractionMicrosurfaceInfos",
  44922. "vTangentSpaceParams"
  44923. ];
  44924. var samplers = ["albedoSampler", "reflectivitySampler", "ambientSampler", "emissiveSampler",
  44925. "bumpSampler", "lightmapSampler", "opacitySampler",
  44926. "refractionSampler", "refractionSamplerLow", "refractionSamplerHigh",
  44927. "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh",
  44928. "microSurfaceSampler", "environmentBrdfSampler"];
  44929. var uniformBuffers = ["Material", "Scene"];
  44930. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  44931. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  44932. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  44933. uniformsNames: uniforms,
  44934. uniformBuffersNames: uniformBuffers,
  44935. samplers: samplers,
  44936. defines: defines,
  44937. maxSimultaneousLights: this._maxSimultaneousLights
  44938. });
  44939. var join = defines.toString();
  44940. return engine.createEffect("pbr", {
  44941. attributes: attribs,
  44942. uniformsNames: uniforms,
  44943. uniformBuffersNames: uniformBuffers,
  44944. samplers: samplers,
  44945. defines: join,
  44946. fallbacks: fallbacks,
  44947. onCompiled: onCompiled,
  44948. onError: onError,
  44949. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  44950. }, engine);
  44951. };
  44952. PBRBaseMaterial.prototype._prepareDefines = function (mesh, defines, useInstances, useClipPlane) {
  44953. if (useInstances === void 0) { useInstances = null; }
  44954. if (useClipPlane === void 0) { useClipPlane = null; }
  44955. var scene = this.getScene();
  44956. var engine = scene.getEngine();
  44957. // Lights
  44958. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  44959. defines._needNormals = true;
  44960. // Textures
  44961. defines.METALLICWORKFLOW = this.isMetallicWorkflow();
  44962. if (defines._areTexturesDirty) {
  44963. defines._needUVs = false;
  44964. if (scene.texturesEnabled) {
  44965. if (scene.getEngine().getCaps().textureLOD) {
  44966. defines.LODBASEDMICROSFURACE = true;
  44967. }
  44968. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  44969. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._albedoTexture, defines, "ALBEDO");
  44970. }
  44971. else {
  44972. defines.ALBEDO = false;
  44973. }
  44974. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  44975. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  44976. defines.AMBIENTINGRAYSCALE = this._useAmbientInGrayScale;
  44977. }
  44978. else {
  44979. defines.AMBIENT = false;
  44980. }
  44981. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  44982. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  44983. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  44984. }
  44985. else {
  44986. defines.OPACITY = false;
  44987. }
  44988. var reflectionTexture = this._getReflectionTexture();
  44989. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  44990. defines.REFLECTION = true;
  44991. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  44992. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  44993. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  44994. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  44995. defines.INVERTCUBICMAP = true;
  44996. }
  44997. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  44998. switch (reflectionTexture.coordinatesMode) {
  44999. case BABYLON.Texture.CUBIC_MODE:
  45000. case BABYLON.Texture.INVCUBIC_MODE:
  45001. defines.REFLECTIONMAP_CUBIC = true;
  45002. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = reflectionTexture.boundingBoxSize ? true : false;
  45003. break;
  45004. case BABYLON.Texture.EXPLICIT_MODE:
  45005. defines.REFLECTIONMAP_EXPLICIT = true;
  45006. break;
  45007. case BABYLON.Texture.PLANAR_MODE:
  45008. defines.REFLECTIONMAP_PLANAR = true;
  45009. break;
  45010. case BABYLON.Texture.PROJECTION_MODE:
  45011. defines.REFLECTIONMAP_PROJECTION = true;
  45012. break;
  45013. case BABYLON.Texture.SKYBOX_MODE:
  45014. defines.REFLECTIONMAP_SKYBOX = true;
  45015. break;
  45016. case BABYLON.Texture.SPHERICAL_MODE:
  45017. defines.REFLECTIONMAP_SPHERICAL = true;
  45018. break;
  45019. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  45020. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  45021. break;
  45022. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  45023. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  45024. break;
  45025. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  45026. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  45027. break;
  45028. }
  45029. if (reflectionTexture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) {
  45030. if (reflectionTexture.sphericalPolynomial) {
  45031. defines.USESPHERICALFROMREFLECTIONMAP = true;
  45032. if (this._forceIrradianceInFragment || scene.getEngine().getCaps().maxVaryingVectors <= 8) {
  45033. defines.USESPHERICALINVERTEX = false;
  45034. }
  45035. else {
  45036. defines.USESPHERICALINVERTEX = true;
  45037. }
  45038. }
  45039. }
  45040. }
  45041. else {
  45042. defines.REFLECTION = false;
  45043. defines.REFLECTIONMAP_3D = false;
  45044. defines.REFLECTIONMAP_SPHERICAL = false;
  45045. defines.REFLECTIONMAP_PLANAR = false;
  45046. defines.REFLECTIONMAP_CUBIC = false;
  45047. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  45048. defines.REFLECTIONMAP_PROJECTION = false;
  45049. defines.REFLECTIONMAP_SKYBOX = false;
  45050. defines.REFLECTIONMAP_EXPLICIT = false;
  45051. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  45052. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  45053. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  45054. defines.INVERTCUBICMAP = false;
  45055. defines.USESPHERICALFROMREFLECTIONMAP = false;
  45056. defines.USESPHERICALINVERTEX = false;
  45057. defines.REFLECTIONMAP_OPPOSITEZ = false;
  45058. defines.LODINREFLECTIONALPHA = false;
  45059. defines.GAMMAREFLECTION = false;
  45060. }
  45061. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  45062. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  45063. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  45064. defines.GAMMALIGHTMAP = this._lightmapTexture.gammaSpace;
  45065. }
  45066. else {
  45067. defines.LIGHTMAP = false;
  45068. }
  45069. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  45070. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  45071. }
  45072. else {
  45073. defines.EMISSIVE = false;
  45074. }
  45075. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  45076. if (this._metallicTexture) {
  45077. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._metallicTexture, defines, "REFLECTIVITY");
  45078. defines.ROUGHNESSSTOREINMETALMAPALPHA = this._useRoughnessFromMetallicTextureAlpha;
  45079. defines.ROUGHNESSSTOREINMETALMAPGREEN = !this._useRoughnessFromMetallicTextureAlpha && this._useRoughnessFromMetallicTextureGreen;
  45080. defines.METALLNESSSTOREINMETALMAPBLUE = this._useMetallnessFromMetallicTextureBlue;
  45081. defines.AOSTOREINMETALMAPRED = this._useAmbientOcclusionFromMetallicTextureRed;
  45082. }
  45083. else if (this._reflectivityTexture) {
  45084. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._reflectivityTexture, defines, "REFLECTIVITY");
  45085. defines.MICROSURFACEFROMREFLECTIVITYMAP = this._useMicroSurfaceFromReflectivityMapAlpha;
  45086. defines.MICROSURFACEAUTOMATIC = this._useAutoMicroSurfaceFromReflectivityMap;
  45087. }
  45088. else {
  45089. defines.REFLECTIVITY = false;
  45090. }
  45091. if (this._microSurfaceTexture) {
  45092. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._microSurfaceTexture, defines, "MICROSURFACEMAP");
  45093. }
  45094. else {
  45095. defines.MICROSURFACEMAP = false;
  45096. }
  45097. }
  45098. else {
  45099. defines.REFLECTIVITY = false;
  45100. defines.MICROSURFACEMAP = false;
  45101. }
  45102. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  45103. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  45104. if (this._useParallax && this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  45105. defines.PARALLAX = true;
  45106. defines.PARALLAXOCCLUSION = !!this._useParallaxOcclusion;
  45107. }
  45108. else {
  45109. defines.PARALLAX = false;
  45110. }
  45111. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  45112. }
  45113. else {
  45114. defines.BUMP = false;
  45115. }
  45116. var refractionTexture = this._getRefractionTexture();
  45117. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  45118. defines.REFRACTION = true;
  45119. defines.REFRACTIONMAP_3D = refractionTexture.isCube;
  45120. defines.GAMMAREFRACTION = refractionTexture.gammaSpace;
  45121. defines.REFRACTIONMAP_OPPOSITEZ = refractionTexture.invertZ;
  45122. defines.LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;
  45123. if (this._linkRefractionWithTransparency) {
  45124. defines.LINKREFRACTIONTOTRANSPARENCY = true;
  45125. }
  45126. }
  45127. else {
  45128. defines.REFRACTION = false;
  45129. }
  45130. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  45131. defines.ENVIRONMENTBRDF = true;
  45132. }
  45133. else {
  45134. defines.ENVIRONMENTBRDF = false;
  45135. }
  45136. if (this._shouldUseAlphaFromAlbedoTexture()) {
  45137. defines.ALPHAFROMALBEDO = true;
  45138. }
  45139. else {
  45140. defines.ALPHAFROMALBEDO = false;
  45141. }
  45142. }
  45143. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  45144. defines.USEPHYSICALLIGHTFALLOFF = this._usePhysicalLightFalloff;
  45145. defines.RADIANCEOVERALPHA = this._useRadianceOverAlpha;
  45146. if (!this.backFaceCulling && this._twoSidedLighting) {
  45147. defines.TWOSIDEDLIGHTING = true;
  45148. }
  45149. else {
  45150. defines.TWOSIDEDLIGHTING = false;
  45151. }
  45152. defines.ALPHATESTVALUE = "" + this._alphaCutOff + (this._alphaCutOff % 1 === 0 ? "." : "");
  45153. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  45154. defines.ALPHABLEND = this.needAlphaBlendingForMesh(mesh);
  45155. defines.ALPHAFRESNEL = this._useAlphaFresnel || this._useLinearAlphaFresnel;
  45156. defines.LINEARALPHAFRESNEL = this._useLinearAlphaFresnel;
  45157. defines.GEOMETRYAA = scene.getEngine().getCaps().standardDerivatives && this._enableSpecularAntiAliasing;
  45158. }
  45159. if (defines._areImageProcessingDirty) {
  45160. this._imageProcessingConfiguration.prepareDefines(defines);
  45161. }
  45162. defines.FORCENORMALFORWARD = this._forceNormalForward;
  45163. defines.RADIANCEOCCLUSION = this._useRadianceOcclusion;
  45164. defines.HORIZONOCCLUSION = this._useHorizonOcclusion;
  45165. // Misc.
  45166. if (defines._areMiscDirty) {
  45167. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh) || this._forceAlphaTest, defines);
  45168. defines.UNLIT = this._unlit || ((this.pointsCloud || this.wireframe) && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  45169. }
  45170. // Values that need to be evaluated on every frame
  45171. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false, useClipPlane);
  45172. // Attribs
  45173. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true, this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE);
  45174. };
  45175. /**
  45176. * Force shader compilation
  45177. */
  45178. PBRBaseMaterial.prototype.forceCompilation = function (mesh, onCompiled, options) {
  45179. var _this = this;
  45180. var localOptions = __assign({ clipPlane: false }, options);
  45181. var defines = new PBRMaterialDefines();
  45182. var effect = this._prepareEffect(mesh, defines, undefined, undefined, undefined, localOptions.clipPlane);
  45183. if (effect.isReady()) {
  45184. if (onCompiled) {
  45185. onCompiled(this);
  45186. }
  45187. }
  45188. else {
  45189. effect.onCompileObservable.add(function () {
  45190. if (onCompiled) {
  45191. onCompiled(_this);
  45192. }
  45193. });
  45194. }
  45195. };
  45196. /**
  45197. * Initializes the uniform buffer layout for the shader.
  45198. */
  45199. PBRBaseMaterial.prototype.buildUniformLayout = function () {
  45200. // Order is important !
  45201. this._uniformBuffer.addUniform("vAlbedoInfos", 2);
  45202. this._uniformBuffer.addUniform("vAmbientInfos", 3);
  45203. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  45204. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  45205. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  45206. this._uniformBuffer.addUniform("vReflectivityInfos", 3);
  45207. this._uniformBuffer.addUniform("vMicroSurfaceSamplerInfos", 2);
  45208. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  45209. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  45210. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  45211. this._uniformBuffer.addUniform("vReflectionSize", 3);
  45212. this._uniformBuffer.addUniform("vBumpInfos", 3);
  45213. this._uniformBuffer.addUniform("albedoMatrix", 16);
  45214. this._uniformBuffer.addUniform("ambientMatrix", 16);
  45215. this._uniformBuffer.addUniform("opacityMatrix", 16);
  45216. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  45217. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  45218. this._uniformBuffer.addUniform("reflectivityMatrix", 16);
  45219. this._uniformBuffer.addUniform("microSurfaceSamplerMatrix", 16);
  45220. this._uniformBuffer.addUniform("bumpMatrix", 16);
  45221. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  45222. this._uniformBuffer.addUniform("refractionMatrix", 16);
  45223. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  45224. this._uniformBuffer.addUniform("vReflectionColor", 3);
  45225. this._uniformBuffer.addUniform("vAlbedoColor", 4);
  45226. this._uniformBuffer.addUniform("vLightingIntensity", 4);
  45227. this._uniformBuffer.addUniform("vRefractionMicrosurfaceInfos", 3);
  45228. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  45229. this._uniformBuffer.addUniform("vReflectivityColor", 4);
  45230. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  45231. this._uniformBuffer.addUniform("pointSize", 1);
  45232. this._uniformBuffer.create();
  45233. };
  45234. /**
  45235. * Unbinds the textures.
  45236. */
  45237. PBRBaseMaterial.prototype.unbind = function () {
  45238. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  45239. this._uniformBuffer.setTexture("reflectionSampler", null);
  45240. }
  45241. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  45242. this._uniformBuffer.setTexture("refractionSampler", null);
  45243. }
  45244. _super.prototype.unbind.call(this);
  45245. };
  45246. /**
  45247. * Binds the submesh data.
  45248. * @param world - The world matrix.
  45249. * @param mesh - The BJS mesh.
  45250. * @param subMesh - A submesh of the BJS mesh.
  45251. */
  45252. PBRBaseMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  45253. var scene = this.getScene();
  45254. var defines = subMesh._materialDefines;
  45255. if (!defines) {
  45256. return;
  45257. }
  45258. var effect = subMesh.effect;
  45259. if (!effect) {
  45260. return;
  45261. }
  45262. this._activeEffect = effect;
  45263. // Matrices
  45264. this.bindOnlyWorldMatrix(world);
  45265. // Normal Matrix
  45266. if (defines.OBJECTSPACE_NORMALMAP) {
  45267. world.toNormalMatrix(this._normalMatrix);
  45268. this.bindOnlyNormalMatrix(this._normalMatrix);
  45269. }
  45270. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  45271. // Bones
  45272. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  45273. var reflectionTexture = null;
  45274. if (mustRebind) {
  45275. this._uniformBuffer.bindToEffect(effect, "Material");
  45276. this.bindViewProjection(effect);
  45277. reflectionTexture = this._getReflectionTexture();
  45278. var refractionTexture = this._getRefractionTexture();
  45279. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  45280. // Texture uniforms
  45281. if (scene.texturesEnabled) {
  45282. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  45283. this._uniformBuffer.updateFloat2("vAlbedoInfos", this._albedoTexture.coordinatesIndex, this._albedoTexture.level);
  45284. BABYLON.MaterialHelper.BindTextureMatrix(this._albedoTexture, this._uniformBuffer, "albedo");
  45285. }
  45286. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  45287. this._uniformBuffer.updateFloat3("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level, this._ambientTextureStrength);
  45288. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  45289. }
  45290. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  45291. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  45292. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  45293. }
  45294. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  45295. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  45296. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, 0);
  45297. if (reflectionTexture.boundingBoxSize) {
  45298. var cubeTexture = reflectionTexture;
  45299. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  45300. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  45301. }
  45302. var polynomials = reflectionTexture.sphericalPolynomial;
  45303. if (defines.USESPHERICALFROMREFLECTIONMAP && polynomials) {
  45304. this._activeEffect.setFloat3("vSphericalX", polynomials.x.x, polynomials.x.y, polynomials.x.z);
  45305. this._activeEffect.setFloat3("vSphericalY", polynomials.y.x, polynomials.y.y, polynomials.y.z);
  45306. this._activeEffect.setFloat3("vSphericalZ", polynomials.z.x, polynomials.z.y, polynomials.z.z);
  45307. this._activeEffect.setFloat3("vSphericalXX_ZZ", polynomials.xx.x - polynomials.zz.x, polynomials.xx.y - polynomials.zz.y, polynomials.xx.z - polynomials.zz.z);
  45308. this._activeEffect.setFloat3("vSphericalYY_ZZ", polynomials.yy.x - polynomials.zz.x, polynomials.yy.y - polynomials.zz.y, polynomials.yy.z - polynomials.zz.z);
  45309. this._activeEffect.setFloat3("vSphericalZZ", polynomials.zz.x, polynomials.zz.y, polynomials.zz.z);
  45310. this._activeEffect.setFloat3("vSphericalXY", polynomials.xy.x, polynomials.xy.y, polynomials.xy.z);
  45311. this._activeEffect.setFloat3("vSphericalYZ", polynomials.yz.x, polynomials.yz.y, polynomials.yz.z);
  45312. this._activeEffect.setFloat3("vSphericalZX", polynomials.zx.x, polynomials.zx.y, polynomials.zx.z);
  45313. }
  45314. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  45315. }
  45316. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  45317. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  45318. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  45319. }
  45320. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  45321. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  45322. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  45323. }
  45324. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  45325. if (this._metallicTexture) {
  45326. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._metallicTexture.coordinatesIndex, this._metallicTexture.level, this._ambientTextureStrength);
  45327. BABYLON.MaterialHelper.BindTextureMatrix(this._metallicTexture, this._uniformBuffer, "reflectivity");
  45328. }
  45329. else if (this._reflectivityTexture) {
  45330. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._reflectivityTexture.coordinatesIndex, this._reflectivityTexture.level, 1.0);
  45331. BABYLON.MaterialHelper.BindTextureMatrix(this._reflectivityTexture, this._uniformBuffer, "reflectivity");
  45332. }
  45333. if (this._microSurfaceTexture) {
  45334. this._uniformBuffer.updateFloat2("vMicroSurfaceSamplerInfos", this._microSurfaceTexture.coordinatesIndex, this._microSurfaceTexture.level);
  45335. BABYLON.MaterialHelper.BindTextureMatrix(this._microSurfaceTexture, this._uniformBuffer, "microSurfaceSampler");
  45336. }
  45337. }
  45338. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  45339. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, this._bumpTexture.level, this._parallaxScaleBias);
  45340. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  45341. if (scene._mirroredCameraPosition) {
  45342. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  45343. }
  45344. else {
  45345. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  45346. }
  45347. }
  45348. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  45349. this._uniformBuffer.updateMatrix("refractionMatrix", refractionTexture.getReflectionTextureMatrix());
  45350. var depth = 1.0;
  45351. if (!refractionTexture.isCube) {
  45352. if (refractionTexture.depth) {
  45353. depth = refractionTexture.depth;
  45354. }
  45355. }
  45356. this._uniformBuffer.updateFloat4("vRefractionInfos", refractionTexture.level, this._indexOfRefraction, depth, this._invertRefractionY ? -1 : 1);
  45357. this._uniformBuffer.updateFloat3("vRefractionMicrosurfaceInfos", refractionTexture.getSize().width, refractionTexture.lodGenerationScale, refractionTexture.lodGenerationOffset);
  45358. }
  45359. }
  45360. // Point size
  45361. if (this.pointsCloud) {
  45362. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  45363. }
  45364. // Colors
  45365. if (defines.METALLICWORKFLOW) {
  45366. BABYLON.PBRMaterial._scaledReflectivity.r = (this._metallic === undefined || this._metallic === null) ? 1 : this._metallic;
  45367. BABYLON.PBRMaterial._scaledReflectivity.g = (this._roughness === undefined || this._roughness === null) ? 1 : this._roughness;
  45368. this._uniformBuffer.updateColor4("vReflectivityColor", BABYLON.PBRMaterial._scaledReflectivity, 0);
  45369. }
  45370. else {
  45371. this._uniformBuffer.updateColor4("vReflectivityColor", this._reflectivityColor, this._microSurface);
  45372. }
  45373. this._uniformBuffer.updateColor3("vEmissiveColor", this._emissiveColor);
  45374. this._uniformBuffer.updateColor3("vReflectionColor", this._reflectionColor);
  45375. this._uniformBuffer.updateColor4("vAlbedoColor", this._albedoColor, this.alpha * mesh.visibility);
  45376. // Misc
  45377. this._lightingInfos.x = this._directIntensity;
  45378. this._lightingInfos.y = this._emissiveIntensity;
  45379. this._lightingInfos.z = this._environmentIntensity;
  45380. this._lightingInfos.w = this._specularIntensity;
  45381. this._uniformBuffer.updateVector4("vLightingIntensity", this._lightingInfos);
  45382. }
  45383. // Textures
  45384. if (scene.texturesEnabled) {
  45385. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  45386. this._uniformBuffer.setTexture("albedoSampler", this._albedoTexture);
  45387. }
  45388. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  45389. this._uniformBuffer.setTexture("ambientSampler", this._ambientTexture);
  45390. }
  45391. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  45392. this._uniformBuffer.setTexture("opacitySampler", this._opacityTexture);
  45393. }
  45394. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  45395. if (defines.LODBASEDMICROSFURACE) {
  45396. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  45397. }
  45398. else {
  45399. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  45400. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  45401. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  45402. }
  45403. }
  45404. if (defines.ENVIRONMENTBRDF) {
  45405. this._uniformBuffer.setTexture("environmentBrdfSampler", this._environmentBRDFTexture);
  45406. }
  45407. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  45408. if (defines.LODBASEDMICROSFURACE) {
  45409. this._uniformBuffer.setTexture("refractionSampler", refractionTexture);
  45410. }
  45411. else {
  45412. this._uniformBuffer.setTexture("refractionSampler", refractionTexture._lodTextureMid || refractionTexture);
  45413. this._uniformBuffer.setTexture("refractionSamplerLow", refractionTexture._lodTextureLow || refractionTexture);
  45414. this._uniformBuffer.setTexture("refractionSamplerHigh", refractionTexture._lodTextureHigh || refractionTexture);
  45415. }
  45416. }
  45417. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  45418. this._uniformBuffer.setTexture("emissiveSampler", this._emissiveTexture);
  45419. }
  45420. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  45421. this._uniformBuffer.setTexture("lightmapSampler", this._lightmapTexture);
  45422. }
  45423. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  45424. if (this._metallicTexture) {
  45425. this._uniformBuffer.setTexture("reflectivitySampler", this._metallicTexture);
  45426. }
  45427. else if (this._reflectivityTexture) {
  45428. this._uniformBuffer.setTexture("reflectivitySampler", this._reflectivityTexture);
  45429. }
  45430. if (this._microSurfaceTexture) {
  45431. this._uniformBuffer.setTexture("microSurfaceSampler", this._microSurfaceTexture);
  45432. }
  45433. }
  45434. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  45435. this._uniformBuffer.setTexture("bumpSampler", this._bumpTexture);
  45436. }
  45437. }
  45438. // Clip plane
  45439. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  45440. // Colors
  45441. scene.ambientColor.multiplyToRef(this._ambientColor, this._globalAmbientColor);
  45442. var eyePosition = scene._forcedViewPosition ? scene._forcedViewPosition : (scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  45443. var invertNormal = (scene.useRightHandedSystem === (scene._mirroredCameraPosition != null));
  45444. effect.setFloat4("vEyePosition", eyePosition.x, eyePosition.y, eyePosition.z, invertNormal ? -1 : 1);
  45445. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  45446. }
  45447. if (mustRebind || !this.isFrozen) {
  45448. // Lights
  45449. if (scene.lightsEnabled && !this._disableLighting) {
  45450. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, this._usePhysicalLightFalloff);
  45451. }
  45452. // View
  45453. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || reflectionTexture) {
  45454. this.bindView(effect);
  45455. }
  45456. // Fog
  45457. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);
  45458. // Morph targets
  45459. if (defines.NUM_MORPH_INFLUENCERS) {
  45460. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._activeEffect);
  45461. }
  45462. // image processing
  45463. this._imageProcessingConfiguration.bind(this._activeEffect);
  45464. // Log. depth
  45465. BABYLON.MaterialHelper.BindLogDepth(defines, this._activeEffect, scene);
  45466. }
  45467. this._uniformBuffer.update();
  45468. this._afterBind(mesh);
  45469. };
  45470. /**
  45471. * Returns the animatable textures.
  45472. * @returns - Array of animatable textures.
  45473. */
  45474. PBRBaseMaterial.prototype.getAnimatables = function () {
  45475. var results = [];
  45476. if (this._albedoTexture && this._albedoTexture.animations && this._albedoTexture.animations.length > 0) {
  45477. results.push(this._albedoTexture);
  45478. }
  45479. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  45480. results.push(this._ambientTexture);
  45481. }
  45482. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  45483. results.push(this._opacityTexture);
  45484. }
  45485. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  45486. results.push(this._reflectionTexture);
  45487. }
  45488. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  45489. results.push(this._emissiveTexture);
  45490. }
  45491. if (this._metallicTexture && this._metallicTexture.animations && this._metallicTexture.animations.length > 0) {
  45492. results.push(this._metallicTexture);
  45493. }
  45494. else if (this._reflectivityTexture && this._reflectivityTexture.animations && this._reflectivityTexture.animations.length > 0) {
  45495. results.push(this._reflectivityTexture);
  45496. }
  45497. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  45498. results.push(this._bumpTexture);
  45499. }
  45500. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  45501. results.push(this._lightmapTexture);
  45502. }
  45503. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  45504. results.push(this._refractionTexture);
  45505. }
  45506. return results;
  45507. };
  45508. /**
  45509. * Returns the texture used for reflections.
  45510. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  45511. */
  45512. PBRBaseMaterial.prototype._getReflectionTexture = function () {
  45513. if (this._reflectionTexture) {
  45514. return this._reflectionTexture;
  45515. }
  45516. return this.getScene().environmentTexture;
  45517. };
  45518. /**
  45519. * Returns the texture used for refraction or null if none is used.
  45520. * @returns - Refection texture if present. If no refraction texture and refraction
  45521. * is linked with transparency, returns environment texture. Otherwise, returns null.
  45522. */
  45523. PBRBaseMaterial.prototype._getRefractionTexture = function () {
  45524. if (this._refractionTexture) {
  45525. return this._refractionTexture;
  45526. }
  45527. if (this._linkRefractionWithTransparency) {
  45528. return this.getScene().environmentTexture;
  45529. }
  45530. return null;
  45531. };
  45532. /**
  45533. * Disposes the resources of the material.
  45534. * @param forceDisposeEffect - Forces the disposal of effects.
  45535. * @param forceDisposeTextures - Forces the disposal of all textures.
  45536. */
  45537. PBRBaseMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  45538. if (forceDisposeTextures) {
  45539. if (this._albedoTexture) {
  45540. this._albedoTexture.dispose();
  45541. }
  45542. if (this._ambientTexture) {
  45543. this._ambientTexture.dispose();
  45544. }
  45545. if (this._opacityTexture) {
  45546. this._opacityTexture.dispose();
  45547. }
  45548. if (this._reflectionTexture) {
  45549. this._reflectionTexture.dispose();
  45550. }
  45551. if (this._environmentBRDFTexture && this.getScene()._environmentBRDFTexture !== this._environmentBRDFTexture) {
  45552. this._environmentBRDFTexture.dispose();
  45553. }
  45554. if (this._emissiveTexture) {
  45555. this._emissiveTexture.dispose();
  45556. }
  45557. if (this._metallicTexture) {
  45558. this._metallicTexture.dispose();
  45559. }
  45560. if (this._reflectivityTexture) {
  45561. this._reflectivityTexture.dispose();
  45562. }
  45563. if (this._bumpTexture) {
  45564. this._bumpTexture.dispose();
  45565. }
  45566. if (this._lightmapTexture) {
  45567. this._lightmapTexture.dispose();
  45568. }
  45569. if (this._refractionTexture) {
  45570. this._refractionTexture.dispose();
  45571. }
  45572. }
  45573. this._renderTargets.dispose();
  45574. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  45575. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  45576. }
  45577. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  45578. };
  45579. /**
  45580. * Stores the reflectivity values based on metallic roughness workflow.
  45581. */
  45582. PBRBaseMaterial._scaledReflectivity = new BABYLON.Color3();
  45583. __decorate([
  45584. BABYLON.serializeAsImageProcessingConfiguration()
  45585. ], PBRBaseMaterial.prototype, "_imageProcessingConfiguration", void 0);
  45586. __decorate([
  45587. BABYLON.serialize()
  45588. ], PBRBaseMaterial.prototype, "useLogarithmicDepth", null);
  45589. __decorate([
  45590. BABYLON.serialize()
  45591. ], PBRBaseMaterial.prototype, "transparencyMode", null);
  45592. return PBRBaseMaterial;
  45593. }(BABYLON.PushMaterial));
  45594. BABYLON.PBRBaseMaterial = PBRBaseMaterial;
  45595. })(BABYLON || (BABYLON = {}));
  45596. //# sourceMappingURL=babylon.pbrBaseMaterial.js.map
  45597. var BABYLON;
  45598. (function (BABYLON) {
  45599. /**
  45600. * The Physically based simple base material of BJS.
  45601. *
  45602. * This enables better naming and convention enforcements on top of the pbrMaterial.
  45603. * It is used as the base class for both the specGloss and metalRough conventions.
  45604. */
  45605. var PBRBaseSimpleMaterial = /** @class */ (function (_super) {
  45606. __extends(PBRBaseSimpleMaterial, _super);
  45607. /**
  45608. * Instantiates a new PBRMaterial instance.
  45609. *
  45610. * @param name The material name
  45611. * @param scene The scene the material will be use in.
  45612. */
  45613. function PBRBaseSimpleMaterial(name, scene) {
  45614. var _this = _super.call(this, name, scene) || this;
  45615. /**
  45616. * Number of Simultaneous lights allowed on the material.
  45617. */
  45618. _this.maxSimultaneousLights = 4;
  45619. /**
  45620. * If sets to true, disables all the lights affecting the material.
  45621. */
  45622. _this.disableLighting = false;
  45623. /**
  45624. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  45625. */
  45626. _this.invertNormalMapX = false;
  45627. /**
  45628. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  45629. */
  45630. _this.invertNormalMapY = false;
  45631. /**
  45632. * Emissivie color used to self-illuminate the model.
  45633. */
  45634. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  45635. /**
  45636. * Occlusion Channel Strenght.
  45637. */
  45638. _this.occlusionStrength = 1.0;
  45639. _this.useLightmapAsShadowmap = false;
  45640. _this._useAlphaFromAlbedoTexture = true;
  45641. _this._useAmbientInGrayScale = true;
  45642. return _this;
  45643. }
  45644. Object.defineProperty(PBRBaseSimpleMaterial.prototype, "doubleSided", {
  45645. /**
  45646. * Gets the current double sided mode.
  45647. */
  45648. get: function () {
  45649. return this._twoSidedLighting;
  45650. },
  45651. /**
  45652. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  45653. */
  45654. set: function (value) {
  45655. if (this._twoSidedLighting === value) {
  45656. return;
  45657. }
  45658. this._twoSidedLighting = value;
  45659. this.backFaceCulling = !value;
  45660. this._markAllSubMeshesAsTexturesDirty();
  45661. },
  45662. enumerable: true,
  45663. configurable: true
  45664. });
  45665. /**
  45666. * Return the active textures of the material.
  45667. */
  45668. PBRBaseSimpleMaterial.prototype.getActiveTextures = function () {
  45669. var activeTextures = _super.prototype.getActiveTextures.call(this);
  45670. if (this.environmentTexture) {
  45671. activeTextures.push(this.environmentTexture);
  45672. }
  45673. if (this.normalTexture) {
  45674. activeTextures.push(this.normalTexture);
  45675. }
  45676. if (this.emissiveTexture) {
  45677. activeTextures.push(this.emissiveTexture);
  45678. }
  45679. if (this.occlusionTexture) {
  45680. activeTextures.push(this.occlusionTexture);
  45681. }
  45682. if (this.lightmapTexture) {
  45683. activeTextures.push(this.lightmapTexture);
  45684. }
  45685. return activeTextures;
  45686. };
  45687. PBRBaseSimpleMaterial.prototype.hasTexture = function (texture) {
  45688. if (_super.prototype.hasTexture.call(this, texture)) {
  45689. return true;
  45690. }
  45691. if (this.lightmapTexture === texture) {
  45692. return true;
  45693. }
  45694. return false;
  45695. };
  45696. PBRBaseSimpleMaterial.prototype.getClassName = function () {
  45697. return "PBRBaseSimpleMaterial";
  45698. };
  45699. __decorate([
  45700. BABYLON.serialize(),
  45701. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45702. ], PBRBaseSimpleMaterial.prototype, "maxSimultaneousLights", void 0);
  45703. __decorate([
  45704. BABYLON.serialize(),
  45705. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45706. ], PBRBaseSimpleMaterial.prototype, "disableLighting", void 0);
  45707. __decorate([
  45708. BABYLON.serializeAsTexture(),
  45709. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectionTexture")
  45710. ], PBRBaseSimpleMaterial.prototype, "environmentTexture", void 0);
  45711. __decorate([
  45712. BABYLON.serialize(),
  45713. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45714. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapX", void 0);
  45715. __decorate([
  45716. BABYLON.serialize(),
  45717. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45718. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapY", void 0);
  45719. __decorate([
  45720. BABYLON.serializeAsTexture(),
  45721. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_bumpTexture")
  45722. ], PBRBaseSimpleMaterial.prototype, "normalTexture", void 0);
  45723. __decorate([
  45724. BABYLON.serializeAsColor3("emissive"),
  45725. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45726. ], PBRBaseSimpleMaterial.prototype, "emissiveColor", void 0);
  45727. __decorate([
  45728. BABYLON.serializeAsTexture(),
  45729. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45730. ], PBRBaseSimpleMaterial.prototype, "emissiveTexture", void 0);
  45731. __decorate([
  45732. BABYLON.serialize(),
  45733. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTextureStrength")
  45734. ], PBRBaseSimpleMaterial.prototype, "occlusionStrength", void 0);
  45735. __decorate([
  45736. BABYLON.serializeAsTexture(),
  45737. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTexture")
  45738. ], PBRBaseSimpleMaterial.prototype, "occlusionTexture", void 0);
  45739. __decorate([
  45740. BABYLON.serialize(),
  45741. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_alphaCutOff")
  45742. ], PBRBaseSimpleMaterial.prototype, "alphaCutOff", void 0);
  45743. __decorate([
  45744. BABYLON.serialize()
  45745. ], PBRBaseSimpleMaterial.prototype, "doubleSided", null);
  45746. __decorate([
  45747. BABYLON.serializeAsTexture(),
  45748. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  45749. ], PBRBaseSimpleMaterial.prototype, "lightmapTexture", void 0);
  45750. __decorate([
  45751. BABYLON.serialize(),
  45752. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45753. ], PBRBaseSimpleMaterial.prototype, "useLightmapAsShadowmap", void 0);
  45754. return PBRBaseSimpleMaterial;
  45755. }(BABYLON.PBRBaseMaterial));
  45756. BABYLON.PBRBaseSimpleMaterial = PBRBaseSimpleMaterial;
  45757. })(BABYLON || (BABYLON = {}));
  45758. //# sourceMappingURL=babylon.pbrBaseSimpleMaterial.js.map
  45759. var BABYLON;
  45760. (function (BABYLON) {
  45761. /**
  45762. * The Physically based material of BJS.
  45763. *
  45764. * This offers the main features of a standard PBR material.
  45765. * For more information, please refer to the documentation :
  45766. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  45767. */
  45768. var PBRMaterial = /** @class */ (function (_super) {
  45769. __extends(PBRMaterial, _super);
  45770. /**
  45771. * Instantiates a new PBRMaterial instance.
  45772. *
  45773. * @param name The material name
  45774. * @param scene The scene the material will be use in.
  45775. */
  45776. function PBRMaterial(name, scene) {
  45777. var _this = _super.call(this, name, scene) || this;
  45778. /**
  45779. * Intensity of the direct lights e.g. the four lights available in your scene.
  45780. * This impacts both the direct diffuse and specular highlights.
  45781. */
  45782. _this.directIntensity = 1.0;
  45783. /**
  45784. * Intensity of the emissive part of the material.
  45785. * This helps controlling the emissive effect without modifying the emissive color.
  45786. */
  45787. _this.emissiveIntensity = 1.0;
  45788. /**
  45789. * Intensity of the environment e.g. how much the environment will light the object
  45790. * either through harmonics for rough material or through the refelction for shiny ones.
  45791. */
  45792. _this.environmentIntensity = 1.0;
  45793. /**
  45794. * This is a special control allowing the reduction of the specular highlights coming from the
  45795. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  45796. */
  45797. _this.specularIntensity = 1.0;
  45798. /**
  45799. * Debug Control allowing disabling the bump map on this material.
  45800. */
  45801. _this.disableBumpMap = false;
  45802. /**
  45803. * AKA Occlusion Texture Intensity in other nomenclature.
  45804. */
  45805. _this.ambientTextureStrength = 1.0;
  45806. /**
  45807. * The color of a material in ambient lighting.
  45808. */
  45809. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  45810. /**
  45811. * AKA Diffuse Color in other nomenclature.
  45812. */
  45813. _this.albedoColor = new BABYLON.Color3(1, 1, 1);
  45814. /**
  45815. * AKA Specular Color in other nomenclature.
  45816. */
  45817. _this.reflectivityColor = new BABYLON.Color3(1, 1, 1);
  45818. /**
  45819. * The color reflected from the material.
  45820. */
  45821. _this.reflectionColor = new BABYLON.Color3(1.0, 1.0, 1.0);
  45822. /**
  45823. * The color emitted from the material.
  45824. */
  45825. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  45826. /**
  45827. * AKA Glossiness in other nomenclature.
  45828. */
  45829. _this.microSurface = 1.0;
  45830. /**
  45831. * source material index of refraction (IOR)' / 'destination material IOR.
  45832. */
  45833. _this.indexOfRefraction = 0.66;
  45834. /**
  45835. * Controls if refraction needs to be inverted on Y. This could be usefull for procedural texture.
  45836. */
  45837. _this.invertRefractionY = false;
  45838. /**
  45839. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  45840. * Materials half opaque for instance using refraction could benefit from this control.
  45841. */
  45842. _this.linkRefractionWithTransparency = false;
  45843. _this.useLightmapAsShadowmap = false;
  45844. /**
  45845. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  45846. */
  45847. _this.useAlphaFromAlbedoTexture = false;
  45848. /**
  45849. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  45850. */
  45851. _this.forceAlphaTest = false;
  45852. /**
  45853. * Defines the alpha limits in alpha test mode.
  45854. */
  45855. _this.alphaCutOff = 0.4;
  45856. /**
  45857. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  45858. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  45859. */
  45860. _this.useSpecularOverAlpha = true;
  45861. /**
  45862. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  45863. */
  45864. _this.useMicroSurfaceFromReflectivityMapAlpha = false;
  45865. /**
  45866. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  45867. */
  45868. _this.useRoughnessFromMetallicTextureAlpha = true;
  45869. /**
  45870. * Specifies if the metallic texture contains the roughness information in its green channel.
  45871. */
  45872. _this.useRoughnessFromMetallicTextureGreen = false;
  45873. /**
  45874. * Specifies if the metallic texture contains the metallness information in its blue channel.
  45875. */
  45876. _this.useMetallnessFromMetallicTextureBlue = false;
  45877. /**
  45878. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  45879. */
  45880. _this.useAmbientOcclusionFromMetallicTextureRed = false;
  45881. /**
  45882. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  45883. */
  45884. _this.useAmbientInGrayScale = false;
  45885. /**
  45886. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  45887. * The material will try to infer what glossiness each pixel should be.
  45888. */
  45889. _this.useAutoMicroSurfaceFromReflectivityMap = false;
  45890. /**
  45891. * BJS is using an harcoded light falloff based on a manually sets up range.
  45892. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  45893. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  45894. */
  45895. _this.usePhysicalLightFalloff = true;
  45896. /**
  45897. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  45898. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  45899. */
  45900. _this.useRadianceOverAlpha = true;
  45901. /**
  45902. * Allows using an object space normal map (instead of tangent space).
  45903. */
  45904. _this.useObjectSpaceNormalMap = false;
  45905. /**
  45906. * Allows using the bump map in parallax mode.
  45907. */
  45908. _this.useParallax = false;
  45909. /**
  45910. * Allows using the bump map in parallax occlusion mode.
  45911. */
  45912. _this.useParallaxOcclusion = false;
  45913. /**
  45914. * Controls the scale bias of the parallax mode.
  45915. */
  45916. _this.parallaxScaleBias = 0.05;
  45917. /**
  45918. * If sets to true, disables all the lights affecting the material.
  45919. */
  45920. _this.disableLighting = false;
  45921. /**
  45922. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  45923. */
  45924. _this.forceIrradianceInFragment = false;
  45925. /**
  45926. * Number of Simultaneous lights allowed on the material.
  45927. */
  45928. _this.maxSimultaneousLights = 4;
  45929. /**
  45930. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  45931. */
  45932. _this.invertNormalMapX = false;
  45933. /**
  45934. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  45935. */
  45936. _this.invertNormalMapY = false;
  45937. /**
  45938. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  45939. */
  45940. _this.twoSidedLighting = false;
  45941. /**
  45942. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  45943. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  45944. */
  45945. _this.useAlphaFresnel = false;
  45946. /**
  45947. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  45948. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  45949. */
  45950. _this.useLinearAlphaFresnel = false;
  45951. /**
  45952. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  45953. * And/Or occlude the blended part.
  45954. */
  45955. _this.environmentBRDFTexture = null;
  45956. /**
  45957. * Force normal to face away from face.
  45958. */
  45959. _this.forceNormalForward = false;
  45960. /**
  45961. * Enables specular anti aliasing in the PBR shader.
  45962. * It will both interacts on the Geometry for analytical and IBL lighting.
  45963. * It also prefilter the roughness map based on the bump values.
  45964. */
  45965. _this.enableSpecularAntiAliasing = false;
  45966. /**
  45967. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  45968. * makes the reflect vector face the model (under horizon).
  45969. */
  45970. _this.useHorizonOcclusion = true;
  45971. /**
  45972. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  45973. * too much the area relying on ambient texture to define their ambient occlusion.
  45974. */
  45975. _this.useRadianceOcclusion = true;
  45976. /**
  45977. * If set to true, no lighting calculations will be applied.
  45978. */
  45979. _this.unlit = false;
  45980. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  45981. return _this;
  45982. }
  45983. Object.defineProperty(PBRMaterial, "PBRMATERIAL_OPAQUE", {
  45984. /**
  45985. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  45986. */
  45987. get: function () {
  45988. return this._PBRMATERIAL_OPAQUE;
  45989. },
  45990. enumerable: true,
  45991. configurable: true
  45992. });
  45993. Object.defineProperty(PBRMaterial, "PBRMATERIAL_ALPHATEST", {
  45994. /**
  45995. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  45996. */
  45997. get: function () {
  45998. return this._PBRMATERIAL_ALPHATEST;
  45999. },
  46000. enumerable: true,
  46001. configurable: true
  46002. });
  46003. Object.defineProperty(PBRMaterial, "PBRMATERIAL_ALPHABLEND", {
  46004. /**
  46005. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  46006. */
  46007. get: function () {
  46008. return this._PBRMATERIAL_ALPHABLEND;
  46009. },
  46010. enumerable: true,
  46011. configurable: true
  46012. });
  46013. Object.defineProperty(PBRMaterial, "PBRMATERIAL_ALPHATESTANDBLEND", {
  46014. /**
  46015. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  46016. * They are also discarded below the alpha cutoff threshold to improve performances.
  46017. */
  46018. get: function () {
  46019. return this._PBRMATERIAL_ALPHATESTANDBLEND;
  46020. },
  46021. enumerable: true,
  46022. configurable: true
  46023. });
  46024. Object.defineProperty(PBRMaterial.prototype, "imageProcessingConfiguration", {
  46025. /**
  46026. * Gets the image processing configuration used either in this material.
  46027. */
  46028. get: function () {
  46029. return this._imageProcessingConfiguration;
  46030. },
  46031. /**
  46032. * Sets the Default image processing configuration used either in the this material.
  46033. *
  46034. * If sets to null, the scene one is in use.
  46035. */
  46036. set: function (value) {
  46037. this._attachImageProcessingConfiguration(value);
  46038. // Ensure the effect will be rebuilt.
  46039. this._markAllSubMeshesAsTexturesDirty();
  46040. },
  46041. enumerable: true,
  46042. configurable: true
  46043. });
  46044. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurvesEnabled", {
  46045. /**
  46046. * Gets wether the color curves effect is enabled.
  46047. */
  46048. get: function () {
  46049. return this.imageProcessingConfiguration.colorCurvesEnabled;
  46050. },
  46051. /**
  46052. * Sets wether the color curves effect is enabled.
  46053. */
  46054. set: function (value) {
  46055. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  46056. },
  46057. enumerable: true,
  46058. configurable: true
  46059. });
  46060. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingEnabled", {
  46061. /**
  46062. * Gets wether the color grading effect is enabled.
  46063. */
  46064. get: function () {
  46065. return this.imageProcessingConfiguration.colorGradingEnabled;
  46066. },
  46067. /**
  46068. * Gets wether the color grading effect is enabled.
  46069. */
  46070. set: function (value) {
  46071. this.imageProcessingConfiguration.colorGradingEnabled = value;
  46072. },
  46073. enumerable: true,
  46074. configurable: true
  46075. });
  46076. Object.defineProperty(PBRMaterial.prototype, "cameraToneMappingEnabled", {
  46077. /**
  46078. * Gets wether tonemapping is enabled or not.
  46079. */
  46080. get: function () {
  46081. return this._imageProcessingConfiguration.toneMappingEnabled;
  46082. },
  46083. /**
  46084. * Sets wether tonemapping is enabled or not
  46085. */
  46086. set: function (value) {
  46087. this._imageProcessingConfiguration.toneMappingEnabled = value;
  46088. },
  46089. enumerable: true,
  46090. configurable: true
  46091. });
  46092. ;
  46093. ;
  46094. Object.defineProperty(PBRMaterial.prototype, "cameraExposure", {
  46095. /**
  46096. * The camera exposure used on this material.
  46097. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46098. * This corresponds to a photographic exposure.
  46099. */
  46100. get: function () {
  46101. return this._imageProcessingConfiguration.exposure;
  46102. },
  46103. /**
  46104. * The camera exposure used on this material.
  46105. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46106. * This corresponds to a photographic exposure.
  46107. */
  46108. set: function (value) {
  46109. this._imageProcessingConfiguration.exposure = value;
  46110. },
  46111. enumerable: true,
  46112. configurable: true
  46113. });
  46114. ;
  46115. ;
  46116. Object.defineProperty(PBRMaterial.prototype, "cameraContrast", {
  46117. /**
  46118. * Gets The camera contrast used on this material.
  46119. */
  46120. get: function () {
  46121. return this._imageProcessingConfiguration.contrast;
  46122. },
  46123. /**
  46124. * Sets The camera contrast used on this material.
  46125. */
  46126. set: function (value) {
  46127. this._imageProcessingConfiguration.contrast = value;
  46128. },
  46129. enumerable: true,
  46130. configurable: true
  46131. });
  46132. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingTexture", {
  46133. /**
  46134. * Gets the Color Grading 2D Lookup Texture.
  46135. */
  46136. get: function () {
  46137. return this._imageProcessingConfiguration.colorGradingTexture;
  46138. },
  46139. /**
  46140. * Sets the Color Grading 2D Lookup Texture.
  46141. */
  46142. set: function (value) {
  46143. this._imageProcessingConfiguration.colorGradingTexture = value;
  46144. },
  46145. enumerable: true,
  46146. configurable: true
  46147. });
  46148. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurves", {
  46149. /**
  46150. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46151. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46152. * 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;
  46153. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46154. */
  46155. get: function () {
  46156. return this._imageProcessingConfiguration.colorCurves;
  46157. },
  46158. /**
  46159. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46160. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46161. * 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;
  46162. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46163. */
  46164. set: function (value) {
  46165. this._imageProcessingConfiguration.colorCurves = value;
  46166. },
  46167. enumerable: true,
  46168. configurable: true
  46169. });
  46170. /**
  46171. * Returns the name of this material class.
  46172. */
  46173. PBRMaterial.prototype.getClassName = function () {
  46174. return "PBRMaterial";
  46175. };
  46176. /**
  46177. * Returns an array of the actively used textures.
  46178. * @returns - Array of BaseTextures
  46179. */
  46180. PBRMaterial.prototype.getActiveTextures = function () {
  46181. var activeTextures = _super.prototype.getActiveTextures.call(this);
  46182. if (this._albedoTexture) {
  46183. activeTextures.push(this._albedoTexture);
  46184. }
  46185. if (this._ambientTexture) {
  46186. activeTextures.push(this._ambientTexture);
  46187. }
  46188. if (this._opacityTexture) {
  46189. activeTextures.push(this._opacityTexture);
  46190. }
  46191. if (this._reflectionTexture) {
  46192. activeTextures.push(this._reflectionTexture);
  46193. }
  46194. if (this._emissiveTexture) {
  46195. activeTextures.push(this._emissiveTexture);
  46196. }
  46197. if (this._reflectivityTexture) {
  46198. activeTextures.push(this._reflectivityTexture);
  46199. }
  46200. if (this._metallicTexture) {
  46201. activeTextures.push(this._metallicTexture);
  46202. }
  46203. if (this._microSurfaceTexture) {
  46204. activeTextures.push(this._microSurfaceTexture);
  46205. }
  46206. if (this._bumpTexture) {
  46207. activeTextures.push(this._bumpTexture);
  46208. }
  46209. if (this._lightmapTexture) {
  46210. activeTextures.push(this._lightmapTexture);
  46211. }
  46212. if (this._refractionTexture) {
  46213. activeTextures.push(this._refractionTexture);
  46214. }
  46215. return activeTextures;
  46216. };
  46217. /**
  46218. * Checks to see if a texture is used in the material.
  46219. * @param texture - Base texture to use.
  46220. * @returns - Boolean specifying if a texture is used in the material.
  46221. */
  46222. PBRMaterial.prototype.hasTexture = function (texture) {
  46223. if (_super.prototype.hasTexture.call(this, texture)) {
  46224. return true;
  46225. }
  46226. if (this._albedoTexture === texture) {
  46227. return true;
  46228. }
  46229. if (this._ambientTexture === texture) {
  46230. return true;
  46231. }
  46232. if (this._opacityTexture === texture) {
  46233. return true;
  46234. }
  46235. if (this._reflectionTexture === texture) {
  46236. return true;
  46237. }
  46238. if (this._reflectivityTexture === texture) {
  46239. return true;
  46240. }
  46241. if (this._metallicTexture === texture) {
  46242. return true;
  46243. }
  46244. if (this._microSurfaceTexture === texture) {
  46245. return true;
  46246. }
  46247. if (this._bumpTexture === texture) {
  46248. return true;
  46249. }
  46250. if (this._lightmapTexture === texture) {
  46251. return true;
  46252. }
  46253. if (this._refractionTexture === texture) {
  46254. return true;
  46255. }
  46256. return false;
  46257. };
  46258. /**
  46259. * Makes a duplicate of the current material.
  46260. * @param name - name to use for the new material.
  46261. */
  46262. PBRMaterial.prototype.clone = function (name) {
  46263. var _this = this;
  46264. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMaterial(name, _this.getScene()); }, this);
  46265. clone.id = name;
  46266. clone.name = name;
  46267. return clone;
  46268. };
  46269. /**
  46270. * Serializes this PBR Material.
  46271. * @returns - An object with the serialized material.
  46272. */
  46273. PBRMaterial.prototype.serialize = function () {
  46274. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  46275. serializationObject.customType = "BABYLON.PBRMaterial";
  46276. return serializationObject;
  46277. };
  46278. // Statics
  46279. /**
  46280. * Parses a PBR Material from a serialized object.
  46281. * @param source - Serialized object.
  46282. * @param scene - BJS scene instance.
  46283. * @param rootUrl - url for the scene object
  46284. * @returns - PBRMaterial
  46285. */
  46286. PBRMaterial.Parse = function (source, scene, rootUrl) {
  46287. return BABYLON.SerializationHelper.Parse(function () { return new PBRMaterial(source.name, scene); }, source, scene, rootUrl);
  46288. };
  46289. PBRMaterial._PBRMATERIAL_OPAQUE = 0;
  46290. /**
  46291. * Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  46292. */
  46293. PBRMaterial._PBRMATERIAL_ALPHATEST = 1;
  46294. /**
  46295. * Represents the value for Alpha Blend. Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  46296. */
  46297. PBRMaterial._PBRMATERIAL_ALPHABLEND = 2;
  46298. /**
  46299. * Represents the value for Alpha Test and Blend. Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  46300. * They are also discarded below the alpha cutoff threshold to improve performances.
  46301. */
  46302. PBRMaterial._PBRMATERIAL_ALPHATESTANDBLEND = 3;
  46303. __decorate([
  46304. BABYLON.serialize(),
  46305. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46306. ], PBRMaterial.prototype, "directIntensity", void 0);
  46307. __decorate([
  46308. BABYLON.serialize(),
  46309. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46310. ], PBRMaterial.prototype, "emissiveIntensity", void 0);
  46311. __decorate([
  46312. BABYLON.serialize(),
  46313. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46314. ], PBRMaterial.prototype, "environmentIntensity", void 0);
  46315. __decorate([
  46316. BABYLON.serialize(),
  46317. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46318. ], PBRMaterial.prototype, "specularIntensity", void 0);
  46319. __decorate([
  46320. BABYLON.serialize(),
  46321. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46322. ], PBRMaterial.prototype, "disableBumpMap", void 0);
  46323. __decorate([
  46324. BABYLON.serializeAsTexture(),
  46325. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46326. ], PBRMaterial.prototype, "albedoTexture", void 0);
  46327. __decorate([
  46328. BABYLON.serializeAsTexture(),
  46329. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46330. ], PBRMaterial.prototype, "ambientTexture", void 0);
  46331. __decorate([
  46332. BABYLON.serialize(),
  46333. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46334. ], PBRMaterial.prototype, "ambientTextureStrength", void 0);
  46335. __decorate([
  46336. BABYLON.serializeAsTexture(),
  46337. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  46338. ], PBRMaterial.prototype, "opacityTexture", void 0);
  46339. __decorate([
  46340. BABYLON.serializeAsTexture(),
  46341. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46342. ], PBRMaterial.prototype, "reflectionTexture", void 0);
  46343. __decorate([
  46344. BABYLON.serializeAsTexture(),
  46345. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46346. ], PBRMaterial.prototype, "emissiveTexture", void 0);
  46347. __decorate([
  46348. BABYLON.serializeAsTexture(),
  46349. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46350. ], PBRMaterial.prototype, "reflectivityTexture", void 0);
  46351. __decorate([
  46352. BABYLON.serializeAsTexture(),
  46353. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46354. ], PBRMaterial.prototype, "metallicTexture", void 0);
  46355. __decorate([
  46356. BABYLON.serialize(),
  46357. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46358. ], PBRMaterial.prototype, "metallic", void 0);
  46359. __decorate([
  46360. BABYLON.serialize(),
  46361. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46362. ], PBRMaterial.prototype, "roughness", void 0);
  46363. __decorate([
  46364. BABYLON.serializeAsTexture(),
  46365. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46366. ], PBRMaterial.prototype, "microSurfaceTexture", void 0);
  46367. __decorate([
  46368. BABYLON.serializeAsTexture(),
  46369. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46370. ], PBRMaterial.prototype, "bumpTexture", void 0);
  46371. __decorate([
  46372. BABYLON.serializeAsTexture(),
  46373. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  46374. ], PBRMaterial.prototype, "lightmapTexture", void 0);
  46375. __decorate([
  46376. BABYLON.serializeAsTexture(),
  46377. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46378. ], PBRMaterial.prototype, "refractionTexture", void 0);
  46379. __decorate([
  46380. BABYLON.serializeAsColor3("ambient"),
  46381. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46382. ], PBRMaterial.prototype, "ambientColor", void 0);
  46383. __decorate([
  46384. BABYLON.serializeAsColor3("albedo"),
  46385. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46386. ], PBRMaterial.prototype, "albedoColor", void 0);
  46387. __decorate([
  46388. BABYLON.serializeAsColor3("reflectivity"),
  46389. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46390. ], PBRMaterial.prototype, "reflectivityColor", void 0);
  46391. __decorate([
  46392. BABYLON.serializeAsColor3("reflection"),
  46393. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46394. ], PBRMaterial.prototype, "reflectionColor", void 0);
  46395. __decorate([
  46396. BABYLON.serializeAsColor3("emissive"),
  46397. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46398. ], PBRMaterial.prototype, "emissiveColor", void 0);
  46399. __decorate([
  46400. BABYLON.serialize(),
  46401. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46402. ], PBRMaterial.prototype, "microSurface", void 0);
  46403. __decorate([
  46404. BABYLON.serialize(),
  46405. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46406. ], PBRMaterial.prototype, "indexOfRefraction", void 0);
  46407. __decorate([
  46408. BABYLON.serialize(),
  46409. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46410. ], PBRMaterial.prototype, "invertRefractionY", void 0);
  46411. __decorate([
  46412. BABYLON.serialize(),
  46413. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46414. ], PBRMaterial.prototype, "linkRefractionWithTransparency", void 0);
  46415. __decorate([
  46416. BABYLON.serialize(),
  46417. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46418. ], PBRMaterial.prototype, "useLightmapAsShadowmap", void 0);
  46419. __decorate([
  46420. BABYLON.serialize(),
  46421. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  46422. ], PBRMaterial.prototype, "useAlphaFromAlbedoTexture", void 0);
  46423. __decorate([
  46424. BABYLON.serialize(),
  46425. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  46426. ], PBRMaterial.prototype, "forceAlphaTest", void 0);
  46427. __decorate([
  46428. BABYLON.serialize(),
  46429. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  46430. ], PBRMaterial.prototype, "alphaCutOff", void 0);
  46431. __decorate([
  46432. BABYLON.serialize(),
  46433. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46434. ], PBRMaterial.prototype, "useSpecularOverAlpha", void 0);
  46435. __decorate([
  46436. BABYLON.serialize(),
  46437. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46438. ], PBRMaterial.prototype, "useMicroSurfaceFromReflectivityMapAlpha", void 0);
  46439. __decorate([
  46440. BABYLON.serialize(),
  46441. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46442. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureAlpha", void 0);
  46443. __decorate([
  46444. BABYLON.serialize(),
  46445. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46446. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureGreen", void 0);
  46447. __decorate([
  46448. BABYLON.serialize(),
  46449. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46450. ], PBRMaterial.prototype, "useMetallnessFromMetallicTextureBlue", void 0);
  46451. __decorate([
  46452. BABYLON.serialize(),
  46453. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46454. ], PBRMaterial.prototype, "useAmbientOcclusionFromMetallicTextureRed", void 0);
  46455. __decorate([
  46456. BABYLON.serialize(),
  46457. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46458. ], PBRMaterial.prototype, "useAmbientInGrayScale", void 0);
  46459. __decorate([
  46460. BABYLON.serialize(),
  46461. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46462. ], PBRMaterial.prototype, "useAutoMicroSurfaceFromReflectivityMap", void 0);
  46463. __decorate([
  46464. BABYLON.serialize(),
  46465. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46466. ], PBRMaterial.prototype, "usePhysicalLightFalloff", void 0);
  46467. __decorate([
  46468. BABYLON.serialize(),
  46469. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46470. ], PBRMaterial.prototype, "useRadianceOverAlpha", void 0);
  46471. __decorate([
  46472. BABYLON.serialize(),
  46473. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46474. ], PBRMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  46475. __decorate([
  46476. BABYLON.serialize(),
  46477. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46478. ], PBRMaterial.prototype, "useParallax", void 0);
  46479. __decorate([
  46480. BABYLON.serialize(),
  46481. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46482. ], PBRMaterial.prototype, "useParallaxOcclusion", void 0);
  46483. __decorate([
  46484. BABYLON.serialize(),
  46485. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46486. ], PBRMaterial.prototype, "parallaxScaleBias", void 0);
  46487. __decorate([
  46488. BABYLON.serialize(),
  46489. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  46490. ], PBRMaterial.prototype, "disableLighting", void 0);
  46491. __decorate([
  46492. BABYLON.serialize(),
  46493. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46494. ], PBRMaterial.prototype, "forceIrradianceInFragment", void 0);
  46495. __decorate([
  46496. BABYLON.serialize(),
  46497. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  46498. ], PBRMaterial.prototype, "maxSimultaneousLights", void 0);
  46499. __decorate([
  46500. BABYLON.serialize(),
  46501. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46502. ], PBRMaterial.prototype, "invertNormalMapX", void 0);
  46503. __decorate([
  46504. BABYLON.serialize(),
  46505. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46506. ], PBRMaterial.prototype, "invertNormalMapY", void 0);
  46507. __decorate([
  46508. BABYLON.serialize(),
  46509. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46510. ], PBRMaterial.prototype, "twoSidedLighting", void 0);
  46511. __decorate([
  46512. BABYLON.serialize(),
  46513. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46514. ], PBRMaterial.prototype, "useAlphaFresnel", void 0);
  46515. __decorate([
  46516. BABYLON.serialize(),
  46517. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46518. ], PBRMaterial.prototype, "useLinearAlphaFresnel", void 0);
  46519. __decorate([
  46520. BABYLON.serializeAsTexture(),
  46521. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46522. ], PBRMaterial.prototype, "environmentBRDFTexture", void 0);
  46523. __decorate([
  46524. BABYLON.serialize(),
  46525. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46526. ], PBRMaterial.prototype, "forceNormalForward", void 0);
  46527. __decorate([
  46528. BABYLON.serialize(),
  46529. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46530. ], PBRMaterial.prototype, "enableSpecularAntiAliasing", void 0);
  46531. __decorate([
  46532. BABYLON.serialize(),
  46533. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46534. ], PBRMaterial.prototype, "useHorizonOcclusion", void 0);
  46535. __decorate([
  46536. BABYLON.serialize(),
  46537. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46538. ], PBRMaterial.prototype, "useRadianceOcclusion", void 0);
  46539. __decorate([
  46540. BABYLON.serialize(),
  46541. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  46542. ], PBRMaterial.prototype, "unlit", void 0);
  46543. return PBRMaterial;
  46544. }(BABYLON.PBRBaseMaterial));
  46545. BABYLON.PBRMaterial = PBRMaterial;
  46546. })(BABYLON || (BABYLON = {}));
  46547. //# sourceMappingURL=babylon.pbrMaterial.js.map
  46548. var BABYLON;
  46549. (function (BABYLON) {
  46550. /**
  46551. * The PBR material of BJS following the metal roughness convention.
  46552. *
  46553. * This fits to the PBR convention in the GLTF definition:
  46554. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  46555. */
  46556. var PBRMetallicRoughnessMaterial = /** @class */ (function (_super) {
  46557. __extends(PBRMetallicRoughnessMaterial, _super);
  46558. /**
  46559. * Instantiates a new PBRMetalRoughnessMaterial instance.
  46560. *
  46561. * @param name The material name
  46562. * @param scene The scene the material will be use in.
  46563. */
  46564. function PBRMetallicRoughnessMaterial(name, scene) {
  46565. var _this = _super.call(this, name, scene) || this;
  46566. _this._useRoughnessFromMetallicTextureAlpha = false;
  46567. _this._useRoughnessFromMetallicTextureGreen = true;
  46568. _this._useMetallnessFromMetallicTextureBlue = true;
  46569. _this.metallic = 1.0;
  46570. _this.roughness = 1.0;
  46571. return _this;
  46572. }
  46573. /**
  46574. * Return the currrent class name of the material.
  46575. */
  46576. PBRMetallicRoughnessMaterial.prototype.getClassName = function () {
  46577. return "PBRMetallicRoughnessMaterial";
  46578. };
  46579. /**
  46580. * Return the active textures of the material.
  46581. */
  46582. PBRMetallicRoughnessMaterial.prototype.getActiveTextures = function () {
  46583. var activeTextures = _super.prototype.getActiveTextures.call(this);
  46584. if (this.baseTexture) {
  46585. activeTextures.push(this.baseTexture);
  46586. }
  46587. if (this.metallicRoughnessTexture) {
  46588. activeTextures.push(this.metallicRoughnessTexture);
  46589. }
  46590. return activeTextures;
  46591. };
  46592. /**
  46593. * Checks to see if a texture is used in the material.
  46594. * @param texture - Base texture to use.
  46595. * @returns - Boolean specifying if a texture is used in the material.
  46596. */
  46597. PBRMetallicRoughnessMaterial.prototype.hasTexture = function (texture) {
  46598. if (_super.prototype.hasTexture.call(this, texture)) {
  46599. return true;
  46600. }
  46601. if (this.baseTexture === texture) {
  46602. return true;
  46603. }
  46604. if (this.metallicRoughnessTexture === texture) {
  46605. return true;
  46606. }
  46607. return false;
  46608. };
  46609. /**
  46610. * Makes a duplicate of the current material.
  46611. * @param name - name to use for the new material.
  46612. */
  46613. PBRMetallicRoughnessMaterial.prototype.clone = function (name) {
  46614. var _this = this;
  46615. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMetallicRoughnessMaterial(name, _this.getScene()); }, this);
  46616. clone.id = name;
  46617. clone.name = name;
  46618. return clone;
  46619. };
  46620. /**
  46621. * Serialize the material to a parsable JSON object.
  46622. */
  46623. PBRMetallicRoughnessMaterial.prototype.serialize = function () {
  46624. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  46625. serializationObject.customType = "BABYLON.PBRMetallicRoughnessMaterial";
  46626. return serializationObject;
  46627. };
  46628. /**
  46629. * Parses a JSON object correponding to the serialize function.
  46630. */
  46631. PBRMetallicRoughnessMaterial.Parse = function (source, scene, rootUrl) {
  46632. return BABYLON.SerializationHelper.Parse(function () { return new PBRMetallicRoughnessMaterial(source.name, scene); }, source, scene, rootUrl);
  46633. };
  46634. __decorate([
  46635. BABYLON.serializeAsColor3(),
  46636. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  46637. ], PBRMetallicRoughnessMaterial.prototype, "baseColor", void 0);
  46638. __decorate([
  46639. BABYLON.serializeAsTexture(),
  46640. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  46641. ], PBRMetallicRoughnessMaterial.prototype, "baseTexture", void 0);
  46642. __decorate([
  46643. BABYLON.serialize(),
  46644. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46645. ], PBRMetallicRoughnessMaterial.prototype, "metallic", void 0);
  46646. __decorate([
  46647. BABYLON.serialize(),
  46648. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  46649. ], PBRMetallicRoughnessMaterial.prototype, "roughness", void 0);
  46650. __decorate([
  46651. BABYLON.serializeAsTexture(),
  46652. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_metallicTexture")
  46653. ], PBRMetallicRoughnessMaterial.prototype, "metallicRoughnessTexture", void 0);
  46654. return PBRMetallicRoughnessMaterial;
  46655. }(BABYLON.PBRBaseSimpleMaterial));
  46656. BABYLON.PBRMetallicRoughnessMaterial = PBRMetallicRoughnessMaterial;
  46657. })(BABYLON || (BABYLON = {}));
  46658. //# sourceMappingURL=babylon.pbrMetallicRoughnessMaterial.js.map
  46659. var BABYLON;
  46660. (function (BABYLON) {
  46661. /**
  46662. * The PBR material of BJS following the specular glossiness convention.
  46663. *
  46664. * This fits to the PBR convention in the GLTF definition:
  46665. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  46666. */
  46667. var PBRSpecularGlossinessMaterial = /** @class */ (function (_super) {
  46668. __extends(PBRSpecularGlossinessMaterial, _super);
  46669. /**
  46670. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  46671. *
  46672. * @param name The material name
  46673. * @param scene The scene the material will be use in.
  46674. */
  46675. function PBRSpecularGlossinessMaterial(name, scene) {
  46676. var _this = _super.call(this, name, scene) || this;
  46677. _this._useMicroSurfaceFromReflectivityMapAlpha = true;
  46678. return _this;
  46679. }
  46680. /**
  46681. * Return the currrent class name of the material.
  46682. */
  46683. PBRSpecularGlossinessMaterial.prototype.getClassName = function () {
  46684. return "PBRSpecularGlossinessMaterial";
  46685. };
  46686. /**
  46687. * Return the active textures of the material.
  46688. */
  46689. PBRSpecularGlossinessMaterial.prototype.getActiveTextures = function () {
  46690. var activeTextures = _super.prototype.getActiveTextures.call(this);
  46691. if (this.diffuseTexture) {
  46692. activeTextures.push(this.diffuseTexture);
  46693. }
  46694. if (this.specularGlossinessTexture) {
  46695. activeTextures.push(this.specularGlossinessTexture);
  46696. }
  46697. return activeTextures;
  46698. };
  46699. /**
  46700. * Checks to see if a texture is used in the material.
  46701. * @param texture - Base texture to use.
  46702. * @returns - Boolean specifying if a texture is used in the material.
  46703. */
  46704. PBRSpecularGlossinessMaterial.prototype.hasTexture = function (texture) {
  46705. if (_super.prototype.hasTexture.call(this, texture)) {
  46706. return true;
  46707. }
  46708. if (this.diffuseTexture === texture) {
  46709. return true;
  46710. }
  46711. if (this.specularGlossinessTexture === texture) {
  46712. return true;
  46713. }
  46714. return false;
  46715. };
  46716. /**
  46717. * Makes a duplicate of the current material.
  46718. * @param name - name to use for the new material.
  46719. */
  46720. PBRSpecularGlossinessMaterial.prototype.clone = function (name) {
  46721. var _this = this;
  46722. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRSpecularGlossinessMaterial(name, _this.getScene()); }, this);
  46723. clone.id = name;
  46724. clone.name = name;
  46725. return clone;
  46726. };
  46727. /**
  46728. * Serialize the material to a parsable JSON object.
  46729. */
  46730. PBRSpecularGlossinessMaterial.prototype.serialize = function () {
  46731. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  46732. serializationObject.customType = "BABYLON.PBRSpecularGlossinessMaterial";
  46733. return serializationObject;
  46734. };
  46735. /**
  46736. * Parses a JSON object correponding to the serialize function.
  46737. */
  46738. PBRSpecularGlossinessMaterial.Parse = function (source, scene, rootUrl) {
  46739. return BABYLON.SerializationHelper.Parse(function () { return new PBRSpecularGlossinessMaterial(source.name, scene); }, source, scene, rootUrl);
  46740. };
  46741. __decorate([
  46742. BABYLON.serializeAsColor3("diffuse"),
  46743. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  46744. ], PBRSpecularGlossinessMaterial.prototype, "diffuseColor", void 0);
  46745. __decorate([
  46746. BABYLON.serializeAsTexture(),
  46747. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  46748. ], PBRSpecularGlossinessMaterial.prototype, "diffuseTexture", void 0);
  46749. __decorate([
  46750. BABYLON.serializeAsColor3("specular"),
  46751. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityColor")
  46752. ], PBRSpecularGlossinessMaterial.prototype, "specularColor", void 0);
  46753. __decorate([
  46754. BABYLON.serialize(),
  46755. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_microSurface")
  46756. ], PBRSpecularGlossinessMaterial.prototype, "glossiness", void 0);
  46757. __decorate([
  46758. BABYLON.serializeAsTexture(),
  46759. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityTexture")
  46760. ], PBRSpecularGlossinessMaterial.prototype, "specularGlossinessTexture", void 0);
  46761. return PBRSpecularGlossinessMaterial;
  46762. }(BABYLON.PBRBaseSimpleMaterial));
  46763. BABYLON.PBRSpecularGlossinessMaterial = PBRSpecularGlossinessMaterial;
  46764. })(BABYLON || (BABYLON = {}));
  46765. //# sourceMappingURL=babylon.pbrSpecularGlossinessMaterial.js.map
  46766. var BABYLON;
  46767. (function (BABYLON) {
  46768. BABYLON.CameraInputTypes = {};
  46769. var CameraInputsManager = /** @class */ (function () {
  46770. function CameraInputsManager(camera) {
  46771. this.attached = {};
  46772. this.camera = camera;
  46773. this.checkInputs = function () { };
  46774. }
  46775. /**
  46776. * Add an input method to a camera.
  46777. * builtin inputs example: camera.inputs.addGamepad();
  46778. * custom inputs example: camera.inputs.add(new BABYLON.FreeCameraGamepadInput());
  46779. * @param input camera input method
  46780. */
  46781. CameraInputsManager.prototype.add = function (input) {
  46782. var type = input.getSimpleName();
  46783. if (this.attached[type]) {
  46784. BABYLON.Tools.Warn("camera input of type " + type + " already exists on camera");
  46785. return;
  46786. }
  46787. this.attached[type] = input;
  46788. input.camera = this.camera;
  46789. //for checkInputs, we are dynamically creating a function
  46790. //the goal is to avoid the performance penalty of looping for inputs in the render loop
  46791. if (input.checkInputs) {
  46792. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  46793. }
  46794. if (this.attachedElement) {
  46795. input.attachControl(this.attachedElement);
  46796. }
  46797. };
  46798. /**
  46799. * Remove a specific input method from a camera
  46800. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  46801. * @param inputToRemove camera input method
  46802. */
  46803. CameraInputsManager.prototype.remove = function (inputToRemove) {
  46804. for (var cam in this.attached) {
  46805. var input = this.attached[cam];
  46806. if (input === inputToRemove) {
  46807. input.detachControl(this.attachedElement);
  46808. input.camera = null;
  46809. delete this.attached[cam];
  46810. this.rebuildInputCheck();
  46811. }
  46812. }
  46813. };
  46814. CameraInputsManager.prototype.removeByType = function (inputType) {
  46815. for (var cam in this.attached) {
  46816. var input = this.attached[cam];
  46817. if (input.getClassName() === inputType) {
  46818. input.detachControl(this.attachedElement);
  46819. input.camera = null;
  46820. delete this.attached[cam];
  46821. this.rebuildInputCheck();
  46822. }
  46823. }
  46824. };
  46825. CameraInputsManager.prototype._addCheckInputs = function (fn) {
  46826. var current = this.checkInputs;
  46827. return function () {
  46828. current();
  46829. fn();
  46830. };
  46831. };
  46832. CameraInputsManager.prototype.attachInput = function (input) {
  46833. if (this.attachedElement) {
  46834. input.attachControl(this.attachedElement, this.noPreventDefault);
  46835. }
  46836. };
  46837. CameraInputsManager.prototype.attachElement = function (element, noPreventDefault) {
  46838. if (noPreventDefault === void 0) { noPreventDefault = false; }
  46839. if (this.attachedElement) {
  46840. return;
  46841. }
  46842. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  46843. this.attachedElement = element;
  46844. this.noPreventDefault = noPreventDefault;
  46845. for (var cam in this.attached) {
  46846. this.attached[cam].attachControl(element, noPreventDefault);
  46847. }
  46848. };
  46849. CameraInputsManager.prototype.detachElement = function (element, disconnect) {
  46850. if (disconnect === void 0) { disconnect = false; }
  46851. if (this.attachedElement !== element) {
  46852. return;
  46853. }
  46854. for (var cam in this.attached) {
  46855. this.attached[cam].detachControl(element);
  46856. if (disconnect) {
  46857. this.attached[cam].camera = null;
  46858. }
  46859. }
  46860. this.attachedElement = null;
  46861. };
  46862. CameraInputsManager.prototype.rebuildInputCheck = function () {
  46863. this.checkInputs = function () { };
  46864. for (var cam in this.attached) {
  46865. var input = this.attached[cam];
  46866. if (input.checkInputs) {
  46867. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  46868. }
  46869. }
  46870. };
  46871. /**
  46872. * Remove all attached input methods from a camera
  46873. */
  46874. CameraInputsManager.prototype.clear = function () {
  46875. if (this.attachedElement) {
  46876. this.detachElement(this.attachedElement, true);
  46877. }
  46878. this.attached = {};
  46879. this.attachedElement = null;
  46880. this.checkInputs = function () { };
  46881. };
  46882. CameraInputsManager.prototype.serialize = function (serializedCamera) {
  46883. var inputs = {};
  46884. for (var cam in this.attached) {
  46885. var input = this.attached[cam];
  46886. var res = BABYLON.SerializationHelper.Serialize(input);
  46887. inputs[input.getClassName()] = res;
  46888. }
  46889. serializedCamera.inputsmgr = inputs;
  46890. };
  46891. CameraInputsManager.prototype.parse = function (parsedCamera) {
  46892. var parsedInputs = parsedCamera.inputsmgr;
  46893. if (parsedInputs) {
  46894. this.clear();
  46895. for (var n in parsedInputs) {
  46896. var construct = BABYLON.CameraInputTypes[n];
  46897. if (construct) {
  46898. var parsedinput = parsedInputs[n];
  46899. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedinput, null);
  46900. this.add(input);
  46901. }
  46902. }
  46903. }
  46904. else {
  46905. //2016-03-08 this part is for managing backward compatibility
  46906. for (var n in this.attached) {
  46907. var construct = BABYLON.CameraInputTypes[this.attached[n].getClassName()];
  46908. if (construct) {
  46909. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedCamera, null);
  46910. this.remove(this.attached[n]);
  46911. this.add(input);
  46912. }
  46913. }
  46914. }
  46915. };
  46916. return CameraInputsManager;
  46917. }());
  46918. BABYLON.CameraInputsManager = CameraInputsManager;
  46919. })(BABYLON || (BABYLON = {}));
  46920. //# sourceMappingURL=babylon.cameraInputsManager.js.map
  46921. var BABYLON;
  46922. (function (BABYLON) {
  46923. var TargetCamera = /** @class */ (function (_super) {
  46924. __extends(TargetCamera, _super);
  46925. function TargetCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  46926. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  46927. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  46928. _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  46929. _this.cameraRotation = new BABYLON.Vector2(0, 0);
  46930. _this.rotation = new BABYLON.Vector3(0, 0, 0);
  46931. _this.speed = 2.0;
  46932. _this.noRotationConstraint = false;
  46933. _this.lockedTarget = null;
  46934. _this._currentTarget = BABYLON.Vector3.Zero();
  46935. _this._viewMatrix = BABYLON.Matrix.Zero();
  46936. _this._camMatrix = BABYLON.Matrix.Zero();
  46937. _this._cameraTransformMatrix = BABYLON.Matrix.Zero();
  46938. _this._cameraRotationMatrix = BABYLON.Matrix.Zero();
  46939. _this._referencePoint = new BABYLON.Vector3(0, 0, 1);
  46940. _this._currentUpVector = new BABYLON.Vector3(0, 1, 0);
  46941. _this._transformedReferencePoint = BABYLON.Vector3.Zero();
  46942. _this._globalCurrentTarget = BABYLON.Vector3.Zero();
  46943. _this._globalCurrentUpVector = BABYLON.Vector3.Zero();
  46944. return _this;
  46945. }
  46946. TargetCamera.prototype.getFrontPosition = function (distance) {
  46947. this.getWorldMatrix();
  46948. var direction = this.getTarget().subtract(this.position);
  46949. direction.normalize();
  46950. direction.scaleInPlace(distance);
  46951. return this.globalPosition.add(direction);
  46952. };
  46953. TargetCamera.prototype._getLockedTargetPosition = function () {
  46954. if (!this.lockedTarget) {
  46955. return null;
  46956. }
  46957. if (this.lockedTarget.absolutePosition) {
  46958. this.lockedTarget.computeWorldMatrix();
  46959. }
  46960. return this.lockedTarget.absolutePosition || this.lockedTarget;
  46961. };
  46962. TargetCamera.prototype.storeState = function () {
  46963. this._storedPosition = this.position.clone();
  46964. this._storedRotation = this.rotation.clone();
  46965. if (this.rotationQuaternion) {
  46966. this._storedRotationQuaternion = this.rotationQuaternion.clone();
  46967. }
  46968. return _super.prototype.storeState.call(this);
  46969. };
  46970. /**
  46971. * Restored camera state. You must call storeState() first
  46972. */
  46973. TargetCamera.prototype._restoreStateValues = function () {
  46974. if (!_super.prototype._restoreStateValues.call(this)) {
  46975. return false;
  46976. }
  46977. this.position = this._storedPosition.clone();
  46978. this.rotation = this._storedRotation.clone();
  46979. if (this.rotationQuaternion) {
  46980. this.rotationQuaternion = this._storedRotationQuaternion.clone();
  46981. }
  46982. this.cameraDirection.copyFromFloats(0, 0, 0);
  46983. this.cameraRotation.copyFromFloats(0, 0);
  46984. return true;
  46985. };
  46986. // Cache
  46987. TargetCamera.prototype._initCache = function () {
  46988. _super.prototype._initCache.call(this);
  46989. this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  46990. this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  46991. this._cache.rotationQuaternion = new BABYLON.Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  46992. };
  46993. TargetCamera.prototype._updateCache = function (ignoreParentClass) {
  46994. if (!ignoreParentClass) {
  46995. _super.prototype._updateCache.call(this);
  46996. }
  46997. var lockedTargetPosition = this._getLockedTargetPosition();
  46998. if (!lockedTargetPosition) {
  46999. this._cache.lockedTarget = null;
  47000. }
  47001. else {
  47002. if (!this._cache.lockedTarget) {
  47003. this._cache.lockedTarget = lockedTargetPosition.clone();
  47004. }
  47005. else {
  47006. this._cache.lockedTarget.copyFrom(lockedTargetPosition);
  47007. }
  47008. }
  47009. this._cache.rotation.copyFrom(this.rotation);
  47010. if (this.rotationQuaternion)
  47011. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  47012. };
  47013. // Synchronized
  47014. TargetCamera.prototype._isSynchronizedViewMatrix = function () {
  47015. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  47016. return false;
  47017. }
  47018. var lockedTargetPosition = this._getLockedTargetPosition();
  47019. return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition)
  47020. && (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation));
  47021. };
  47022. // Methods
  47023. TargetCamera.prototype._computeLocalCameraSpeed = function () {
  47024. var engine = this.getEngine();
  47025. return this.speed * Math.sqrt((engine.getDeltaTime() / (engine.getFps() * 100.0)));
  47026. };
  47027. // Target
  47028. TargetCamera.prototype.setTarget = function (target) {
  47029. this.upVector.normalize();
  47030. BABYLON.Matrix.LookAtLHToRef(this.position, target, this.upVector, this._camMatrix);
  47031. this._camMatrix.invert();
  47032. this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
  47033. var vDir = target.subtract(this.position);
  47034. if (vDir.x >= 0.0) {
  47035. this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
  47036. }
  47037. else {
  47038. this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
  47039. }
  47040. this.rotation.z = 0;
  47041. if (isNaN(this.rotation.x)) {
  47042. this.rotation.x = 0;
  47043. }
  47044. if (isNaN(this.rotation.y)) {
  47045. this.rotation.y = 0;
  47046. }
  47047. if (isNaN(this.rotation.z)) {
  47048. this.rotation.z = 0;
  47049. }
  47050. if (this.rotationQuaternion) {
  47051. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  47052. }
  47053. };
  47054. /**
  47055. * Return the current target position of the camera. This value is expressed in local space.
  47056. */
  47057. TargetCamera.prototype.getTarget = function () {
  47058. return this._currentTarget;
  47059. };
  47060. TargetCamera.prototype._decideIfNeedsToMove = function () {
  47061. return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  47062. };
  47063. TargetCamera.prototype._updatePosition = function () {
  47064. if (this.parent) {
  47065. this.parent.getWorldMatrix().invertToRef(BABYLON.Tmp.Matrix[0]);
  47066. BABYLON.Vector3.TransformNormalToRef(this.cameraDirection, BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Vector3[0]);
  47067. this.position.addInPlace(BABYLON.Tmp.Vector3[0]);
  47068. return;
  47069. }
  47070. this.position.addInPlace(this.cameraDirection);
  47071. };
  47072. TargetCamera.prototype._checkInputs = function () {
  47073. var needToMove = this._decideIfNeedsToMove();
  47074. var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
  47075. // Move
  47076. if (needToMove) {
  47077. this._updatePosition();
  47078. }
  47079. // Rotate
  47080. if (needToRotate) {
  47081. this.rotation.x += this.cameraRotation.x;
  47082. this.rotation.y += this.cameraRotation.y;
  47083. //rotate, if quaternion is set and rotation was used
  47084. if (this.rotationQuaternion) {
  47085. var len = this.rotation.lengthSquared();
  47086. if (len) {
  47087. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  47088. }
  47089. }
  47090. if (!this.noRotationConstraint) {
  47091. var limit = (Math.PI / 2) * 0.95;
  47092. if (this.rotation.x > limit)
  47093. this.rotation.x = limit;
  47094. if (this.rotation.x < -limit)
  47095. this.rotation.x = -limit;
  47096. }
  47097. }
  47098. // Inertia
  47099. if (needToMove) {
  47100. if (Math.abs(this.cameraDirection.x) < this.speed * BABYLON.Epsilon) {
  47101. this.cameraDirection.x = 0;
  47102. }
  47103. if (Math.abs(this.cameraDirection.y) < this.speed * BABYLON.Epsilon) {
  47104. this.cameraDirection.y = 0;
  47105. }
  47106. if (Math.abs(this.cameraDirection.z) < this.speed * BABYLON.Epsilon) {
  47107. this.cameraDirection.z = 0;
  47108. }
  47109. this.cameraDirection.scaleInPlace(this.inertia);
  47110. }
  47111. if (needToRotate) {
  47112. if (Math.abs(this.cameraRotation.x) < this.speed * BABYLON.Epsilon) {
  47113. this.cameraRotation.x = 0;
  47114. }
  47115. if (Math.abs(this.cameraRotation.y) < this.speed * BABYLON.Epsilon) {
  47116. this.cameraRotation.y = 0;
  47117. }
  47118. this.cameraRotation.scaleInPlace(this.inertia);
  47119. }
  47120. _super.prototype._checkInputs.call(this);
  47121. };
  47122. TargetCamera.prototype._updateCameraRotationMatrix = function () {
  47123. if (this.rotationQuaternion) {
  47124. this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);
  47125. }
  47126. else {
  47127. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  47128. }
  47129. //update the up vector!
  47130. BABYLON.Vector3.TransformNormalToRef(this.upVector, this._cameraRotationMatrix, this._currentUpVector);
  47131. };
  47132. TargetCamera.prototype._getViewMatrix = function () {
  47133. if (this.lockedTarget) {
  47134. this.setTarget(this._getLockedTargetPosition());
  47135. }
  47136. // Compute
  47137. this._updateCameraRotationMatrix();
  47138. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  47139. // Computing target and final matrix
  47140. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  47141. this._computeViewMatrix(this.position, this._currentTarget, this._currentUpVector);
  47142. return this._viewMatrix;
  47143. };
  47144. TargetCamera.prototype._computeViewMatrix = function (position, target, up) {
  47145. if (this.parent) {
  47146. var parentWorldMatrix = this.parent.getWorldMatrix();
  47147. BABYLON.Vector3.TransformCoordinatesToRef(this.position, parentWorldMatrix, this._globalPosition);
  47148. BABYLON.Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._globalCurrentTarget);
  47149. BABYLON.Vector3.TransformNormalToRef(up, parentWorldMatrix, this._globalCurrentUpVector);
  47150. this._markSyncedWithParent();
  47151. }
  47152. else {
  47153. this._globalPosition.copyFrom(this.position);
  47154. this._globalCurrentTarget.copyFrom(target);
  47155. this._globalCurrentUpVector.copyFrom(up);
  47156. }
  47157. if (this.getScene().useRightHandedSystem) {
  47158. BABYLON.Matrix.LookAtRHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  47159. }
  47160. else {
  47161. BABYLON.Matrix.LookAtLHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  47162. }
  47163. };
  47164. /**
  47165. * @override
  47166. * Override Camera.createRigCamera
  47167. */
  47168. TargetCamera.prototype.createRigCamera = function (name, cameraIndex) {
  47169. if (this.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  47170. var rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());
  47171. if (this.cameraRigMode === BABYLON.Camera.RIG_MODE_VR || this.cameraRigMode === BABYLON.Camera.RIG_MODE_WEBVR) {
  47172. if (!this.rotationQuaternion) {
  47173. this.rotationQuaternion = new BABYLON.Quaternion();
  47174. }
  47175. rigCamera._cameraRigParams = {};
  47176. rigCamera.rotationQuaternion = new BABYLON.Quaternion();
  47177. }
  47178. return rigCamera;
  47179. }
  47180. return null;
  47181. };
  47182. /**
  47183. * @override
  47184. * Override Camera._updateRigCameras
  47185. */
  47186. TargetCamera.prototype._updateRigCameras = function () {
  47187. var camLeft = this._rigCameras[0];
  47188. var camRight = this._rigCameras[1];
  47189. switch (this.cameraRigMode) {
  47190. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  47191. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  47192. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  47193. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  47194. //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:
  47195. var leftSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? 1 : -1;
  47196. var rightSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? -1 : 1;
  47197. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft.position);
  47198. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * rightSign, camRight.position);
  47199. camLeft.setTarget(this.getTarget());
  47200. camRight.setTarget(this.getTarget());
  47201. break;
  47202. case BABYLON.Camera.RIG_MODE_VR:
  47203. if (camLeft.rotationQuaternion) {
  47204. camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);
  47205. camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);
  47206. }
  47207. else {
  47208. camLeft.rotation.copyFrom(this.rotation);
  47209. camRight.rotation.copyFrom(this.rotation);
  47210. }
  47211. camLeft.position.copyFrom(this.position);
  47212. camRight.position.copyFrom(this.position);
  47213. break;
  47214. }
  47215. _super.prototype._updateRigCameras.call(this);
  47216. };
  47217. TargetCamera.prototype._getRigCamPosition = function (halfSpace, result) {
  47218. if (!this._rigCamTransformMatrix) {
  47219. this._rigCamTransformMatrix = new BABYLON.Matrix();
  47220. }
  47221. var target = this.getTarget();
  47222. BABYLON.Matrix.Translation(-target.x, -target.y, -target.z).multiplyToRef(BABYLON.Matrix.RotationY(halfSpace), this._rigCamTransformMatrix);
  47223. this._rigCamTransformMatrix = this._rigCamTransformMatrix.multiply(BABYLON.Matrix.Translation(target.x, target.y, target.z));
  47224. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this._rigCamTransformMatrix, result);
  47225. };
  47226. TargetCamera.prototype.getClassName = function () {
  47227. return "TargetCamera";
  47228. };
  47229. __decorate([
  47230. BABYLON.serializeAsVector3()
  47231. ], TargetCamera.prototype, "rotation", void 0);
  47232. __decorate([
  47233. BABYLON.serialize()
  47234. ], TargetCamera.prototype, "speed", void 0);
  47235. __decorate([
  47236. BABYLON.serializeAsMeshReference("lockedTargetId")
  47237. ], TargetCamera.prototype, "lockedTarget", void 0);
  47238. return TargetCamera;
  47239. }(BABYLON.Camera));
  47240. BABYLON.TargetCamera = TargetCamera;
  47241. })(BABYLON || (BABYLON = {}));
  47242. //# sourceMappingURL=babylon.targetCamera.js.map
  47243. var BABYLON;
  47244. (function (BABYLON) {
  47245. var FreeCameraMouseInput = /** @class */ (function () {
  47246. function FreeCameraMouseInput(touchEnabled) {
  47247. if (touchEnabled === void 0) { touchEnabled = true; }
  47248. this.touchEnabled = touchEnabled;
  47249. this.buttons = [0, 1, 2];
  47250. this.angularSensibility = 2000.0;
  47251. this.previousPosition = null;
  47252. }
  47253. FreeCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  47254. var _this = this;
  47255. var engine = this.camera.getEngine();
  47256. if (!this._pointerInput) {
  47257. this._pointerInput = function (p, s) {
  47258. var evt = p.event;
  47259. if (engine.isInVRExclusivePointerMode) {
  47260. return;
  47261. }
  47262. if (!_this.touchEnabled && evt.pointerType === "touch") {
  47263. return;
  47264. }
  47265. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  47266. return;
  47267. }
  47268. var srcElement = (evt.srcElement || evt.target);
  47269. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  47270. try {
  47271. srcElement.setPointerCapture(evt.pointerId);
  47272. }
  47273. catch (e) {
  47274. //Nothing to do with the error. Execution will continue.
  47275. }
  47276. _this.previousPosition = {
  47277. x: evt.clientX,
  47278. y: evt.clientY
  47279. };
  47280. if (!noPreventDefault) {
  47281. evt.preventDefault();
  47282. element.focus();
  47283. }
  47284. }
  47285. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  47286. try {
  47287. srcElement.releasePointerCapture(evt.pointerId);
  47288. }
  47289. catch (e) {
  47290. //Nothing to do with the error.
  47291. }
  47292. _this.previousPosition = null;
  47293. if (!noPreventDefault) {
  47294. evt.preventDefault();
  47295. }
  47296. }
  47297. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  47298. if (!_this.previousPosition || engine.isPointerLock) {
  47299. return;
  47300. }
  47301. var offsetX = evt.clientX - _this.previousPosition.x;
  47302. if (_this.camera.getScene().useRightHandedSystem)
  47303. offsetX *= -1;
  47304. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0)
  47305. offsetX *= -1;
  47306. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  47307. var offsetY = evt.clientY - _this.previousPosition.y;
  47308. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  47309. _this.previousPosition = {
  47310. x: evt.clientX,
  47311. y: evt.clientY
  47312. };
  47313. if (!noPreventDefault) {
  47314. evt.preventDefault();
  47315. }
  47316. }
  47317. };
  47318. }
  47319. this._onMouseMove = function (evt) {
  47320. if (!engine.isPointerLock) {
  47321. return;
  47322. }
  47323. if (engine.isInVRExclusivePointerMode) {
  47324. return;
  47325. }
  47326. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  47327. if (_this.camera.getScene().useRightHandedSystem)
  47328. offsetX *= -1;
  47329. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0)
  47330. offsetX *= -1;
  47331. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  47332. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  47333. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  47334. _this.previousPosition = null;
  47335. if (!noPreventDefault) {
  47336. evt.preventDefault();
  47337. }
  47338. };
  47339. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  47340. element.addEventListener("mousemove", this._onMouseMove, false);
  47341. };
  47342. FreeCameraMouseInput.prototype.detachControl = function (element) {
  47343. if (this._observer && element) {
  47344. this.camera.getScene().onPointerObservable.remove(this._observer);
  47345. if (this._onMouseMove) {
  47346. element.removeEventListener("mousemove", this._onMouseMove);
  47347. }
  47348. this._observer = null;
  47349. this._onMouseMove = null;
  47350. this.previousPosition = null;
  47351. }
  47352. };
  47353. FreeCameraMouseInput.prototype.getClassName = function () {
  47354. return "FreeCameraMouseInput";
  47355. };
  47356. FreeCameraMouseInput.prototype.getSimpleName = function () {
  47357. return "mouse";
  47358. };
  47359. __decorate([
  47360. BABYLON.serialize()
  47361. ], FreeCameraMouseInput.prototype, "buttons", void 0);
  47362. __decorate([
  47363. BABYLON.serialize()
  47364. ], FreeCameraMouseInput.prototype, "angularSensibility", void 0);
  47365. return FreeCameraMouseInput;
  47366. }());
  47367. BABYLON.FreeCameraMouseInput = FreeCameraMouseInput;
  47368. BABYLON.CameraInputTypes["FreeCameraMouseInput"] = FreeCameraMouseInput;
  47369. })(BABYLON || (BABYLON = {}));
  47370. //# sourceMappingURL=babylon.freeCameraMouseInput.js.map
  47371. var BABYLON;
  47372. (function (BABYLON) {
  47373. var FreeCameraKeyboardMoveInput = /** @class */ (function () {
  47374. function FreeCameraKeyboardMoveInput() {
  47375. this._keys = new Array();
  47376. this.keysUp = [38];
  47377. this.keysDown = [40];
  47378. this.keysLeft = [37];
  47379. this.keysRight = [39];
  47380. }
  47381. FreeCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  47382. var _this = this;
  47383. if (this._onCanvasBlurObserver) {
  47384. return;
  47385. }
  47386. this._scene = this.camera.getScene();
  47387. this._engine = this._scene.getEngine();
  47388. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  47389. _this._keys = [];
  47390. });
  47391. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  47392. var evt = info.event;
  47393. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  47394. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  47395. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  47396. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  47397. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  47398. var index = _this._keys.indexOf(evt.keyCode);
  47399. if (index === -1) {
  47400. _this._keys.push(evt.keyCode);
  47401. }
  47402. if (!noPreventDefault) {
  47403. evt.preventDefault();
  47404. }
  47405. }
  47406. }
  47407. else {
  47408. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  47409. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  47410. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  47411. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  47412. var index = _this._keys.indexOf(evt.keyCode);
  47413. if (index >= 0) {
  47414. _this._keys.splice(index, 1);
  47415. }
  47416. if (!noPreventDefault) {
  47417. evt.preventDefault();
  47418. }
  47419. }
  47420. }
  47421. });
  47422. };
  47423. FreeCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  47424. if (this._scene) {
  47425. if (this._onKeyboardObserver) {
  47426. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  47427. }
  47428. if (this._onCanvasBlurObserver) {
  47429. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  47430. }
  47431. this._onKeyboardObserver = null;
  47432. this._onCanvasBlurObserver = null;
  47433. }
  47434. this._keys = [];
  47435. };
  47436. FreeCameraKeyboardMoveInput.prototype.checkInputs = function () {
  47437. if (this._onKeyboardObserver) {
  47438. var camera = this.camera;
  47439. // Keyboard
  47440. for (var index = 0; index < this._keys.length; index++) {
  47441. var keyCode = this._keys[index];
  47442. var speed = camera._computeLocalCameraSpeed();
  47443. if (this.keysLeft.indexOf(keyCode) !== -1) {
  47444. camera._localDirection.copyFromFloats(-speed, 0, 0);
  47445. }
  47446. else if (this.keysUp.indexOf(keyCode) !== -1) {
  47447. camera._localDirection.copyFromFloats(0, 0, speed);
  47448. }
  47449. else if (this.keysRight.indexOf(keyCode) !== -1) {
  47450. camera._localDirection.copyFromFloats(speed, 0, 0);
  47451. }
  47452. else if (this.keysDown.indexOf(keyCode) !== -1) {
  47453. camera._localDirection.copyFromFloats(0, 0, -speed);
  47454. }
  47455. if (camera.getScene().useRightHandedSystem) {
  47456. camera._localDirection.z *= -1;
  47457. }
  47458. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  47459. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  47460. camera.cameraDirection.addInPlace(camera._transformedDirection);
  47461. }
  47462. }
  47463. };
  47464. FreeCameraKeyboardMoveInput.prototype.getClassName = function () {
  47465. return "FreeCameraKeyboardMoveInput";
  47466. };
  47467. FreeCameraKeyboardMoveInput.prototype._onLostFocus = function (e) {
  47468. this._keys = [];
  47469. };
  47470. FreeCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  47471. return "keyboard";
  47472. };
  47473. __decorate([
  47474. BABYLON.serialize()
  47475. ], FreeCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  47476. __decorate([
  47477. BABYLON.serialize()
  47478. ], FreeCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  47479. __decorate([
  47480. BABYLON.serialize()
  47481. ], FreeCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  47482. __decorate([
  47483. BABYLON.serialize()
  47484. ], FreeCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  47485. return FreeCameraKeyboardMoveInput;
  47486. }());
  47487. BABYLON.FreeCameraKeyboardMoveInput = FreeCameraKeyboardMoveInput;
  47488. BABYLON.CameraInputTypes["FreeCameraKeyboardMoveInput"] = FreeCameraKeyboardMoveInput;
  47489. })(BABYLON || (BABYLON = {}));
  47490. //# sourceMappingURL=babylon.freeCameraKeyboardMoveInput.js.map
  47491. var BABYLON;
  47492. (function (BABYLON) {
  47493. var FreeCameraInputsManager = /** @class */ (function (_super) {
  47494. __extends(FreeCameraInputsManager, _super);
  47495. function FreeCameraInputsManager(camera) {
  47496. return _super.call(this, camera) || this;
  47497. }
  47498. FreeCameraInputsManager.prototype.addKeyboard = function () {
  47499. this.add(new BABYLON.FreeCameraKeyboardMoveInput());
  47500. return this;
  47501. };
  47502. FreeCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  47503. if (touchEnabled === void 0) { touchEnabled = true; }
  47504. this.add(new BABYLON.FreeCameraMouseInput(touchEnabled));
  47505. return this;
  47506. };
  47507. FreeCameraInputsManager.prototype.addGamepad = function () {
  47508. this.add(new BABYLON.FreeCameraGamepadInput());
  47509. return this;
  47510. };
  47511. FreeCameraInputsManager.prototype.addDeviceOrientation = function () {
  47512. this.add(new BABYLON.FreeCameraDeviceOrientationInput());
  47513. return this;
  47514. };
  47515. FreeCameraInputsManager.prototype.addTouch = function () {
  47516. this.add(new BABYLON.FreeCameraTouchInput());
  47517. return this;
  47518. };
  47519. FreeCameraInputsManager.prototype.addVirtualJoystick = function () {
  47520. this.add(new BABYLON.FreeCameraVirtualJoystickInput());
  47521. return this;
  47522. };
  47523. return FreeCameraInputsManager;
  47524. }(BABYLON.CameraInputsManager));
  47525. BABYLON.FreeCameraInputsManager = FreeCameraInputsManager;
  47526. })(BABYLON || (BABYLON = {}));
  47527. //# sourceMappingURL=babylon.freeCameraInputsManager.js.map
  47528. var BABYLON;
  47529. (function (BABYLON) {
  47530. var FreeCamera = /** @class */ (function (_super) {
  47531. __extends(FreeCamera, _super);
  47532. function FreeCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  47533. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  47534. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  47535. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  47536. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  47537. _this.checkCollisions = false;
  47538. _this.applyGravity = false;
  47539. _this._needMoveForGravity = false;
  47540. _this._oldPosition = BABYLON.Vector3.Zero();
  47541. _this._diffPosition = BABYLON.Vector3.Zero();
  47542. _this._newPosition = BABYLON.Vector3.Zero();
  47543. // Collisions
  47544. _this._collisionMask = -1;
  47545. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  47546. if (collidedMesh === void 0) { collidedMesh = null; }
  47547. //TODO move this to the collision coordinator!
  47548. if (_this.getScene().workerCollisions)
  47549. newPosition.multiplyInPlace(_this._collider._radius);
  47550. var updatePosition = function (newPos) {
  47551. _this._newPosition.copyFrom(newPos);
  47552. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  47553. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  47554. _this.position.addInPlace(_this._diffPosition);
  47555. if (_this.onCollide && collidedMesh) {
  47556. _this.onCollide(collidedMesh);
  47557. }
  47558. }
  47559. };
  47560. updatePosition(newPosition);
  47561. };
  47562. _this.inputs = new BABYLON.FreeCameraInputsManager(_this);
  47563. _this.inputs.addKeyboard().addMouse();
  47564. return _this;
  47565. }
  47566. Object.defineProperty(FreeCamera.prototype, "angularSensibility", {
  47567. //-- begin properties for backward compatibility for inputs
  47568. /**
  47569. * Gets the input sensibility for a mouse input. (default is 2000.0)
  47570. * Higher values reduce sensitivity.
  47571. */
  47572. get: function () {
  47573. var mouse = this.inputs.attached["mouse"];
  47574. if (mouse)
  47575. return mouse.angularSensibility;
  47576. return 0;
  47577. },
  47578. /**
  47579. * Sets the input sensibility for a mouse input. (default is 2000.0)
  47580. * Higher values reduce sensitivity.
  47581. */
  47582. set: function (value) {
  47583. var mouse = this.inputs.attached["mouse"];
  47584. if (mouse)
  47585. mouse.angularSensibility = value;
  47586. },
  47587. enumerable: true,
  47588. configurable: true
  47589. });
  47590. Object.defineProperty(FreeCamera.prototype, "keysUp", {
  47591. get: function () {
  47592. var keyboard = this.inputs.attached["keyboard"];
  47593. if (keyboard)
  47594. return keyboard.keysUp;
  47595. return [];
  47596. },
  47597. set: function (value) {
  47598. var keyboard = this.inputs.attached["keyboard"];
  47599. if (keyboard)
  47600. keyboard.keysUp = value;
  47601. },
  47602. enumerable: true,
  47603. configurable: true
  47604. });
  47605. Object.defineProperty(FreeCamera.prototype, "keysDown", {
  47606. get: function () {
  47607. var keyboard = this.inputs.attached["keyboard"];
  47608. if (keyboard)
  47609. return keyboard.keysDown;
  47610. return [];
  47611. },
  47612. set: function (value) {
  47613. var keyboard = this.inputs.attached["keyboard"];
  47614. if (keyboard)
  47615. keyboard.keysDown = value;
  47616. },
  47617. enumerable: true,
  47618. configurable: true
  47619. });
  47620. Object.defineProperty(FreeCamera.prototype, "keysLeft", {
  47621. get: function () {
  47622. var keyboard = this.inputs.attached["keyboard"];
  47623. if (keyboard)
  47624. return keyboard.keysLeft;
  47625. return [];
  47626. },
  47627. set: function (value) {
  47628. var keyboard = this.inputs.attached["keyboard"];
  47629. if (keyboard)
  47630. keyboard.keysLeft = value;
  47631. },
  47632. enumerable: true,
  47633. configurable: true
  47634. });
  47635. Object.defineProperty(FreeCamera.prototype, "keysRight", {
  47636. get: function () {
  47637. var keyboard = this.inputs.attached["keyboard"];
  47638. if (keyboard)
  47639. return keyboard.keysRight;
  47640. return [];
  47641. },
  47642. set: function (value) {
  47643. var keyboard = this.inputs.attached["keyboard"];
  47644. if (keyboard)
  47645. keyboard.keysRight = value;
  47646. },
  47647. enumerable: true,
  47648. configurable: true
  47649. });
  47650. // Controls
  47651. FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  47652. this.inputs.attachElement(element, noPreventDefault);
  47653. };
  47654. FreeCamera.prototype.detachControl = function (element) {
  47655. this.inputs.detachElement(element);
  47656. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  47657. this.cameraRotation = new BABYLON.Vector2(0, 0);
  47658. };
  47659. Object.defineProperty(FreeCamera.prototype, "collisionMask", {
  47660. get: function () {
  47661. return this._collisionMask;
  47662. },
  47663. set: function (mask) {
  47664. this._collisionMask = !isNaN(mask) ? mask : -1;
  47665. },
  47666. enumerable: true,
  47667. configurable: true
  47668. });
  47669. FreeCamera.prototype._collideWithWorld = function (displacement) {
  47670. var globalPosition;
  47671. if (this.parent) {
  47672. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  47673. }
  47674. else {
  47675. globalPosition = this.position;
  47676. }
  47677. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  47678. this._oldPosition.addInPlace(this.ellipsoidOffset);
  47679. if (!this._collider) {
  47680. this._collider = new BABYLON.Collider();
  47681. }
  47682. this._collider._radius = this.ellipsoid;
  47683. this._collider.collisionMask = this._collisionMask;
  47684. //no need for clone, as long as gravity is not on.
  47685. var actualDisplacement = displacement;
  47686. //add gravity to the direction to prevent the dual-collision checking
  47687. if (this.applyGravity) {
  47688. //this prevents mending with cameraDirection, a global variable of the free camera class.
  47689. actualDisplacement = displacement.add(this.getScene().gravity);
  47690. }
  47691. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  47692. };
  47693. FreeCamera.prototype._checkInputs = function () {
  47694. if (!this._localDirection) {
  47695. this._localDirection = BABYLON.Vector3.Zero();
  47696. this._transformedDirection = BABYLON.Vector3.Zero();
  47697. }
  47698. this.inputs.checkInputs();
  47699. _super.prototype._checkInputs.call(this);
  47700. };
  47701. FreeCamera.prototype._decideIfNeedsToMove = function () {
  47702. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  47703. };
  47704. FreeCamera.prototype._updatePosition = function () {
  47705. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  47706. this._collideWithWorld(this.cameraDirection);
  47707. }
  47708. else {
  47709. _super.prototype._updatePosition.call(this);
  47710. }
  47711. };
  47712. FreeCamera.prototype.dispose = function () {
  47713. this.inputs.clear();
  47714. _super.prototype.dispose.call(this);
  47715. };
  47716. FreeCamera.prototype.getClassName = function () {
  47717. return "FreeCamera";
  47718. };
  47719. __decorate([
  47720. BABYLON.serializeAsVector3()
  47721. ], FreeCamera.prototype, "ellipsoid", void 0);
  47722. __decorate([
  47723. BABYLON.serializeAsVector3()
  47724. ], FreeCamera.prototype, "ellipsoidOffset", void 0);
  47725. __decorate([
  47726. BABYLON.serialize()
  47727. ], FreeCamera.prototype, "checkCollisions", void 0);
  47728. __decorate([
  47729. BABYLON.serialize()
  47730. ], FreeCamera.prototype, "applyGravity", void 0);
  47731. return FreeCamera;
  47732. }(BABYLON.TargetCamera));
  47733. BABYLON.FreeCamera = FreeCamera;
  47734. })(BABYLON || (BABYLON = {}));
  47735. //# sourceMappingURL=babylon.freeCamera.js.map
  47736. var BABYLON;
  47737. (function (BABYLON) {
  47738. var ArcRotateCameraKeyboardMoveInput = /** @class */ (function () {
  47739. function ArcRotateCameraKeyboardMoveInput() {
  47740. this._keys = new Array();
  47741. this.keysUp = [38];
  47742. this.keysDown = [40];
  47743. this.keysLeft = [37];
  47744. this.keysRight = [39];
  47745. this.keysReset = [220];
  47746. this.panningSensibility = 50.0;
  47747. this.zoomingSensibility = 25.0;
  47748. this.useAltToZoom = true;
  47749. }
  47750. ArcRotateCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  47751. var _this = this;
  47752. if (this._onCanvasBlurObserver) {
  47753. return;
  47754. }
  47755. this._scene = this.camera.getScene();
  47756. this._engine = this._scene.getEngine();
  47757. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  47758. _this._keys = [];
  47759. });
  47760. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  47761. var evt = info.event;
  47762. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  47763. _this._ctrlPressed = evt.ctrlKey;
  47764. _this._altPressed = evt.altKey;
  47765. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  47766. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  47767. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  47768. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  47769. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  47770. var index = _this._keys.indexOf(evt.keyCode);
  47771. if (index === -1) {
  47772. _this._keys.push(evt.keyCode);
  47773. }
  47774. if (evt.preventDefault) {
  47775. if (!noPreventDefault) {
  47776. evt.preventDefault();
  47777. }
  47778. }
  47779. }
  47780. }
  47781. else {
  47782. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  47783. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  47784. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  47785. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  47786. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  47787. var index = _this._keys.indexOf(evt.keyCode);
  47788. if (index >= 0) {
  47789. _this._keys.splice(index, 1);
  47790. }
  47791. if (evt.preventDefault) {
  47792. if (!noPreventDefault) {
  47793. evt.preventDefault();
  47794. }
  47795. }
  47796. }
  47797. }
  47798. });
  47799. };
  47800. ArcRotateCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  47801. if (this._scene) {
  47802. if (this._onKeyboardObserver) {
  47803. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  47804. }
  47805. if (this._onCanvasBlurObserver) {
  47806. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  47807. }
  47808. this._onKeyboardObserver = null;
  47809. this._onCanvasBlurObserver = null;
  47810. }
  47811. this._keys = [];
  47812. };
  47813. ArcRotateCameraKeyboardMoveInput.prototype.checkInputs = function () {
  47814. if (this._onKeyboardObserver) {
  47815. var camera = this.camera;
  47816. for (var index = 0; index < this._keys.length; index++) {
  47817. var keyCode = this._keys[index];
  47818. if (this.keysLeft.indexOf(keyCode) !== -1) {
  47819. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  47820. camera.inertialPanningX -= 1 / this.panningSensibility;
  47821. }
  47822. else {
  47823. camera.inertialAlphaOffset -= 0.01;
  47824. }
  47825. }
  47826. else if (this.keysUp.indexOf(keyCode) !== -1) {
  47827. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  47828. camera.inertialPanningY += 1 / this.panningSensibility;
  47829. }
  47830. else if (this._altPressed && this.useAltToZoom) {
  47831. camera.inertialRadiusOffset += 1 / this.zoomingSensibility;
  47832. }
  47833. else {
  47834. camera.inertialBetaOffset -= 0.01;
  47835. }
  47836. }
  47837. else if (this.keysRight.indexOf(keyCode) !== -1) {
  47838. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  47839. camera.inertialPanningX += 1 / this.panningSensibility;
  47840. }
  47841. else {
  47842. camera.inertialAlphaOffset += 0.01;
  47843. }
  47844. }
  47845. else if (this.keysDown.indexOf(keyCode) !== -1) {
  47846. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  47847. camera.inertialPanningY -= 1 / this.panningSensibility;
  47848. }
  47849. else if (this._altPressed && this.useAltToZoom) {
  47850. camera.inertialRadiusOffset -= 1 / this.zoomingSensibility;
  47851. }
  47852. else {
  47853. camera.inertialBetaOffset += 0.01;
  47854. }
  47855. }
  47856. else if (this.keysReset.indexOf(keyCode) !== -1) {
  47857. camera.restoreState();
  47858. }
  47859. }
  47860. }
  47861. };
  47862. ArcRotateCameraKeyboardMoveInput.prototype.getClassName = function () {
  47863. return "ArcRotateCameraKeyboardMoveInput";
  47864. };
  47865. ArcRotateCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  47866. return "keyboard";
  47867. };
  47868. __decorate([
  47869. BABYLON.serialize()
  47870. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  47871. __decorate([
  47872. BABYLON.serialize()
  47873. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  47874. __decorate([
  47875. BABYLON.serialize()
  47876. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  47877. __decorate([
  47878. BABYLON.serialize()
  47879. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  47880. __decorate([
  47881. BABYLON.serialize()
  47882. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysReset", void 0);
  47883. __decorate([
  47884. BABYLON.serialize()
  47885. ], ArcRotateCameraKeyboardMoveInput.prototype, "panningSensibility", void 0);
  47886. __decorate([
  47887. BABYLON.serialize()
  47888. ], ArcRotateCameraKeyboardMoveInput.prototype, "zoomingSensibility", void 0);
  47889. __decorate([
  47890. BABYLON.serialize()
  47891. ], ArcRotateCameraKeyboardMoveInput.prototype, "useAltToZoom", void 0);
  47892. return ArcRotateCameraKeyboardMoveInput;
  47893. }());
  47894. BABYLON.ArcRotateCameraKeyboardMoveInput = ArcRotateCameraKeyboardMoveInput;
  47895. BABYLON.CameraInputTypes["ArcRotateCameraKeyboardMoveInput"] = ArcRotateCameraKeyboardMoveInput;
  47896. })(BABYLON || (BABYLON = {}));
  47897. //# sourceMappingURL=babylon.arcRotateCameraKeyboardMoveInput.js.map
  47898. var BABYLON;
  47899. (function (BABYLON) {
  47900. var ArcRotateCameraMouseWheelInput = /** @class */ (function () {
  47901. function ArcRotateCameraMouseWheelInput() {
  47902. this.wheelPrecision = 3.0;
  47903. /**
  47904. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  47905. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  47906. */
  47907. this.wheelDeltaPercentage = 0;
  47908. }
  47909. ArcRotateCameraMouseWheelInput.prototype.attachControl = function (element, noPreventDefault) {
  47910. var _this = this;
  47911. this._wheel = function (p, s) {
  47912. //sanity check - this should be a PointerWheel event.
  47913. if (p.type !== BABYLON.PointerEventTypes.POINTERWHEEL)
  47914. return;
  47915. var event = p.event;
  47916. var delta = 0;
  47917. if (event.wheelDelta) {
  47918. if (_this.wheelDeltaPercentage) {
  47919. var wheelDelta = (event.wheelDelta * 0.01 * _this.wheelDeltaPercentage) * _this.camera.radius;
  47920. if (event.wheelDelta > 0) {
  47921. delta = wheelDelta / (1.0 + _this.wheelDeltaPercentage);
  47922. }
  47923. else {
  47924. delta = wheelDelta * (1.0 + _this.wheelDeltaPercentage);
  47925. }
  47926. }
  47927. else {
  47928. delta = event.wheelDelta / (_this.wheelPrecision * 40);
  47929. }
  47930. }
  47931. else if (event.detail) {
  47932. delta = -event.detail / _this.wheelPrecision;
  47933. }
  47934. if (delta)
  47935. _this.camera.inertialRadiusOffset += delta;
  47936. if (event.preventDefault) {
  47937. if (!noPreventDefault) {
  47938. event.preventDefault();
  47939. }
  47940. }
  47941. };
  47942. this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, BABYLON.PointerEventTypes.POINTERWHEEL);
  47943. };
  47944. ArcRotateCameraMouseWheelInput.prototype.detachControl = function (element) {
  47945. if (this._observer && element) {
  47946. this.camera.getScene().onPointerObservable.remove(this._observer);
  47947. this._observer = null;
  47948. this._wheel = null;
  47949. }
  47950. };
  47951. ArcRotateCameraMouseWheelInput.prototype.getClassName = function () {
  47952. return "ArcRotateCameraMouseWheelInput";
  47953. };
  47954. ArcRotateCameraMouseWheelInput.prototype.getSimpleName = function () {
  47955. return "mousewheel";
  47956. };
  47957. __decorate([
  47958. BABYLON.serialize()
  47959. ], ArcRotateCameraMouseWheelInput.prototype, "wheelPrecision", void 0);
  47960. __decorate([
  47961. BABYLON.serialize()
  47962. ], ArcRotateCameraMouseWheelInput.prototype, "wheelDeltaPercentage", void 0);
  47963. return ArcRotateCameraMouseWheelInput;
  47964. }());
  47965. BABYLON.ArcRotateCameraMouseWheelInput = ArcRotateCameraMouseWheelInput;
  47966. BABYLON.CameraInputTypes["ArcRotateCameraMouseWheelInput"] = ArcRotateCameraMouseWheelInput;
  47967. })(BABYLON || (BABYLON = {}));
  47968. //# sourceMappingURL=babylon.arcRotateCameraMouseWheelInput.js.map
  47969. var BABYLON;
  47970. (function (BABYLON) {
  47971. var ArcRotateCameraPointersInput = /** @class */ (function () {
  47972. function ArcRotateCameraPointersInput() {
  47973. this.buttons = [0, 1, 2];
  47974. this.angularSensibilityX = 1000.0;
  47975. this.angularSensibilityY = 1000.0;
  47976. this.pinchPrecision = 12.0;
  47977. /**
  47978. * pinchDeltaPercentage will be used instead of pinchPrecision if different from 0.
  47979. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  47980. */
  47981. this.pinchDeltaPercentage = 0;
  47982. this.panningSensibility = 1000.0;
  47983. this.multiTouchPanning = true;
  47984. this.multiTouchPanAndZoom = true;
  47985. this._isPanClick = false;
  47986. this.pinchInwards = true;
  47987. }
  47988. ArcRotateCameraPointersInput.prototype.attachControl = function (element, noPreventDefault) {
  47989. var _this = this;
  47990. var engine = this.camera.getEngine();
  47991. var cacheSoloPointer; // cache pointer object for better perf on camera rotation
  47992. var pointA = null;
  47993. var pointB = null;
  47994. var previousPinchSquaredDistance = 0;
  47995. var initialDistance = 0;
  47996. var twoFingerActivityCount = 0;
  47997. var previousMultiTouchPanPosition = { x: 0, y: 0, isPaning: false, isPinching: false };
  47998. this._pointerInput = function (p, s) {
  47999. var evt = p.event;
  48000. var isTouch = p.event.pointerType === "touch";
  48001. if (engine.isInVRExclusivePointerMode) {
  48002. return;
  48003. }
  48004. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  48005. return;
  48006. }
  48007. var srcElement = (evt.srcElement || evt.target);
  48008. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  48009. try {
  48010. srcElement.setPointerCapture(evt.pointerId);
  48011. }
  48012. catch (e) {
  48013. //Nothing to do with the error. Execution will continue.
  48014. }
  48015. // Manage panning with pan button click
  48016. _this._isPanClick = evt.button === _this.camera._panningMouseButton;
  48017. // manage pointers
  48018. cacheSoloPointer = { x: evt.clientX, y: evt.clientY, pointerId: evt.pointerId, type: evt.pointerType };
  48019. if (pointA === null) {
  48020. pointA = cacheSoloPointer;
  48021. }
  48022. else if (pointB === null) {
  48023. pointB = cacheSoloPointer;
  48024. }
  48025. if (!noPreventDefault) {
  48026. evt.preventDefault();
  48027. element.focus();
  48028. }
  48029. }
  48030. else if (p.type === BABYLON.PointerEventTypes.POINTERDOUBLETAP) {
  48031. _this.camera.restoreState();
  48032. }
  48033. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  48034. try {
  48035. srcElement.releasePointerCapture(evt.pointerId);
  48036. }
  48037. catch (e) {
  48038. //Nothing to do with the error.
  48039. }
  48040. cacheSoloPointer = null;
  48041. previousPinchSquaredDistance = 0;
  48042. previousMultiTouchPanPosition.isPaning = false;
  48043. previousMultiTouchPanPosition.isPinching = false;
  48044. twoFingerActivityCount = 0;
  48045. initialDistance = 0;
  48046. if (!isTouch) {
  48047. pointB = null; // Mouse and pen are mono pointer
  48048. }
  48049. //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,
  48050. //but emptying completly pointers collection is required to fix a bug on iPhone :
  48051. //when changing orientation while pinching camera, one pointer stay pressed forever if we don't release all pointers
  48052. //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected
  48053. if (engine._badOS) {
  48054. pointA = pointB = null;
  48055. }
  48056. else {
  48057. //only remove the impacted pointer in case of multitouch allowing on most
  48058. //platforms switching from rotate to zoom and pan seamlessly.
  48059. if (pointB && pointA && pointA.pointerId == evt.pointerId) {
  48060. pointA = pointB;
  48061. pointB = null;
  48062. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  48063. }
  48064. else if (pointA && pointB && pointB.pointerId == evt.pointerId) {
  48065. pointB = null;
  48066. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  48067. }
  48068. else {
  48069. pointA = pointB = null;
  48070. }
  48071. }
  48072. if (!noPreventDefault) {
  48073. evt.preventDefault();
  48074. }
  48075. }
  48076. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  48077. if (!noPreventDefault) {
  48078. evt.preventDefault();
  48079. }
  48080. // One button down
  48081. if (pointA && pointB === null && cacheSoloPointer) {
  48082. if (_this.panningSensibility !== 0 &&
  48083. ((evt.ctrlKey && _this.camera._useCtrlForPanning) || _this._isPanClick)) {
  48084. _this.camera.inertialPanningX += -(evt.clientX - cacheSoloPointer.x) / _this.panningSensibility;
  48085. _this.camera.inertialPanningY += (evt.clientY - cacheSoloPointer.y) / _this.panningSensibility;
  48086. }
  48087. else {
  48088. var offsetX = evt.clientX - cacheSoloPointer.x;
  48089. var offsetY = evt.clientY - cacheSoloPointer.y;
  48090. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  48091. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  48092. }
  48093. cacheSoloPointer.x = evt.clientX;
  48094. cacheSoloPointer.y = evt.clientY;
  48095. }
  48096. // Two buttons down: pinch/pan
  48097. else if (pointA && pointB) {
  48098. //if (noPreventDefault) { evt.preventDefault(); } //if pinch gesture, could be useful to force preventDefault to avoid html page scroll/zoom in some mobile browsers
  48099. var ed = (pointA.pointerId === evt.pointerId) ? pointA : pointB;
  48100. ed.x = evt.clientX;
  48101. ed.y = evt.clientY;
  48102. var direction = _this.pinchInwards ? 1 : -1;
  48103. var distX = pointA.x - pointB.x;
  48104. var distY = pointA.y - pointB.y;
  48105. var pinchSquaredDistance = (distX * distX) + (distY * distY);
  48106. var pinchDistance = Math.sqrt(pinchSquaredDistance);
  48107. if (previousPinchSquaredDistance === 0) {
  48108. initialDistance = pinchDistance;
  48109. previousPinchSquaredDistance = pinchSquaredDistance;
  48110. previousMultiTouchPanPosition.x = (pointA.x + pointB.x) / 2;
  48111. previousMultiTouchPanPosition.y = (pointA.y + pointB.y) / 2;
  48112. return;
  48113. }
  48114. if (_this.multiTouchPanAndZoom) {
  48115. if (_this.pinchDeltaPercentage) {
  48116. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  48117. }
  48118. else {
  48119. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  48120. (_this.pinchPrecision *
  48121. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  48122. direction);
  48123. }
  48124. if (_this.panningSensibility !== 0) {
  48125. var pointersCenterX = (pointA.x + pointB.x) / 2;
  48126. var pointersCenterY = (pointA.y + pointB.y) / 2;
  48127. var pointersCenterDistX = pointersCenterX - previousMultiTouchPanPosition.x;
  48128. var pointersCenterDistY = pointersCenterY - previousMultiTouchPanPosition.y;
  48129. previousMultiTouchPanPosition.x = pointersCenterX;
  48130. previousMultiTouchPanPosition.y = pointersCenterY;
  48131. _this.camera.inertialPanningX += -(pointersCenterDistX) / (_this.panningSensibility);
  48132. _this.camera.inertialPanningY += (pointersCenterDistY) / (_this.panningSensibility);
  48133. }
  48134. }
  48135. else {
  48136. twoFingerActivityCount++;
  48137. if (previousMultiTouchPanPosition.isPinching || (twoFingerActivityCount < 20 && Math.abs(pinchDistance - initialDistance) > _this.camera.pinchToPanMaxDistance)) {
  48138. if (_this.pinchDeltaPercentage) {
  48139. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  48140. }
  48141. else {
  48142. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  48143. (_this.pinchPrecision *
  48144. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  48145. direction);
  48146. }
  48147. previousMultiTouchPanPosition.isPaning = false;
  48148. previousMultiTouchPanPosition.isPinching = true;
  48149. }
  48150. else {
  48151. if (cacheSoloPointer && cacheSoloPointer.pointerId === ed.pointerId && _this.panningSensibility !== 0 && _this.multiTouchPanning) {
  48152. if (!previousMultiTouchPanPosition.isPaning) {
  48153. previousMultiTouchPanPosition.isPaning = true;
  48154. previousMultiTouchPanPosition.isPinching = false;
  48155. previousMultiTouchPanPosition.x = ed.x;
  48156. previousMultiTouchPanPosition.y = ed.y;
  48157. return;
  48158. }
  48159. _this.camera.inertialPanningX += -(ed.x - previousMultiTouchPanPosition.x) / (_this.panningSensibility);
  48160. _this.camera.inertialPanningY += (ed.y - previousMultiTouchPanPosition.y) / (_this.panningSensibility);
  48161. }
  48162. }
  48163. if (cacheSoloPointer && cacheSoloPointer.pointerId === evt.pointerId) {
  48164. previousMultiTouchPanPosition.x = ed.x;
  48165. previousMultiTouchPanPosition.y = ed.y;
  48166. }
  48167. }
  48168. previousPinchSquaredDistance = pinchSquaredDistance;
  48169. }
  48170. }
  48171. };
  48172. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE | BABYLON.PointerEventTypes._POINTERDOUBLETAP);
  48173. this._onContextMenu = function (evt) {
  48174. evt.preventDefault();
  48175. };
  48176. if (!this.camera._useCtrlForPanning) {
  48177. element.addEventListener("contextmenu", this._onContextMenu, false);
  48178. }
  48179. this._onLostFocus = function () {
  48180. //this._keys = [];
  48181. pointA = pointB = null;
  48182. previousPinchSquaredDistance = 0;
  48183. previousMultiTouchPanPosition.isPaning = false;
  48184. previousMultiTouchPanPosition.isPinching = false;
  48185. twoFingerActivityCount = 0;
  48186. cacheSoloPointer = null;
  48187. initialDistance = 0;
  48188. };
  48189. this._onMouseMove = function (evt) {
  48190. if (!engine.isPointerLock) {
  48191. return;
  48192. }
  48193. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  48194. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  48195. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  48196. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  48197. if (!noPreventDefault) {
  48198. evt.preventDefault();
  48199. }
  48200. };
  48201. this._onGestureStart = function (e) {
  48202. if (window.MSGesture === undefined) {
  48203. return;
  48204. }
  48205. if (!_this._MSGestureHandler) {
  48206. _this._MSGestureHandler = new MSGesture();
  48207. _this._MSGestureHandler.target = element;
  48208. }
  48209. _this._MSGestureHandler.addPointer(e.pointerId);
  48210. };
  48211. this._onGesture = function (e) {
  48212. _this.camera.radius *= e.scale;
  48213. if (e.preventDefault) {
  48214. if (!noPreventDefault) {
  48215. e.stopPropagation();
  48216. e.preventDefault();
  48217. }
  48218. }
  48219. };
  48220. element.addEventListener("mousemove", this._onMouseMove, false);
  48221. element.addEventListener("MSPointerDown", this._onGestureStart, false);
  48222. element.addEventListener("MSGestureChange", this._onGesture, false);
  48223. BABYLON.Tools.RegisterTopRootEvents([
  48224. { name: "blur", handler: this._onLostFocus }
  48225. ]);
  48226. };
  48227. ArcRotateCameraPointersInput.prototype.detachControl = function (element) {
  48228. if (this._onLostFocus) {
  48229. BABYLON.Tools.UnregisterTopRootEvents([
  48230. { name: "blur", handler: this._onLostFocus }
  48231. ]);
  48232. }
  48233. if (element && this._observer) {
  48234. this.camera.getScene().onPointerObservable.remove(this._observer);
  48235. this._observer = null;
  48236. if (this._onContextMenu) {
  48237. element.removeEventListener("contextmenu", this._onContextMenu);
  48238. }
  48239. if (this._onMouseMove) {
  48240. element.removeEventListener("mousemove", this._onMouseMove);
  48241. }
  48242. if (this._onGestureStart) {
  48243. element.removeEventListener("MSPointerDown", this._onGestureStart);
  48244. }
  48245. if (this._onGesture) {
  48246. element.removeEventListener("MSGestureChange", this._onGesture);
  48247. }
  48248. this._isPanClick = false;
  48249. this.pinchInwards = true;
  48250. this._onMouseMove = null;
  48251. this._onGestureStart = null;
  48252. this._onGesture = null;
  48253. this._MSGestureHandler = null;
  48254. this._onLostFocus = null;
  48255. this._onContextMenu = null;
  48256. }
  48257. };
  48258. ArcRotateCameraPointersInput.prototype.getClassName = function () {
  48259. return "ArcRotateCameraPointersInput";
  48260. };
  48261. ArcRotateCameraPointersInput.prototype.getSimpleName = function () {
  48262. return "pointers";
  48263. };
  48264. __decorate([
  48265. BABYLON.serialize()
  48266. ], ArcRotateCameraPointersInput.prototype, "buttons", void 0);
  48267. __decorate([
  48268. BABYLON.serialize()
  48269. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityX", void 0);
  48270. __decorate([
  48271. BABYLON.serialize()
  48272. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityY", void 0);
  48273. __decorate([
  48274. BABYLON.serialize()
  48275. ], ArcRotateCameraPointersInput.prototype, "pinchPrecision", void 0);
  48276. __decorate([
  48277. BABYLON.serialize()
  48278. ], ArcRotateCameraPointersInput.prototype, "pinchDeltaPercentage", void 0);
  48279. __decorate([
  48280. BABYLON.serialize()
  48281. ], ArcRotateCameraPointersInput.prototype, "panningSensibility", void 0);
  48282. __decorate([
  48283. BABYLON.serialize()
  48284. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanning", void 0);
  48285. __decorate([
  48286. BABYLON.serialize()
  48287. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanAndZoom", void 0);
  48288. return ArcRotateCameraPointersInput;
  48289. }());
  48290. BABYLON.ArcRotateCameraPointersInput = ArcRotateCameraPointersInput;
  48291. BABYLON.CameraInputTypes["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput;
  48292. })(BABYLON || (BABYLON = {}));
  48293. //# sourceMappingURL=babylon.arcRotateCameraPointersInput.js.map
  48294. var BABYLON;
  48295. (function (BABYLON) {
  48296. var ArcRotateCameraInputsManager = /** @class */ (function (_super) {
  48297. __extends(ArcRotateCameraInputsManager, _super);
  48298. function ArcRotateCameraInputsManager(camera) {
  48299. return _super.call(this, camera) || this;
  48300. }
  48301. ArcRotateCameraInputsManager.prototype.addMouseWheel = function () {
  48302. this.add(new BABYLON.ArcRotateCameraMouseWheelInput());
  48303. return this;
  48304. };
  48305. ArcRotateCameraInputsManager.prototype.addPointers = function () {
  48306. this.add(new BABYLON.ArcRotateCameraPointersInput());
  48307. return this;
  48308. };
  48309. ArcRotateCameraInputsManager.prototype.addKeyboard = function () {
  48310. this.add(new BABYLON.ArcRotateCameraKeyboardMoveInput());
  48311. return this;
  48312. };
  48313. ArcRotateCameraInputsManager.prototype.addGamepad = function () {
  48314. this.add(new BABYLON.ArcRotateCameraGamepadInput());
  48315. return this;
  48316. };
  48317. ArcRotateCameraInputsManager.prototype.addVRDeviceOrientation = function () {
  48318. this.add(new BABYLON.ArcRotateCameraVRDeviceOrientationInput());
  48319. return this;
  48320. };
  48321. return ArcRotateCameraInputsManager;
  48322. }(BABYLON.CameraInputsManager));
  48323. BABYLON.ArcRotateCameraInputsManager = ArcRotateCameraInputsManager;
  48324. })(BABYLON || (BABYLON = {}));
  48325. //# sourceMappingURL=babylon.arcRotateCameraInputsManager.js.map
  48326. var BABYLON;
  48327. (function (BABYLON) {
  48328. var ArcRotateCamera = /** @class */ (function (_super) {
  48329. __extends(ArcRotateCamera, _super);
  48330. function ArcRotateCamera(name, alpha, beta, radius, target, scene, setActiveOnSceneIfNoneActive) {
  48331. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  48332. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene, setActiveOnSceneIfNoneActive) || this;
  48333. _this.inertialAlphaOffset = 0;
  48334. _this.inertialBetaOffset = 0;
  48335. _this.inertialRadiusOffset = 0;
  48336. _this.lowerAlphaLimit = null;
  48337. _this.upperAlphaLimit = null;
  48338. _this.lowerBetaLimit = 0.01;
  48339. _this.upperBetaLimit = Math.PI;
  48340. _this.lowerRadiusLimit = null;
  48341. _this.upperRadiusLimit = null;
  48342. _this.inertialPanningX = 0;
  48343. _this.inertialPanningY = 0;
  48344. _this.pinchToPanMaxDistance = 20;
  48345. _this.panningDistanceLimit = null;
  48346. _this.panningOriginTarget = BABYLON.Vector3.Zero();
  48347. _this.panningInertia = 0.9;
  48348. //-- end properties for backward compatibility for inputs
  48349. _this.zoomOnFactor = 1;
  48350. _this.targetScreenOffset = BABYLON.Vector2.Zero();
  48351. _this.allowUpsideDown = true;
  48352. _this._viewMatrix = new BABYLON.Matrix();
  48353. // Panning
  48354. _this.panningAxis = new BABYLON.Vector3(1, 1, 0);
  48355. _this.onMeshTargetChangedObservable = new BABYLON.Observable();
  48356. _this.checkCollisions = false;
  48357. _this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
  48358. _this._previousPosition = BABYLON.Vector3.Zero();
  48359. _this._collisionVelocity = BABYLON.Vector3.Zero();
  48360. _this._newPosition = BABYLON.Vector3.Zero();
  48361. _this._computationVector = BABYLON.Vector3.Zero();
  48362. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  48363. if (collidedMesh === void 0) { collidedMesh = null; }
  48364. if (_this.getScene().workerCollisions && _this.checkCollisions) {
  48365. newPosition.multiplyInPlace(_this._collider._radius);
  48366. }
  48367. if (!collidedMesh) {
  48368. _this._previousPosition.copyFrom(_this.position);
  48369. }
  48370. else {
  48371. _this.setPosition(newPosition);
  48372. if (_this.onCollide) {
  48373. _this.onCollide(collidedMesh);
  48374. }
  48375. }
  48376. // Recompute because of constraints
  48377. var cosa = Math.cos(_this.alpha);
  48378. var sina = Math.sin(_this.alpha);
  48379. var cosb = Math.cos(_this.beta);
  48380. var sinb = Math.sin(_this.beta);
  48381. if (sinb === 0) {
  48382. sinb = 0.0001;
  48383. }
  48384. var target = _this._getTargetPosition();
  48385. _this._computationVector.copyFromFloats(_this.radius * cosa * sinb, _this.radius * cosb, _this.radius * sina * sinb);
  48386. target.addToRef(_this._computationVector, _this._newPosition);
  48387. _this.position.copyFrom(_this._newPosition);
  48388. var up = _this.upVector;
  48389. if (_this.allowUpsideDown && _this.beta < 0) {
  48390. up = up.clone();
  48391. up = up.negate();
  48392. }
  48393. BABYLON.Matrix.LookAtLHToRef(_this.position, target, up, _this._viewMatrix);
  48394. _this._viewMatrix.m[12] += _this.targetScreenOffset.x;
  48395. _this._viewMatrix.m[13] += _this.targetScreenOffset.y;
  48396. _this._collisionTriggered = false;
  48397. };
  48398. _this._target = BABYLON.Vector3.Zero();
  48399. if (target) {
  48400. _this.setTarget(target);
  48401. }
  48402. _this.alpha = alpha;
  48403. _this.beta = beta;
  48404. _this.radius = radius;
  48405. _this.getViewMatrix();
  48406. _this.inputs = new BABYLON.ArcRotateCameraInputsManager(_this);
  48407. _this.inputs.addKeyboard().addMouseWheel().addPointers();
  48408. return _this;
  48409. }
  48410. Object.defineProperty(ArcRotateCamera.prototype, "target", {
  48411. get: function () {
  48412. return this._target;
  48413. },
  48414. set: function (value) {
  48415. this.setTarget(value);
  48416. },
  48417. enumerable: true,
  48418. configurable: true
  48419. });
  48420. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityX", {
  48421. //-- begin properties for backward compatibility for inputs
  48422. get: function () {
  48423. var pointers = this.inputs.attached["pointers"];
  48424. if (pointers)
  48425. return pointers.angularSensibilityX;
  48426. return 0;
  48427. },
  48428. set: function (value) {
  48429. var pointers = this.inputs.attached["pointers"];
  48430. if (pointers) {
  48431. pointers.angularSensibilityX = value;
  48432. }
  48433. },
  48434. enumerable: true,
  48435. configurable: true
  48436. });
  48437. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityY", {
  48438. get: function () {
  48439. var pointers = this.inputs.attached["pointers"];
  48440. if (pointers)
  48441. return pointers.angularSensibilityY;
  48442. return 0;
  48443. },
  48444. set: function (value) {
  48445. var pointers = this.inputs.attached["pointers"];
  48446. if (pointers) {
  48447. pointers.angularSensibilityY = value;
  48448. }
  48449. },
  48450. enumerable: true,
  48451. configurable: true
  48452. });
  48453. Object.defineProperty(ArcRotateCamera.prototype, "pinchPrecision", {
  48454. get: function () {
  48455. var pointers = this.inputs.attached["pointers"];
  48456. if (pointers)
  48457. return pointers.pinchPrecision;
  48458. return 0;
  48459. },
  48460. set: function (value) {
  48461. var pointers = this.inputs.attached["pointers"];
  48462. if (pointers) {
  48463. pointers.pinchPrecision = value;
  48464. }
  48465. },
  48466. enumerable: true,
  48467. configurable: true
  48468. });
  48469. Object.defineProperty(ArcRotateCamera.prototype, "pinchDeltaPercentage", {
  48470. get: function () {
  48471. var pointers = this.inputs.attached["pointers"];
  48472. if (pointers)
  48473. return pointers.pinchDeltaPercentage;
  48474. return 0;
  48475. },
  48476. set: function (value) {
  48477. var pointers = this.inputs.attached["pointers"];
  48478. if (pointers) {
  48479. pointers.pinchDeltaPercentage = value;
  48480. }
  48481. },
  48482. enumerable: true,
  48483. configurable: true
  48484. });
  48485. Object.defineProperty(ArcRotateCamera.prototype, "panningSensibility", {
  48486. get: function () {
  48487. var pointers = this.inputs.attached["pointers"];
  48488. if (pointers)
  48489. return pointers.panningSensibility;
  48490. return 0;
  48491. },
  48492. set: function (value) {
  48493. var pointers = this.inputs.attached["pointers"];
  48494. if (pointers) {
  48495. pointers.panningSensibility = value;
  48496. }
  48497. },
  48498. enumerable: true,
  48499. configurable: true
  48500. });
  48501. Object.defineProperty(ArcRotateCamera.prototype, "keysUp", {
  48502. get: function () {
  48503. var keyboard = this.inputs.attached["keyboard"];
  48504. if (keyboard)
  48505. return keyboard.keysUp;
  48506. return [];
  48507. },
  48508. set: function (value) {
  48509. var keyboard = this.inputs.attached["keyboard"];
  48510. if (keyboard)
  48511. keyboard.keysUp = value;
  48512. },
  48513. enumerable: true,
  48514. configurable: true
  48515. });
  48516. Object.defineProperty(ArcRotateCamera.prototype, "keysDown", {
  48517. get: function () {
  48518. var keyboard = this.inputs.attached["keyboard"];
  48519. if (keyboard)
  48520. return keyboard.keysDown;
  48521. return [];
  48522. },
  48523. set: function (value) {
  48524. var keyboard = this.inputs.attached["keyboard"];
  48525. if (keyboard)
  48526. keyboard.keysDown = value;
  48527. },
  48528. enumerable: true,
  48529. configurable: true
  48530. });
  48531. Object.defineProperty(ArcRotateCamera.prototype, "keysLeft", {
  48532. get: function () {
  48533. var keyboard = this.inputs.attached["keyboard"];
  48534. if (keyboard)
  48535. return keyboard.keysLeft;
  48536. return [];
  48537. },
  48538. set: function (value) {
  48539. var keyboard = this.inputs.attached["keyboard"];
  48540. if (keyboard)
  48541. keyboard.keysLeft = value;
  48542. },
  48543. enumerable: true,
  48544. configurable: true
  48545. });
  48546. Object.defineProperty(ArcRotateCamera.prototype, "keysRight", {
  48547. get: function () {
  48548. var keyboard = this.inputs.attached["keyboard"];
  48549. if (keyboard)
  48550. return keyboard.keysRight;
  48551. return [];
  48552. },
  48553. set: function (value) {
  48554. var keyboard = this.inputs.attached["keyboard"];
  48555. if (keyboard)
  48556. keyboard.keysRight = value;
  48557. },
  48558. enumerable: true,
  48559. configurable: true
  48560. });
  48561. Object.defineProperty(ArcRotateCamera.prototype, "wheelPrecision", {
  48562. get: function () {
  48563. var mousewheel = this.inputs.attached["mousewheel"];
  48564. if (mousewheel)
  48565. return mousewheel.wheelPrecision;
  48566. return 0;
  48567. },
  48568. set: function (value) {
  48569. var mousewheel = this.inputs.attached["mousewheel"];
  48570. if (mousewheel)
  48571. mousewheel.wheelPrecision = value;
  48572. },
  48573. enumerable: true,
  48574. configurable: true
  48575. });
  48576. Object.defineProperty(ArcRotateCamera.prototype, "wheelDeltaPercentage", {
  48577. get: function () {
  48578. var mousewheel = this.inputs.attached["mousewheel"];
  48579. if (mousewheel)
  48580. return mousewheel.wheelDeltaPercentage;
  48581. return 0;
  48582. },
  48583. set: function (value) {
  48584. var mousewheel = this.inputs.attached["mousewheel"];
  48585. if (mousewheel)
  48586. mousewheel.wheelDeltaPercentage = value;
  48587. },
  48588. enumerable: true,
  48589. configurable: true
  48590. });
  48591. Object.defineProperty(ArcRotateCamera.prototype, "bouncingBehavior", {
  48592. get: function () {
  48593. return this._bouncingBehavior;
  48594. },
  48595. enumerable: true,
  48596. configurable: true
  48597. });
  48598. Object.defineProperty(ArcRotateCamera.prototype, "useBouncingBehavior", {
  48599. get: function () {
  48600. return this._bouncingBehavior != null;
  48601. },
  48602. set: function (value) {
  48603. if (value === this.useBouncingBehavior) {
  48604. return;
  48605. }
  48606. if (value) {
  48607. this._bouncingBehavior = new BABYLON.BouncingBehavior();
  48608. this.addBehavior(this._bouncingBehavior);
  48609. }
  48610. else if (this._bouncingBehavior) {
  48611. this.removeBehavior(this._bouncingBehavior);
  48612. this._bouncingBehavior = null;
  48613. }
  48614. },
  48615. enumerable: true,
  48616. configurable: true
  48617. });
  48618. Object.defineProperty(ArcRotateCamera.prototype, "framingBehavior", {
  48619. get: function () {
  48620. return this._framingBehavior;
  48621. },
  48622. enumerable: true,
  48623. configurable: true
  48624. });
  48625. Object.defineProperty(ArcRotateCamera.prototype, "useFramingBehavior", {
  48626. get: function () {
  48627. return this._framingBehavior != null;
  48628. },
  48629. set: function (value) {
  48630. if (value === this.useFramingBehavior) {
  48631. return;
  48632. }
  48633. if (value) {
  48634. this._framingBehavior = new BABYLON.FramingBehavior();
  48635. this.addBehavior(this._framingBehavior);
  48636. }
  48637. else if (this._framingBehavior) {
  48638. this.removeBehavior(this._framingBehavior);
  48639. this._framingBehavior = null;
  48640. }
  48641. },
  48642. enumerable: true,
  48643. configurable: true
  48644. });
  48645. Object.defineProperty(ArcRotateCamera.prototype, "autoRotationBehavior", {
  48646. get: function () {
  48647. return this._autoRotationBehavior;
  48648. },
  48649. enumerable: true,
  48650. configurable: true
  48651. });
  48652. Object.defineProperty(ArcRotateCamera.prototype, "useAutoRotationBehavior", {
  48653. get: function () {
  48654. return this._autoRotationBehavior != null;
  48655. },
  48656. set: function (value) {
  48657. if (value === this.useAutoRotationBehavior) {
  48658. return;
  48659. }
  48660. if (value) {
  48661. this._autoRotationBehavior = new BABYLON.AutoRotationBehavior();
  48662. this.addBehavior(this._autoRotationBehavior);
  48663. }
  48664. else if (this._autoRotationBehavior) {
  48665. this.removeBehavior(this._autoRotationBehavior);
  48666. this._autoRotationBehavior = null;
  48667. }
  48668. },
  48669. enumerable: true,
  48670. configurable: true
  48671. });
  48672. // Cache
  48673. ArcRotateCamera.prototype._initCache = function () {
  48674. _super.prototype._initCache.call(this);
  48675. this._cache._target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48676. this._cache.alpha = undefined;
  48677. this._cache.beta = undefined;
  48678. this._cache.radius = undefined;
  48679. this._cache.targetScreenOffset = BABYLON.Vector2.Zero();
  48680. };
  48681. ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
  48682. if (!ignoreParentClass) {
  48683. _super.prototype._updateCache.call(this);
  48684. }
  48685. this._cache._target.copyFrom(this._getTargetPosition());
  48686. this._cache.alpha = this.alpha;
  48687. this._cache.beta = this.beta;
  48688. this._cache.radius = this.radius;
  48689. this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset);
  48690. };
  48691. ArcRotateCamera.prototype._getTargetPosition = function () {
  48692. if (this._targetHost && this._targetHost.getAbsolutePosition) {
  48693. var pos = this._targetHost.getAbsolutePosition();
  48694. if (this._targetBoundingCenter) {
  48695. pos.addToRef(this._targetBoundingCenter, this._target);
  48696. }
  48697. else {
  48698. this._target.copyFrom(pos);
  48699. }
  48700. }
  48701. var lockedTargetPosition = this._getLockedTargetPosition();
  48702. if (lockedTargetPosition) {
  48703. return lockedTargetPosition;
  48704. }
  48705. return this._target;
  48706. };
  48707. ArcRotateCamera.prototype.storeState = function () {
  48708. this._storedAlpha = this.alpha;
  48709. this._storedBeta = this.beta;
  48710. this._storedRadius = this.radius;
  48711. this._storedTarget = this._getTargetPosition().clone();
  48712. return _super.prototype.storeState.call(this);
  48713. };
  48714. /**
  48715. * Restored camera state. You must call storeState() first
  48716. */
  48717. ArcRotateCamera.prototype._restoreStateValues = function () {
  48718. if (!_super.prototype._restoreStateValues.call(this)) {
  48719. return false;
  48720. }
  48721. this.alpha = this._storedAlpha;
  48722. this.beta = this._storedBeta;
  48723. this.radius = this._storedRadius;
  48724. this.setTarget(this._storedTarget.clone());
  48725. this.inertialAlphaOffset = 0;
  48726. this.inertialBetaOffset = 0;
  48727. this.inertialRadiusOffset = 0;
  48728. this.inertialPanningX = 0;
  48729. this.inertialPanningY = 0;
  48730. return true;
  48731. };
  48732. // Synchronized
  48733. ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
  48734. if (!_super.prototype._isSynchronizedViewMatrix.call(this))
  48735. return false;
  48736. return this._cache._target.equals(this._getTargetPosition())
  48737. && this._cache.alpha === this.alpha
  48738. && this._cache.beta === this.beta
  48739. && this._cache.radius === this.radius
  48740. && this._cache.targetScreenOffset.equals(this.targetScreenOffset);
  48741. };
  48742. // Methods
  48743. ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault, useCtrlForPanning, panningMouseButton) {
  48744. var _this = this;
  48745. if (useCtrlForPanning === void 0) { useCtrlForPanning = true; }
  48746. if (panningMouseButton === void 0) { panningMouseButton = 2; }
  48747. this._useCtrlForPanning = useCtrlForPanning;
  48748. this._panningMouseButton = panningMouseButton;
  48749. this.inputs.attachElement(element, noPreventDefault);
  48750. this._reset = function () {
  48751. _this.inertialAlphaOffset = 0;
  48752. _this.inertialBetaOffset = 0;
  48753. _this.inertialRadiusOffset = 0;
  48754. _this.inertialPanningX = 0;
  48755. _this.inertialPanningY = 0;
  48756. };
  48757. };
  48758. ArcRotateCamera.prototype.detachControl = function (element) {
  48759. this.inputs.detachElement(element);
  48760. if (this._reset) {
  48761. this._reset();
  48762. }
  48763. };
  48764. ArcRotateCamera.prototype._checkInputs = function () {
  48765. //if (async) collision inspection was triggered, don't update the camera's position - until the collision callback was called.
  48766. if (this._collisionTriggered) {
  48767. return;
  48768. }
  48769. this.inputs.checkInputs();
  48770. // Inertia
  48771. if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset !== 0) {
  48772. var inertialAlphaOffset = this.inertialAlphaOffset;
  48773. if (this.beta <= 0)
  48774. inertialAlphaOffset *= -1;
  48775. if (this.getScene().useRightHandedSystem)
  48776. inertialAlphaOffset *= -1;
  48777. if (this.parent && this.parent._getWorldMatrixDeterminant() < 0)
  48778. inertialAlphaOffset *= -1;
  48779. this.alpha += inertialAlphaOffset;
  48780. this.beta += this.inertialBetaOffset;
  48781. this.radius -= this.inertialRadiusOffset;
  48782. this.inertialAlphaOffset *= this.inertia;
  48783. this.inertialBetaOffset *= this.inertia;
  48784. this.inertialRadiusOffset *= this.inertia;
  48785. if (Math.abs(this.inertialAlphaOffset) < BABYLON.Epsilon)
  48786. this.inertialAlphaOffset = 0;
  48787. if (Math.abs(this.inertialBetaOffset) < BABYLON.Epsilon)
  48788. this.inertialBetaOffset = 0;
  48789. if (Math.abs(this.inertialRadiusOffset) < this.speed * BABYLON.Epsilon)
  48790. this.inertialRadiusOffset = 0;
  48791. }
  48792. // Panning inertia
  48793. if (this.inertialPanningX !== 0 || this.inertialPanningY !== 0) {
  48794. if (!this._localDirection) {
  48795. this._localDirection = BABYLON.Vector3.Zero();
  48796. this._transformedDirection = BABYLON.Vector3.Zero();
  48797. }
  48798. this._localDirection.copyFromFloats(this.inertialPanningX, this.inertialPanningY, this.inertialPanningY);
  48799. this._localDirection.multiplyInPlace(this.panningAxis);
  48800. this._viewMatrix.invertToRef(this._cameraTransformMatrix);
  48801. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  48802. //Eliminate y if map panning is enabled (panningAxis == 1,0,1)
  48803. if (!this.panningAxis.y) {
  48804. this._transformedDirection.y = 0;
  48805. }
  48806. if (!this._targetHost) {
  48807. if (this.panningDistanceLimit) {
  48808. this._transformedDirection.addInPlace(this._target);
  48809. var distanceSquared = BABYLON.Vector3.DistanceSquared(this._transformedDirection, this.panningOriginTarget);
  48810. if (distanceSquared <= (this.panningDistanceLimit * this.panningDistanceLimit)) {
  48811. this._target.copyFrom(this._transformedDirection);
  48812. }
  48813. }
  48814. else {
  48815. this._target.addInPlace(this._transformedDirection);
  48816. }
  48817. }
  48818. this.inertialPanningX *= this.panningInertia;
  48819. this.inertialPanningY *= this.panningInertia;
  48820. if (Math.abs(this.inertialPanningX) < this.speed * BABYLON.Epsilon)
  48821. this.inertialPanningX = 0;
  48822. if (Math.abs(this.inertialPanningY) < this.speed * BABYLON.Epsilon)
  48823. this.inertialPanningY = 0;
  48824. }
  48825. // Limits
  48826. this._checkLimits();
  48827. _super.prototype._checkInputs.call(this);
  48828. };
  48829. ArcRotateCamera.prototype._checkLimits = function () {
  48830. if (this.lowerBetaLimit === null || this.lowerBetaLimit === undefined) {
  48831. if (this.allowUpsideDown && this.beta > Math.PI) {
  48832. this.beta = this.beta - (2 * Math.PI);
  48833. }
  48834. }
  48835. else {
  48836. if (this.beta < this.lowerBetaLimit) {
  48837. this.beta = this.lowerBetaLimit;
  48838. }
  48839. }
  48840. if (this.upperBetaLimit === null || this.upperBetaLimit === undefined) {
  48841. if (this.allowUpsideDown && this.beta < -Math.PI) {
  48842. this.beta = this.beta + (2 * Math.PI);
  48843. }
  48844. }
  48845. else {
  48846. if (this.beta > this.upperBetaLimit) {
  48847. this.beta = this.upperBetaLimit;
  48848. }
  48849. }
  48850. if (this.lowerAlphaLimit && this.alpha < this.lowerAlphaLimit) {
  48851. this.alpha = this.lowerAlphaLimit;
  48852. }
  48853. if (this.upperAlphaLimit && this.alpha > this.upperAlphaLimit) {
  48854. this.alpha = this.upperAlphaLimit;
  48855. }
  48856. if (this.lowerRadiusLimit && this.radius < this.lowerRadiusLimit) {
  48857. this.radius = this.lowerRadiusLimit;
  48858. }
  48859. if (this.upperRadiusLimit && this.radius > this.upperRadiusLimit) {
  48860. this.radius = this.upperRadiusLimit;
  48861. }
  48862. };
  48863. ArcRotateCamera.prototype.rebuildAnglesAndRadius = function () {
  48864. this.position.subtractToRef(this._getTargetPosition(), this._computationVector);
  48865. this.radius = this._computationVector.length();
  48866. if (this.radius === 0) {
  48867. this.radius = 0.0001; // Just to avoid division by zero
  48868. }
  48869. // Alpha
  48870. this.alpha = Math.acos(this._computationVector.x / Math.sqrt(Math.pow(this._computationVector.x, 2) + Math.pow(this._computationVector.z, 2)));
  48871. if (this._computationVector.z < 0) {
  48872. this.alpha = 2 * Math.PI - this.alpha;
  48873. }
  48874. // Beta
  48875. this.beta = Math.acos(this._computationVector.y / this.radius);
  48876. this._checkLimits();
  48877. };
  48878. ArcRotateCamera.prototype.setPosition = function (position) {
  48879. if (this.position.equals(position)) {
  48880. return;
  48881. }
  48882. this.position.copyFrom(position);
  48883. this.rebuildAnglesAndRadius();
  48884. };
  48885. ArcRotateCamera.prototype.setTarget = function (target, toBoundingCenter, allowSamePosition) {
  48886. if (toBoundingCenter === void 0) { toBoundingCenter = false; }
  48887. if (allowSamePosition === void 0) { allowSamePosition = false; }
  48888. if (target.getBoundingInfo) {
  48889. if (toBoundingCenter) {
  48890. this._targetBoundingCenter = target.getBoundingInfo().boundingBox.centerWorld.clone();
  48891. }
  48892. else {
  48893. this._targetBoundingCenter = null;
  48894. }
  48895. this._targetHost = target;
  48896. this._target = this._getTargetPosition();
  48897. this.onMeshTargetChangedObservable.notifyObservers(this._targetHost);
  48898. }
  48899. else {
  48900. var newTarget = target;
  48901. var currentTarget = this._getTargetPosition();
  48902. if (currentTarget && !allowSamePosition && currentTarget.equals(newTarget)) {
  48903. return;
  48904. }
  48905. this._targetHost = null;
  48906. this._target = newTarget;
  48907. this._targetBoundingCenter = null;
  48908. this.onMeshTargetChangedObservable.notifyObservers(null);
  48909. }
  48910. this.rebuildAnglesAndRadius();
  48911. };
  48912. ArcRotateCamera.prototype._getViewMatrix = function () {
  48913. // Compute
  48914. var cosa = Math.cos(this.alpha);
  48915. var sina = Math.sin(this.alpha);
  48916. var cosb = Math.cos(this.beta);
  48917. var sinb = Math.sin(this.beta);
  48918. if (sinb === 0) {
  48919. sinb = 0.0001;
  48920. }
  48921. var target = this._getTargetPosition();
  48922. this._computationVector.copyFromFloats(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb);
  48923. target.addToRef(this._computationVector, this._newPosition);
  48924. if (this.getScene().collisionsEnabled && this.checkCollisions) {
  48925. if (!this._collider) {
  48926. this._collider = new BABYLON.Collider();
  48927. }
  48928. this._collider._radius = this.collisionRadius;
  48929. this._newPosition.subtractToRef(this.position, this._collisionVelocity);
  48930. this._collisionTriggered = true;
  48931. this.getScene().collisionCoordinator.getNewPosition(this.position, this._collisionVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  48932. }
  48933. else {
  48934. this.position.copyFrom(this._newPosition);
  48935. var up = this.upVector;
  48936. if (this.allowUpsideDown && sinb < 0) {
  48937. up = up.clone();
  48938. up = up.negate();
  48939. }
  48940. this._computeViewMatrix(this.position, target, up);
  48941. this._viewMatrix.m[12] += this.targetScreenOffset.x;
  48942. this._viewMatrix.m[13] += this.targetScreenOffset.y;
  48943. }
  48944. this._currentTarget = target;
  48945. return this._viewMatrix;
  48946. };
  48947. ArcRotateCamera.prototype.zoomOn = function (meshes, doNotUpdateMaxZ) {
  48948. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  48949. meshes = meshes || this.getScene().meshes;
  48950. var minMaxVector = BABYLON.Mesh.MinMax(meshes);
  48951. var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
  48952. this.radius = distance * this.zoomOnFactor;
  48953. this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance }, doNotUpdateMaxZ);
  48954. };
  48955. ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance, doNotUpdateMaxZ) {
  48956. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  48957. var meshesOrMinMaxVector;
  48958. var distance;
  48959. if (meshesOrMinMaxVectorAndDistance.min === undefined) { // meshes
  48960. var meshes = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
  48961. meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshes);
  48962. distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
  48963. }
  48964. else { //minMaxVector and distance
  48965. var minMaxVectorAndDistance = meshesOrMinMaxVectorAndDistance;
  48966. meshesOrMinMaxVector = minMaxVectorAndDistance;
  48967. distance = minMaxVectorAndDistance.distance;
  48968. }
  48969. this._target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
  48970. if (!doNotUpdateMaxZ) {
  48971. this.maxZ = distance * 2;
  48972. }
  48973. };
  48974. /**
  48975. * @override
  48976. * Override Camera.createRigCamera
  48977. */
  48978. ArcRotateCamera.prototype.createRigCamera = function (name, cameraIndex) {
  48979. var alphaShift = 0;
  48980. switch (this.cameraRigMode) {
  48981. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  48982. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  48983. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  48984. case BABYLON.Camera.RIG_MODE_VR:
  48985. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? 1 : -1);
  48986. break;
  48987. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  48988. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? -1 : 1);
  48989. break;
  48990. }
  48991. var rigCam = new ArcRotateCamera(name, this.alpha + alphaShift, this.beta, this.radius, this._target, this.getScene());
  48992. rigCam._cameraRigParams = {};
  48993. return rigCam;
  48994. };
  48995. /**
  48996. * @override
  48997. * Override Camera._updateRigCameras
  48998. */
  48999. ArcRotateCamera.prototype._updateRigCameras = function () {
  49000. var camLeft = this._rigCameras[0];
  49001. var camRight = this._rigCameras[1];
  49002. camLeft.beta = camRight.beta = this.beta;
  49003. camLeft.radius = camRight.radius = this.radius;
  49004. switch (this.cameraRigMode) {
  49005. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  49006. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  49007. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  49008. case BABYLON.Camera.RIG_MODE_VR:
  49009. camLeft.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  49010. camRight.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  49011. break;
  49012. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  49013. camLeft.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  49014. camRight.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  49015. break;
  49016. }
  49017. _super.prototype._updateRigCameras.call(this);
  49018. };
  49019. ArcRotateCamera.prototype.dispose = function () {
  49020. this.inputs.clear();
  49021. _super.prototype.dispose.call(this);
  49022. };
  49023. ArcRotateCamera.prototype.getClassName = function () {
  49024. return "ArcRotateCamera";
  49025. };
  49026. __decorate([
  49027. BABYLON.serialize()
  49028. ], ArcRotateCamera.prototype, "alpha", void 0);
  49029. __decorate([
  49030. BABYLON.serialize()
  49031. ], ArcRotateCamera.prototype, "beta", void 0);
  49032. __decorate([
  49033. BABYLON.serialize()
  49034. ], ArcRotateCamera.prototype, "radius", void 0);
  49035. __decorate([
  49036. BABYLON.serializeAsVector3("target")
  49037. ], ArcRotateCamera.prototype, "_target", void 0);
  49038. __decorate([
  49039. BABYLON.serialize()
  49040. ], ArcRotateCamera.prototype, "inertialAlphaOffset", void 0);
  49041. __decorate([
  49042. BABYLON.serialize()
  49043. ], ArcRotateCamera.prototype, "inertialBetaOffset", void 0);
  49044. __decorate([
  49045. BABYLON.serialize()
  49046. ], ArcRotateCamera.prototype, "inertialRadiusOffset", void 0);
  49047. __decorate([
  49048. BABYLON.serialize()
  49049. ], ArcRotateCamera.prototype, "lowerAlphaLimit", void 0);
  49050. __decorate([
  49051. BABYLON.serialize()
  49052. ], ArcRotateCamera.prototype, "upperAlphaLimit", void 0);
  49053. __decorate([
  49054. BABYLON.serialize()
  49055. ], ArcRotateCamera.prototype, "lowerBetaLimit", void 0);
  49056. __decorate([
  49057. BABYLON.serialize()
  49058. ], ArcRotateCamera.prototype, "upperBetaLimit", void 0);
  49059. __decorate([
  49060. BABYLON.serialize()
  49061. ], ArcRotateCamera.prototype, "lowerRadiusLimit", void 0);
  49062. __decorate([
  49063. BABYLON.serialize()
  49064. ], ArcRotateCamera.prototype, "upperRadiusLimit", void 0);
  49065. __decorate([
  49066. BABYLON.serialize()
  49067. ], ArcRotateCamera.prototype, "inertialPanningX", void 0);
  49068. __decorate([
  49069. BABYLON.serialize()
  49070. ], ArcRotateCamera.prototype, "inertialPanningY", void 0);
  49071. __decorate([
  49072. BABYLON.serialize()
  49073. ], ArcRotateCamera.prototype, "pinchToPanMaxDistance", void 0);
  49074. __decorate([
  49075. BABYLON.serialize()
  49076. ], ArcRotateCamera.prototype, "panningDistanceLimit", void 0);
  49077. __decorate([
  49078. BABYLON.serializeAsVector3()
  49079. ], ArcRotateCamera.prototype, "panningOriginTarget", void 0);
  49080. __decorate([
  49081. BABYLON.serialize()
  49082. ], ArcRotateCamera.prototype, "panningInertia", void 0);
  49083. __decorate([
  49084. BABYLON.serialize()
  49085. ], ArcRotateCamera.prototype, "zoomOnFactor", void 0);
  49086. __decorate([
  49087. BABYLON.serialize()
  49088. ], ArcRotateCamera.prototype, "allowUpsideDown", void 0);
  49089. return ArcRotateCamera;
  49090. }(BABYLON.TargetCamera));
  49091. BABYLON.ArcRotateCamera = ArcRotateCamera;
  49092. })(BABYLON || (BABYLON = {}));
  49093. //# sourceMappingURL=babylon.arcRotateCamera.js.map
  49094. var BABYLON;
  49095. (function (BABYLON) {
  49096. /**
  49097. * The HemisphericLight simulates the ambient environment light,
  49098. * so the passed direction is the light reflection direction, not the incoming direction.
  49099. */
  49100. var HemisphericLight = /** @class */ (function (_super) {
  49101. __extends(HemisphericLight, _super);
  49102. /**
  49103. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  49104. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  49105. * The HemisphericLight can't cast shadows.
  49106. * Documentation : http://doc.babylonjs.com/tutorials/lights
  49107. * @param name The friendly name of the light
  49108. * @param direction The direction of the light reflection
  49109. * @param scene The scene the light belongs to
  49110. */
  49111. function HemisphericLight(name, direction, scene) {
  49112. var _this = _super.call(this, name, scene) || this;
  49113. /**
  49114. * The groundColor is the light in the opposite direction to the one specified during creation.
  49115. * 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.
  49116. */
  49117. _this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
  49118. _this.direction = direction || BABYLON.Vector3.Up();
  49119. return _this;
  49120. }
  49121. HemisphericLight.prototype._buildUniformLayout = function () {
  49122. this._uniformBuffer.addUniform("vLightData", 4);
  49123. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  49124. this._uniformBuffer.addUniform("vLightSpecular", 3);
  49125. this._uniformBuffer.addUniform("vLightGround", 3);
  49126. this._uniformBuffer.addUniform("shadowsInfo", 3);
  49127. this._uniformBuffer.addUniform("depthValues", 2);
  49128. this._uniformBuffer.create();
  49129. };
  49130. /**
  49131. * Returns the string "HemisphericLight".
  49132. * @return The class name
  49133. */
  49134. HemisphericLight.prototype.getClassName = function () {
  49135. return "HemisphericLight";
  49136. };
  49137. /**
  49138. * Sets the HemisphericLight direction towards the passed target (Vector3).
  49139. * Returns the updated direction.
  49140. * @param target The target the direction should point to
  49141. * @return The computed direction
  49142. */
  49143. HemisphericLight.prototype.setDirectionToTarget = function (target) {
  49144. this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
  49145. return this.direction;
  49146. };
  49147. /**
  49148. * Returns the shadow generator associated to the light.
  49149. * @returns Always null for hemispheric lights because it does not support shadows.
  49150. */
  49151. HemisphericLight.prototype.getShadowGenerator = function () {
  49152. return null;
  49153. };
  49154. /**
  49155. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  49156. * @param effect The effect to update
  49157. * @param lightIndex The index of the light in the effect to update
  49158. * @returns The hemispheric light
  49159. */
  49160. HemisphericLight.prototype.transferToEffect = function (effect, lightIndex) {
  49161. var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  49162. this._uniformBuffer.updateFloat4("vLightData", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);
  49163. this._uniformBuffer.updateColor3("vLightGround", this.groundColor.scale(this.intensity), lightIndex);
  49164. return this;
  49165. };
  49166. /**
  49167. * @hidden internal use only.
  49168. */
  49169. HemisphericLight.prototype._getWorldMatrix = function () {
  49170. if (!this._worldMatrix) {
  49171. this._worldMatrix = BABYLON.Matrix.Identity();
  49172. }
  49173. return this._worldMatrix;
  49174. };
  49175. /**
  49176. * Returns the integer 3.
  49177. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  49178. */
  49179. HemisphericLight.prototype.getTypeID = function () {
  49180. return BABYLON.Light.LIGHTTYPEID_HEMISPHERICLIGHT;
  49181. };
  49182. __decorate([
  49183. BABYLON.serializeAsColor3()
  49184. ], HemisphericLight.prototype, "groundColor", void 0);
  49185. __decorate([
  49186. BABYLON.serializeAsVector3()
  49187. ], HemisphericLight.prototype, "direction", void 0);
  49188. return HemisphericLight;
  49189. }(BABYLON.Light));
  49190. BABYLON.HemisphericLight = HemisphericLight;
  49191. })(BABYLON || (BABYLON = {}));
  49192. //# sourceMappingURL=babylon.hemisphericLight.js.map
  49193. var BABYLON;
  49194. (function (BABYLON) {
  49195. /**
  49196. * Base implementation IShadowLight
  49197. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  49198. */
  49199. var ShadowLight = /** @class */ (function (_super) {
  49200. __extends(ShadowLight, _super);
  49201. function ShadowLight() {
  49202. var _this = _super !== null && _super.apply(this, arguments) || this;
  49203. _this._needProjectionMatrixCompute = true;
  49204. return _this;
  49205. }
  49206. ShadowLight.prototype._setPosition = function (value) {
  49207. this._position = value;
  49208. };
  49209. Object.defineProperty(ShadowLight.prototype, "position", {
  49210. /**
  49211. * Sets the position the shadow will be casted from. Also use as the light position for both
  49212. * point and spot lights.
  49213. */
  49214. get: function () {
  49215. return this._position;
  49216. },
  49217. /**
  49218. * Sets the position the shadow will be casted from. Also use as the light position for both
  49219. * point and spot lights.
  49220. */
  49221. set: function (value) {
  49222. this._setPosition(value);
  49223. },
  49224. enumerable: true,
  49225. configurable: true
  49226. });
  49227. ShadowLight.prototype._setDirection = function (value) {
  49228. this._direction = value;
  49229. };
  49230. Object.defineProperty(ShadowLight.prototype, "direction", {
  49231. /**
  49232. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  49233. * Also use as the light direction on spot and directional lights.
  49234. */
  49235. get: function () {
  49236. return this._direction;
  49237. },
  49238. /**
  49239. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  49240. * Also use as the light direction on spot and directional lights.
  49241. */
  49242. set: function (value) {
  49243. this._setDirection(value);
  49244. },
  49245. enumerable: true,
  49246. configurable: true
  49247. });
  49248. Object.defineProperty(ShadowLight.prototype, "shadowMinZ", {
  49249. /**
  49250. * Gets the shadow projection clipping minimum z value.
  49251. */
  49252. get: function () {
  49253. return this._shadowMinZ;
  49254. },
  49255. /**
  49256. * Sets the shadow projection clipping minimum z value.
  49257. */
  49258. set: function (value) {
  49259. this._shadowMinZ = value;
  49260. this.forceProjectionMatrixCompute();
  49261. },
  49262. enumerable: true,
  49263. configurable: true
  49264. });
  49265. Object.defineProperty(ShadowLight.prototype, "shadowMaxZ", {
  49266. /**
  49267. * Sets the shadow projection clipping maximum z value.
  49268. */
  49269. get: function () {
  49270. return this._shadowMaxZ;
  49271. },
  49272. /**
  49273. * Gets the shadow projection clipping maximum z value.
  49274. */
  49275. set: function (value) {
  49276. this._shadowMaxZ = value;
  49277. this.forceProjectionMatrixCompute();
  49278. },
  49279. enumerable: true,
  49280. configurable: true
  49281. });
  49282. /**
  49283. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  49284. * @returns true if the information has been computed, false if it does not need to (no parenting)
  49285. */
  49286. ShadowLight.prototype.computeTransformedInformation = function () {
  49287. if (this.parent && this.parent.getWorldMatrix) {
  49288. if (!this.transformedPosition) {
  49289. this.transformedPosition = BABYLON.Vector3.Zero();
  49290. }
  49291. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
  49292. // In case the direction is present.
  49293. if (this.direction) {
  49294. if (!this.transformedDirection) {
  49295. this.transformedDirection = BABYLON.Vector3.Zero();
  49296. }
  49297. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this.transformedDirection);
  49298. }
  49299. return true;
  49300. }
  49301. return false;
  49302. };
  49303. /**
  49304. * Return the depth scale used for the shadow map.
  49305. * @returns the depth scale.
  49306. */
  49307. ShadowLight.prototype.getDepthScale = function () {
  49308. return 50.0;
  49309. };
  49310. /**
  49311. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  49312. * @param faceIndex The index of the face we are computed the direction to generate shadow
  49313. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  49314. */
  49315. ShadowLight.prototype.getShadowDirection = function (faceIndex) {
  49316. return this.transformedDirection ? this.transformedDirection : this.direction;
  49317. };
  49318. /**
  49319. * Returns the ShadowLight absolute position in the World.
  49320. * @returns the position vector in world space
  49321. */
  49322. ShadowLight.prototype.getAbsolutePosition = function () {
  49323. return this.transformedPosition ? this.transformedPosition : this.position;
  49324. };
  49325. /**
  49326. * Sets the ShadowLight direction toward the passed target.
  49327. * @param target The point tot target in local space
  49328. * @returns the updated ShadowLight direction
  49329. */
  49330. ShadowLight.prototype.setDirectionToTarget = function (target) {
  49331. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  49332. return this.direction;
  49333. };
  49334. /**
  49335. * Returns the light rotation in euler definition.
  49336. * @returns the x y z rotation in local space.
  49337. */
  49338. ShadowLight.prototype.getRotation = function () {
  49339. this.direction.normalize();
  49340. var xaxis = BABYLON.Vector3.Cross(this.direction, BABYLON.Axis.Y);
  49341. var yaxis = BABYLON.Vector3.Cross(xaxis, this.direction);
  49342. return BABYLON.Vector3.RotationFromAxis(xaxis, yaxis, this.direction);
  49343. };
  49344. /**
  49345. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  49346. * @returns true if a cube texture needs to be use
  49347. */
  49348. ShadowLight.prototype.needCube = function () {
  49349. return false;
  49350. };
  49351. /**
  49352. * Detects if the projection matrix requires to be recomputed this frame.
  49353. * @returns true if it requires to be recomputed otherwise, false.
  49354. */
  49355. ShadowLight.prototype.needProjectionMatrixCompute = function () {
  49356. return this._needProjectionMatrixCompute;
  49357. };
  49358. /**
  49359. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  49360. */
  49361. ShadowLight.prototype.forceProjectionMatrixCompute = function () {
  49362. this._needProjectionMatrixCompute = true;
  49363. };
  49364. /**
  49365. * Get the world matrix of the sahdow lights.
  49366. * @hidden Internal Use Only
  49367. */
  49368. ShadowLight.prototype._getWorldMatrix = function () {
  49369. if (!this._worldMatrix) {
  49370. this._worldMatrix = BABYLON.Matrix.Identity();
  49371. }
  49372. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  49373. return this._worldMatrix;
  49374. };
  49375. /**
  49376. * Gets the minZ used for shadow according to both the scene and the light.
  49377. * @param activeCamera The camera we are returning the min for
  49378. * @returns the depth min z
  49379. */
  49380. ShadowLight.prototype.getDepthMinZ = function (activeCamera) {
  49381. return this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;
  49382. };
  49383. /**
  49384. * Gets the maxZ used for shadow according to both the scene and the light.
  49385. * @param activeCamera The camera we are returning the max for
  49386. * @returns the depth max z
  49387. */
  49388. ShadowLight.prototype.getDepthMaxZ = function (activeCamera) {
  49389. return this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;
  49390. };
  49391. /**
  49392. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  49393. * @param matrix The materix to updated with the projection information
  49394. * @param viewMatrix The transform matrix of the light
  49395. * @param renderList The list of mesh to render in the map
  49396. * @returns The current light
  49397. */
  49398. ShadowLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  49399. if (this.customProjectionMatrixBuilder) {
  49400. this.customProjectionMatrixBuilder(viewMatrix, renderList, matrix);
  49401. }
  49402. else {
  49403. this._setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList);
  49404. }
  49405. return this;
  49406. };
  49407. __decorate([
  49408. BABYLON.serializeAsVector3()
  49409. ], ShadowLight.prototype, "position", null);
  49410. __decorate([
  49411. BABYLON.serializeAsVector3()
  49412. ], ShadowLight.prototype, "direction", null);
  49413. __decorate([
  49414. BABYLON.serialize()
  49415. ], ShadowLight.prototype, "shadowMinZ", null);
  49416. __decorate([
  49417. BABYLON.serialize()
  49418. ], ShadowLight.prototype, "shadowMaxZ", null);
  49419. return ShadowLight;
  49420. }(BABYLON.Light));
  49421. BABYLON.ShadowLight = ShadowLight;
  49422. })(BABYLON || (BABYLON = {}));
  49423. //# sourceMappingURL=babylon.shadowLight.js.map
  49424. var BABYLON;
  49425. (function (BABYLON) {
  49426. /**
  49427. * A point light is a light defined by an unique point in world space.
  49428. * The light is emitted in every direction from this point.
  49429. * A good example of a point light is a standard light bulb.
  49430. * Documentation: https://doc.babylonjs.com/babylon101/lights
  49431. */
  49432. var PointLight = /** @class */ (function (_super) {
  49433. __extends(PointLight, _super);
  49434. /**
  49435. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  49436. * A PointLight emits the light in every direction.
  49437. * It can cast shadows.
  49438. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  49439. * ```javascript
  49440. * var pointLight = new BABYLON.PointLight("pl", camera.position, scene);
  49441. * ```
  49442. * Documentation : http://doc.babylonjs.com/tutorials/lights
  49443. * @param name The light friendly name
  49444. * @param position The position of the point light in the scene
  49445. * @param scene The scene the lights belongs to
  49446. */
  49447. function PointLight(name, position, scene) {
  49448. var _this = _super.call(this, name, scene) || this;
  49449. _this._shadowAngle = Math.PI / 2;
  49450. _this.position = position;
  49451. return _this;
  49452. }
  49453. Object.defineProperty(PointLight.prototype, "shadowAngle", {
  49454. /**
  49455. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  49456. * This specifies what angle the shadow will use to be created.
  49457. *
  49458. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  49459. */
  49460. get: function () {
  49461. return this._shadowAngle;
  49462. },
  49463. /**
  49464. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  49465. * This specifies what angle the shadow will use to be created.
  49466. *
  49467. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  49468. */
  49469. set: function (value) {
  49470. this._shadowAngle = value;
  49471. this.forceProjectionMatrixCompute();
  49472. },
  49473. enumerable: true,
  49474. configurable: true
  49475. });
  49476. Object.defineProperty(PointLight.prototype, "direction", {
  49477. /**
  49478. * Gets the direction if it has been set.
  49479. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  49480. */
  49481. get: function () {
  49482. return this._direction;
  49483. },
  49484. /**
  49485. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  49486. */
  49487. set: function (value) {
  49488. var previousNeedCube = this.needCube();
  49489. this._direction = value;
  49490. if (this.needCube() !== previousNeedCube && this._shadowGenerator) {
  49491. this._shadowGenerator.recreateShadowMap();
  49492. }
  49493. },
  49494. enumerable: true,
  49495. configurable: true
  49496. });
  49497. /**
  49498. * Returns the string "PointLight"
  49499. * @returns the class name
  49500. */
  49501. PointLight.prototype.getClassName = function () {
  49502. return "PointLight";
  49503. };
  49504. /**
  49505. * Returns the integer 0.
  49506. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  49507. */
  49508. PointLight.prototype.getTypeID = function () {
  49509. return BABYLON.Light.LIGHTTYPEID_POINTLIGHT;
  49510. };
  49511. /**
  49512. * Specifies wether or not the shadowmap should be a cube texture.
  49513. * @returns true if the shadowmap needs to be a cube texture.
  49514. */
  49515. PointLight.prototype.needCube = function () {
  49516. return !this.direction;
  49517. };
  49518. /**
  49519. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  49520. * @param faceIndex The index of the face we are computed the direction to generate shadow
  49521. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  49522. */
  49523. PointLight.prototype.getShadowDirection = function (faceIndex) {
  49524. if (this.direction) {
  49525. return _super.prototype.getShadowDirection.call(this, faceIndex);
  49526. }
  49527. else {
  49528. switch (faceIndex) {
  49529. case 0:
  49530. return new BABYLON.Vector3(1.0, 0.0, 0.0);
  49531. case 1:
  49532. return new BABYLON.Vector3(-1.0, 0.0, 0.0);
  49533. case 2:
  49534. return new BABYLON.Vector3(0.0, -1.0, 0.0);
  49535. case 3:
  49536. return new BABYLON.Vector3(0.0, 1.0, 0.0);
  49537. case 4:
  49538. return new BABYLON.Vector3(0.0, 0.0, 1.0);
  49539. case 5:
  49540. return new BABYLON.Vector3(0.0, 0.0, -1.0);
  49541. }
  49542. }
  49543. return BABYLON.Vector3.Zero();
  49544. };
  49545. /**
  49546. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  49547. * - fov = PI / 2
  49548. * - aspect ratio : 1.0
  49549. * - z-near and far equal to the active camera minZ and maxZ.
  49550. * Returns the PointLight.
  49551. */
  49552. PointLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  49553. var activeCamera = this.getScene().activeCamera;
  49554. if (!activeCamera) {
  49555. return;
  49556. }
  49557. BABYLON.Matrix.PerspectiveFovLHToRef(this.shadowAngle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  49558. };
  49559. PointLight.prototype._buildUniformLayout = function () {
  49560. this._uniformBuffer.addUniform("vLightData", 4);
  49561. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  49562. this._uniformBuffer.addUniform("vLightSpecular", 3);
  49563. this._uniformBuffer.addUniform("shadowsInfo", 3);
  49564. this._uniformBuffer.addUniform("depthValues", 2);
  49565. this._uniformBuffer.create();
  49566. };
  49567. /**
  49568. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  49569. * @param effect The effect to update
  49570. * @param lightIndex The index of the light in the effect to update
  49571. * @returns The point light
  49572. */
  49573. PointLight.prototype.transferToEffect = function (effect, lightIndex) {
  49574. if (this.computeTransformedInformation()) {
  49575. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, 0.0, lightIndex);
  49576. return this;
  49577. }
  49578. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, 0, lightIndex);
  49579. return this;
  49580. };
  49581. __decorate([
  49582. BABYLON.serialize()
  49583. ], PointLight.prototype, "shadowAngle", null);
  49584. return PointLight;
  49585. }(BABYLON.ShadowLight));
  49586. BABYLON.PointLight = PointLight;
  49587. })(BABYLON || (BABYLON = {}));
  49588. //# sourceMappingURL=babylon.pointLight.js.map
  49589. var BABYLON;
  49590. (function (BABYLON) {
  49591. /**
  49592. * A directional light is defined by a direction (what a surprise!).
  49593. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  49594. * 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.
  49595. * Documentation: https://doc.babylonjs.com/babylon101/lights
  49596. */
  49597. var DirectionalLight = /** @class */ (function (_super) {
  49598. __extends(DirectionalLight, _super);
  49599. /**
  49600. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  49601. * The directional light is emitted from everywhere in the given direction.
  49602. * It can cast shawdows.
  49603. * Documentation : http://doc.babylonjs.com/tutorials/lights
  49604. * @param name The friendly name of the light
  49605. * @param direction The direction of the light
  49606. * @param scene The scene the light belongs to
  49607. */
  49608. function DirectionalLight(name, direction, scene) {
  49609. var _this = _super.call(this, name, scene) || this;
  49610. _this._shadowFrustumSize = 0;
  49611. _this._shadowOrthoScale = 0.1;
  49612. /**
  49613. * Automatically compute the projection matrix to best fit (including all the casters)
  49614. * on each frame.
  49615. */
  49616. _this.autoUpdateExtends = true;
  49617. // Cache
  49618. _this._orthoLeft = Number.MAX_VALUE;
  49619. _this._orthoRight = Number.MIN_VALUE;
  49620. _this._orthoTop = Number.MIN_VALUE;
  49621. _this._orthoBottom = Number.MAX_VALUE;
  49622. _this.position = direction.scale(-1.0);
  49623. _this.direction = direction;
  49624. return _this;
  49625. }
  49626. Object.defineProperty(DirectionalLight.prototype, "shadowFrustumSize", {
  49627. /**
  49628. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  49629. */
  49630. get: function () {
  49631. return this._shadowFrustumSize;
  49632. },
  49633. /**
  49634. * Specifies a fix frustum size for the shadow generation.
  49635. */
  49636. set: function (value) {
  49637. this._shadowFrustumSize = value;
  49638. this.forceProjectionMatrixCompute();
  49639. },
  49640. enumerable: true,
  49641. configurable: true
  49642. });
  49643. Object.defineProperty(DirectionalLight.prototype, "shadowOrthoScale", {
  49644. /**
  49645. * Gets the shadow projection scale against the optimal computed one.
  49646. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  49647. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  49648. */
  49649. get: function () {
  49650. return this._shadowOrthoScale;
  49651. },
  49652. /**
  49653. * Sets the shadow projection scale against the optimal computed one.
  49654. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  49655. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  49656. */
  49657. set: function (value) {
  49658. this._shadowOrthoScale = value;
  49659. this.forceProjectionMatrixCompute();
  49660. },
  49661. enumerable: true,
  49662. configurable: true
  49663. });
  49664. /**
  49665. * Returns the string "DirectionalLight".
  49666. * @return The class name
  49667. */
  49668. DirectionalLight.prototype.getClassName = function () {
  49669. return "DirectionalLight";
  49670. };
  49671. /**
  49672. * Returns the integer 1.
  49673. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  49674. */
  49675. DirectionalLight.prototype.getTypeID = function () {
  49676. return BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT;
  49677. };
  49678. /**
  49679. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  49680. * Returns the DirectionalLight Shadow projection matrix.
  49681. */
  49682. DirectionalLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  49683. if (this.shadowFrustumSize > 0) {
  49684. this._setDefaultFixedFrustumShadowProjectionMatrix(matrix, viewMatrix);
  49685. }
  49686. else {
  49687. this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList);
  49688. }
  49689. };
  49690. /**
  49691. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  49692. * Returns the DirectionalLight Shadow projection matrix.
  49693. */
  49694. DirectionalLight.prototype._setDefaultFixedFrustumShadowProjectionMatrix = function (matrix, viewMatrix) {
  49695. var activeCamera = this.getScene().activeCamera;
  49696. if (!activeCamera) {
  49697. return;
  49698. }
  49699. BABYLON.Matrix.OrthoLHToRef(this.shadowFrustumSize, this.shadowFrustumSize, this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ, this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ, matrix);
  49700. };
  49701. /**
  49702. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  49703. * Returns the DirectionalLight Shadow projection matrix.
  49704. */
  49705. DirectionalLight.prototype._setDefaultAutoExtendShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  49706. var activeCamera = this.getScene().activeCamera;
  49707. if (!activeCamera) {
  49708. return;
  49709. }
  49710. // Check extends
  49711. if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {
  49712. var tempVector3 = BABYLON.Vector3.Zero();
  49713. this._orthoLeft = Number.MAX_VALUE;
  49714. this._orthoRight = Number.MIN_VALUE;
  49715. this._orthoTop = Number.MIN_VALUE;
  49716. this._orthoBottom = Number.MAX_VALUE;
  49717. for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) {
  49718. var mesh = renderList[meshIndex];
  49719. if (!mesh) {
  49720. continue;
  49721. }
  49722. var boundingInfo = mesh.getBoundingInfo();
  49723. var boundingBox = boundingInfo.boundingBox;
  49724. for (var index = 0; index < boundingBox.vectorsWorld.length; index++) {
  49725. BABYLON.Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);
  49726. if (tempVector3.x < this._orthoLeft)
  49727. this._orthoLeft = tempVector3.x;
  49728. if (tempVector3.y < this._orthoBottom)
  49729. this._orthoBottom = tempVector3.y;
  49730. if (tempVector3.x > this._orthoRight)
  49731. this._orthoRight = tempVector3.x;
  49732. if (tempVector3.y > this._orthoTop)
  49733. this._orthoTop = tempVector3.y;
  49734. }
  49735. }
  49736. }
  49737. var xOffset = this._orthoRight - this._orthoLeft;
  49738. var yOffset = this._orthoTop - this._orthoBottom;
  49739. 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);
  49740. };
  49741. DirectionalLight.prototype._buildUniformLayout = function () {
  49742. this._uniformBuffer.addUniform("vLightData", 4);
  49743. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  49744. this._uniformBuffer.addUniform("vLightSpecular", 3);
  49745. this._uniformBuffer.addUniform("shadowsInfo", 3);
  49746. this._uniformBuffer.addUniform("depthValues", 2);
  49747. this._uniformBuffer.create();
  49748. };
  49749. /**
  49750. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  49751. * @param effect The effect to update
  49752. * @param lightIndex The index of the light in the effect to update
  49753. * @returns The directional light
  49754. */
  49755. DirectionalLight.prototype.transferToEffect = function (effect, lightIndex) {
  49756. if (this.computeTransformedInformation()) {
  49757. this._uniformBuffer.updateFloat4("vLightData", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex);
  49758. return this;
  49759. }
  49760. this._uniformBuffer.updateFloat4("vLightData", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex);
  49761. return this;
  49762. };
  49763. /**
  49764. * Gets the minZ used for shadow according to both the scene and the light.
  49765. *
  49766. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  49767. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  49768. * @param activeCamera The camera we are returning the min for
  49769. * @returns the depth min z
  49770. */
  49771. DirectionalLight.prototype.getDepthMinZ = function (activeCamera) {
  49772. return 1;
  49773. };
  49774. /**
  49775. * Gets the maxZ used for shadow according to both the scene and the light.
  49776. *
  49777. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  49778. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  49779. * @param activeCamera The camera we are returning the max for
  49780. * @returns the depth max z
  49781. */
  49782. DirectionalLight.prototype.getDepthMaxZ = function (activeCamera) {
  49783. return 1;
  49784. };
  49785. __decorate([
  49786. BABYLON.serialize()
  49787. ], DirectionalLight.prototype, "shadowFrustumSize", null);
  49788. __decorate([
  49789. BABYLON.serialize()
  49790. ], DirectionalLight.prototype, "shadowOrthoScale", null);
  49791. __decorate([
  49792. BABYLON.serialize()
  49793. ], DirectionalLight.prototype, "autoUpdateExtends", void 0);
  49794. return DirectionalLight;
  49795. }(BABYLON.ShadowLight));
  49796. BABYLON.DirectionalLight = DirectionalLight;
  49797. })(BABYLON || (BABYLON = {}));
  49798. //# sourceMappingURL=babylon.directionalLight.js.map
  49799. var BABYLON;
  49800. (function (BABYLON) {
  49801. /**
  49802. * A spot light is defined by a position, a direction, an angle, and an exponent.
  49803. * These values define a cone of light starting from the position, emitting toward the direction.
  49804. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  49805. * and the exponent defines the speed of the decay of the light with distance (reach).
  49806. * Documentation: https://doc.babylonjs.com/babylon101/lights
  49807. */
  49808. var SpotLight = /** @class */ (function (_super) {
  49809. __extends(SpotLight, _super);
  49810. /**
  49811. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  49812. * It can cast shadows.
  49813. * Documentation : http://doc.babylonjs.com/tutorials/lights
  49814. * @param name The light friendly name
  49815. * @param position The position of the spot light in the scene
  49816. * @param direction The direction of the light in the scene
  49817. * @param angle The cone angle of the light in Radians
  49818. * @param exponent The light decay speed with the distance from the emission spot
  49819. * @param scene The scene the lights belongs to
  49820. */
  49821. function SpotLight(name, position, direction, angle, exponent, scene) {
  49822. var _this = _super.call(this, name, scene) || this;
  49823. _this._projectionTextureMatrix = BABYLON.Matrix.Zero();
  49824. _this._projectionTextureLightNear = 1e-6;
  49825. _this._projectionTextureLightFar = 1000.0;
  49826. _this._projectionTextureUpDirection = BABYLON.Vector3.Up();
  49827. _this._projectionTextureViewLightDirty = true;
  49828. _this._projectionTextureProjectionLightDirty = true;
  49829. _this._projectionTextureDirty = true;
  49830. _this._projectionTextureViewTargetVector = BABYLON.Vector3.Zero();
  49831. _this._projectionTextureViewLightMatrix = BABYLON.Matrix.Zero();
  49832. _this._projectionTextureProjectionLightMatrix = BABYLON.Matrix.Zero();
  49833. _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);
  49834. _this.position = position;
  49835. _this.direction = direction;
  49836. _this.angle = angle;
  49837. _this.exponent = exponent;
  49838. return _this;
  49839. }
  49840. Object.defineProperty(SpotLight.prototype, "angle", {
  49841. /**
  49842. * Gets the cone angle of the spot light in Radians.
  49843. */
  49844. get: function () {
  49845. return this._angle;
  49846. },
  49847. /**
  49848. * Sets the cone angle of the spot light in Radians.
  49849. */
  49850. set: function (value) {
  49851. this._angle = value;
  49852. this._projectionTextureProjectionLightDirty = true;
  49853. this.forceProjectionMatrixCompute();
  49854. },
  49855. enumerable: true,
  49856. configurable: true
  49857. });
  49858. Object.defineProperty(SpotLight.prototype, "shadowAngleScale", {
  49859. /**
  49860. * Allows scaling the angle of the light for shadow generation only.
  49861. */
  49862. get: function () {
  49863. return this._shadowAngleScale;
  49864. },
  49865. /**
  49866. * Allows scaling the angle of the light for shadow generation only.
  49867. */
  49868. set: function (value) {
  49869. this._shadowAngleScale = value;
  49870. this.forceProjectionMatrixCompute();
  49871. },
  49872. enumerable: true,
  49873. configurable: true
  49874. });
  49875. Object.defineProperty(SpotLight.prototype, "projectionTextureMatrix", {
  49876. /**
  49877. * Allows reading the projecton texture
  49878. */
  49879. get: function () {
  49880. return this._projectionTextureMatrix;
  49881. },
  49882. enumerable: true,
  49883. configurable: true
  49884. });
  49885. ;
  49886. Object.defineProperty(SpotLight.prototype, "projectionTextureLightNear", {
  49887. /**
  49888. * Gets the near clip of the Spotlight for texture projection.
  49889. */
  49890. get: function () {
  49891. return this._projectionTextureLightNear;
  49892. },
  49893. /**
  49894. * Sets the near clip of the Spotlight for texture projection.
  49895. */
  49896. set: function (value) {
  49897. this._projectionTextureLightNear = value;
  49898. this._projectionTextureProjectionLightDirty = true;
  49899. },
  49900. enumerable: true,
  49901. configurable: true
  49902. });
  49903. Object.defineProperty(SpotLight.prototype, "projectionTextureLightFar", {
  49904. /**
  49905. * Gets the far clip of the Spotlight for texture projection.
  49906. */
  49907. get: function () {
  49908. return this._projectionTextureLightFar;
  49909. },
  49910. /**
  49911. * Sets the far clip of the Spotlight for texture projection.
  49912. */
  49913. set: function (value) {
  49914. this._projectionTextureLightFar = value;
  49915. this._projectionTextureProjectionLightDirty = true;
  49916. },
  49917. enumerable: true,
  49918. configurable: true
  49919. });
  49920. Object.defineProperty(SpotLight.prototype, "projectionTextureUpDirection", {
  49921. /**
  49922. * Gets the Up vector of the Spotlight for texture projection.
  49923. */
  49924. get: function () {
  49925. return this._projectionTextureUpDirection;
  49926. },
  49927. /**
  49928. * Sets the Up vector of the Spotlight for texture projection.
  49929. */
  49930. set: function (value) {
  49931. this._projectionTextureUpDirection = value;
  49932. this._projectionTextureProjectionLightDirty = true;
  49933. },
  49934. enumerable: true,
  49935. configurable: true
  49936. });
  49937. Object.defineProperty(SpotLight.prototype, "projectionTexture", {
  49938. /**
  49939. * Gets the projection texture of the light.
  49940. */
  49941. get: function () {
  49942. return this._projectionTexture;
  49943. },
  49944. /**
  49945. * Sets the projection texture of the light.
  49946. */
  49947. set: function (value) {
  49948. this._projectionTexture = value;
  49949. this._projectionTextureDirty = true;
  49950. },
  49951. enumerable: true,
  49952. configurable: true
  49953. });
  49954. /**
  49955. * Returns the string "SpotLight".
  49956. * @returns the class name
  49957. */
  49958. SpotLight.prototype.getClassName = function () {
  49959. return "SpotLight";
  49960. };
  49961. /**
  49962. * Returns the integer 2.
  49963. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  49964. */
  49965. SpotLight.prototype.getTypeID = function () {
  49966. return BABYLON.Light.LIGHTTYPEID_SPOTLIGHT;
  49967. };
  49968. /**
  49969. * Overrides the direction setter to recompute the projection texture view light Matrix.
  49970. */
  49971. SpotLight.prototype._setDirection = function (value) {
  49972. _super.prototype._setDirection.call(this, value);
  49973. this._projectionTextureViewLightDirty = true;
  49974. };
  49975. /**
  49976. * Overrides the position setter to recompute the projection texture view light Matrix.
  49977. */
  49978. SpotLight.prototype._setPosition = function (value) {
  49979. _super.prototype._setPosition.call(this, value);
  49980. this._projectionTextureViewLightDirty = true;
  49981. };
  49982. /**
  49983. * 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.
  49984. * Returns the SpotLight.
  49985. */
  49986. SpotLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  49987. var activeCamera = this.getScene().activeCamera;
  49988. if (!activeCamera) {
  49989. return;
  49990. }
  49991. this._shadowAngleScale = this._shadowAngleScale || 1;
  49992. var angle = this._shadowAngleScale * this._angle;
  49993. BABYLON.Matrix.PerspectiveFovLHToRef(angle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  49994. };
  49995. SpotLight.prototype._computeProjectionTextureViewLightMatrix = function () {
  49996. this._projectionTextureViewLightDirty = false;
  49997. this._projectionTextureDirty = true;
  49998. this.position.addToRef(this.direction, this._projectionTextureViewTargetVector);
  49999. BABYLON.Matrix.LookAtLHToRef(this.position, this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);
  50000. };
  50001. SpotLight.prototype._computeProjectionTextureProjectionLightMatrix = function () {
  50002. this._projectionTextureProjectionLightDirty = false;
  50003. this._projectionTextureDirty = true;
  50004. var light_far = this.projectionTextureLightFar;
  50005. var light_near = this.projectionTextureLightNear;
  50006. var P = light_far / (light_far - light_near);
  50007. var Q = -P * light_near;
  50008. var S = 1.0 / Math.tan(this._angle / 2.0);
  50009. var A = 1.0;
  50010. 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);
  50011. };
  50012. /**
  50013. * Main function for light texture projection matrix computing.
  50014. */
  50015. SpotLight.prototype._computeProjectionTextureMatrix = function () {
  50016. this._projectionTextureDirty = false;
  50017. this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);
  50018. this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);
  50019. };
  50020. SpotLight.prototype._buildUniformLayout = function () {
  50021. this._uniformBuffer.addUniform("vLightData", 4);
  50022. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  50023. this._uniformBuffer.addUniform("vLightSpecular", 3);
  50024. this._uniformBuffer.addUniform("vLightDirection", 3);
  50025. this._uniformBuffer.addUniform("shadowsInfo", 3);
  50026. this._uniformBuffer.addUniform("depthValues", 2);
  50027. this._uniformBuffer.create();
  50028. };
  50029. /**
  50030. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  50031. * @param effect The effect to update
  50032. * @param lightIndex The index of the light in the effect to update
  50033. * @returns The spot light
  50034. */
  50035. SpotLight.prototype.transferToEffect = function (effect, lightIndex) {
  50036. var normalizeDirection;
  50037. if (this.computeTransformedInformation()) {
  50038. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent, lightIndex);
  50039. normalizeDirection = BABYLON.Vector3.Normalize(this.transformedDirection);
  50040. }
  50041. else {
  50042. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, this.exponent, lightIndex);
  50043. normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  50044. }
  50045. this._uniformBuffer.updateFloat4("vLightDirection", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, Math.cos(this.angle * 0.5), lightIndex);
  50046. if (this.projectionTexture && this.projectionTexture.isReady()) {
  50047. if (this._projectionTextureViewLightDirty) {
  50048. this._computeProjectionTextureViewLightMatrix();
  50049. }
  50050. if (this._projectionTextureProjectionLightDirty) {
  50051. this._computeProjectionTextureProjectionLightMatrix();
  50052. }
  50053. if (this._projectionTextureDirty) {
  50054. this._computeProjectionTextureMatrix();
  50055. }
  50056. effect.setMatrix("textureProjectionMatrix" + lightIndex, this._projectionTextureMatrix);
  50057. effect.setTexture("projectionLightSampler" + lightIndex, this.projectionTexture);
  50058. }
  50059. return this;
  50060. };
  50061. /**
  50062. * Disposes the light and the associated resources.
  50063. */
  50064. SpotLight.prototype.dispose = function () {
  50065. _super.prototype.dispose.call(this);
  50066. if (this._projectionTexture) {
  50067. this._projectionTexture.dispose();
  50068. }
  50069. };
  50070. __decorate([
  50071. BABYLON.serialize()
  50072. ], SpotLight.prototype, "angle", null);
  50073. __decorate([
  50074. BABYLON.serialize()
  50075. ], SpotLight.prototype, "shadowAngleScale", null);
  50076. __decorate([
  50077. BABYLON.serialize()
  50078. ], SpotLight.prototype, "exponent", void 0);
  50079. __decorate([
  50080. BABYLON.serialize()
  50081. ], SpotLight.prototype, "projectionTextureLightNear", null);
  50082. __decorate([
  50083. BABYLON.serialize()
  50084. ], SpotLight.prototype, "projectionTextureLightFar", null);
  50085. __decorate([
  50086. BABYLON.serialize()
  50087. ], SpotLight.prototype, "projectionTextureUpDirection", null);
  50088. __decorate([
  50089. BABYLON.serializeAsTexture("projectedLightTexture")
  50090. ], SpotLight.prototype, "_projectionTexture", void 0);
  50091. return SpotLight;
  50092. }(BABYLON.ShadowLight));
  50093. BABYLON.SpotLight = SpotLight;
  50094. })(BABYLON || (BABYLON = {}));
  50095. //# sourceMappingURL=babylon.spotLight.js.map
  50096. var BABYLON;
  50097. (function (BABYLON) {
  50098. /**
  50099. * Class used to override all child animations of a given target
  50100. */
  50101. var AnimationPropertiesOverride = /** @class */ (function () {
  50102. function AnimationPropertiesOverride() {
  50103. /**
  50104. * Gets or sets a value indicating if animation blending must be used
  50105. */
  50106. this.enableBlending = false;
  50107. /**
  50108. * Gets or sets the blending speed to use when enableBlending is true
  50109. */
  50110. this.blendingSpeed = 0.01;
  50111. /**
  50112. * Gets or sets the default loop mode to use
  50113. */
  50114. this.loopMode = BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE;
  50115. }
  50116. return AnimationPropertiesOverride;
  50117. }());
  50118. BABYLON.AnimationPropertiesOverride = AnimationPropertiesOverride;
  50119. })(BABYLON || (BABYLON = {}));
  50120. //# sourceMappingURL=babylon.animationPropertiesOverride.js.map
  50121. var BABYLON;
  50122. (function (BABYLON) {
  50123. /**
  50124. * Represents the range of an animation
  50125. */
  50126. var AnimationRange = /** @class */ (function () {
  50127. /**
  50128. * Initializes the range of an animation
  50129. * @param name The name of the animation range
  50130. * @param from The starting frame of the animation
  50131. * @param to The ending frame of the animation
  50132. */
  50133. function AnimationRange(
  50134. /**The name of the animation range**/
  50135. name,
  50136. /**The starting frame of the animation */
  50137. from,
  50138. /**The ending frame of the animation*/
  50139. to) {
  50140. this.name = name;
  50141. this.from = from;
  50142. this.to = to;
  50143. }
  50144. /**
  50145. * Makes a copy of the animation range
  50146. * @returns A copy of the animation range
  50147. */
  50148. AnimationRange.prototype.clone = function () {
  50149. return new AnimationRange(this.name, this.from, this.to);
  50150. };
  50151. return AnimationRange;
  50152. }());
  50153. BABYLON.AnimationRange = AnimationRange;
  50154. /**
  50155. * Composed of a frame, and an action function
  50156. */
  50157. var AnimationEvent = /** @class */ (function () {
  50158. /**
  50159. * Initializes the animation event
  50160. * @param frame The frame for which the event is triggered
  50161. * @param action The event to perform when triggered
  50162. * @param onlyOnce Specifies if the event should be triggered only once
  50163. */
  50164. function AnimationEvent(
  50165. /** The frame for which the event is triggered **/
  50166. frame,
  50167. /** The event to perform when triggered **/
  50168. action,
  50169. /** Specifies if the event should be triggered only once**/
  50170. onlyOnce) {
  50171. this.frame = frame;
  50172. this.action = action;
  50173. this.onlyOnce = onlyOnce;
  50174. /**
  50175. * Specifies if the animation event is done
  50176. */
  50177. this.isDone = false;
  50178. }
  50179. return AnimationEvent;
  50180. }());
  50181. BABYLON.AnimationEvent = AnimationEvent;
  50182. /**
  50183. * A cursor which tracks a point on a path
  50184. */
  50185. var PathCursor = /** @class */ (function () {
  50186. /**
  50187. * Initializes the path cursor
  50188. * @param path The path to track
  50189. */
  50190. function PathCursor(path) {
  50191. this.path = path;
  50192. /**
  50193. * Stores path cursor callbacks for when an onchange event is triggered
  50194. */
  50195. this._onchange = new Array();
  50196. /**
  50197. * The value of the path cursor
  50198. */
  50199. this.value = 0;
  50200. /**
  50201. * The animation array of the path cursor
  50202. */
  50203. this.animations = new Array();
  50204. }
  50205. /**
  50206. * Gets the cursor point on the path
  50207. * @returns A point on the path cursor at the cursor location
  50208. */
  50209. PathCursor.prototype.getPoint = function () {
  50210. var point = this.path.getPointAtLengthPosition(this.value);
  50211. return new BABYLON.Vector3(point.x, 0, point.y);
  50212. };
  50213. /**
  50214. * Moves the cursor ahead by the step amount
  50215. * @param step The amount to move the cursor forward
  50216. * @returns This path cursor
  50217. */
  50218. PathCursor.prototype.moveAhead = function (step) {
  50219. if (step === void 0) { step = 0.002; }
  50220. this.move(step);
  50221. return this;
  50222. };
  50223. /**
  50224. * Moves the cursor behind by the step amount
  50225. * @param step The amount to move the cursor back
  50226. * @returns This path cursor
  50227. */
  50228. PathCursor.prototype.moveBack = function (step) {
  50229. if (step === void 0) { step = 0.002; }
  50230. this.move(-step);
  50231. return this;
  50232. };
  50233. /**
  50234. * Moves the cursor by the step amount
  50235. * If the step amount is greater than one, an exception is thrown
  50236. * @param step The amount to move the cursor
  50237. * @returns This path cursor
  50238. */
  50239. PathCursor.prototype.move = function (step) {
  50240. if (Math.abs(step) > 1) {
  50241. throw "step size should be less than 1.";
  50242. }
  50243. this.value += step;
  50244. this.ensureLimits();
  50245. this.raiseOnChange();
  50246. return this;
  50247. };
  50248. /**
  50249. * Ensures that the value is limited between zero and one
  50250. * @returns This path cursor
  50251. */
  50252. PathCursor.prototype.ensureLimits = function () {
  50253. while (this.value > 1) {
  50254. this.value -= 1;
  50255. }
  50256. while (this.value < 0) {
  50257. this.value += 1;
  50258. }
  50259. return this;
  50260. };
  50261. /**
  50262. * Runs onchange callbacks on change (used by the animation engine)
  50263. * @returns This path cursor
  50264. */
  50265. PathCursor.prototype.raiseOnChange = function () {
  50266. var _this = this;
  50267. this._onchange.forEach(function (f) { return f(_this); });
  50268. return this;
  50269. };
  50270. /**
  50271. * Executes a function on change
  50272. * @param f A path cursor onchange callback
  50273. * @returns This path cursor
  50274. */
  50275. PathCursor.prototype.onchange = function (f) {
  50276. this._onchange.push(f);
  50277. return this;
  50278. };
  50279. return PathCursor;
  50280. }());
  50281. BABYLON.PathCursor = PathCursor;
  50282. /**
  50283. * Enum for the animation key frame interpolation type
  50284. */
  50285. var AnimationKeyInterpolation;
  50286. (function (AnimationKeyInterpolation) {
  50287. /**
  50288. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  50289. */
  50290. AnimationKeyInterpolation[AnimationKeyInterpolation["STEP"] = 1] = "STEP";
  50291. })(AnimationKeyInterpolation = BABYLON.AnimationKeyInterpolation || (BABYLON.AnimationKeyInterpolation = {}));
  50292. /**
  50293. * Class used to store any kind of animation
  50294. */
  50295. var Animation = /** @class */ (function () {
  50296. /**
  50297. * Initializes the animation
  50298. * @param name Name of the animation
  50299. * @param targetProperty Property to animate
  50300. * @param framePerSecond The frames per second of the animation
  50301. * @param dataType The data type of the animation
  50302. * @param loopMode The loop mode of the animation
  50303. * @param enableBlendings Specifies if blending should be enabled
  50304. */
  50305. function Animation(
  50306. /**Name of the animation */
  50307. name,
  50308. /**Property to animate */
  50309. targetProperty,
  50310. /**The frames per second of the animation */
  50311. framePerSecond,
  50312. /**The data type of the animation */
  50313. dataType,
  50314. /**The loop mode of the animation */
  50315. loopMode,
  50316. /**Specifies if blending should be enabled */
  50317. enableBlending) {
  50318. this.name = name;
  50319. this.targetProperty = targetProperty;
  50320. this.framePerSecond = framePerSecond;
  50321. this.dataType = dataType;
  50322. this.loopMode = loopMode;
  50323. this.enableBlending = enableBlending;
  50324. /**
  50325. * @hidden Internal use only
  50326. */
  50327. this._runtimeAnimations = new Array();
  50328. /**
  50329. * The set of event that will be linked to this animation
  50330. */
  50331. this._events = new Array();
  50332. /**
  50333. * Stores the blending speed of the animation
  50334. */
  50335. this.blendingSpeed = 0.01;
  50336. /**
  50337. * Stores the animation ranges for the animation
  50338. */
  50339. this._ranges = {};
  50340. this.targetPropertyPath = targetProperty.split(".");
  50341. this.dataType = dataType;
  50342. this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
  50343. }
  50344. /**
  50345. * @hidden Internal use
  50346. */
  50347. Animation._PrepareAnimation = function (name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction) {
  50348. var dataType = undefined;
  50349. if (!isNaN(parseFloat(from)) && isFinite(from)) {
  50350. dataType = Animation.ANIMATIONTYPE_FLOAT;
  50351. }
  50352. else if (from instanceof BABYLON.Quaternion) {
  50353. dataType = Animation.ANIMATIONTYPE_QUATERNION;
  50354. }
  50355. else if (from instanceof BABYLON.Vector3) {
  50356. dataType = Animation.ANIMATIONTYPE_VECTOR3;
  50357. }
  50358. else if (from instanceof BABYLON.Vector2) {
  50359. dataType = Animation.ANIMATIONTYPE_VECTOR2;
  50360. }
  50361. else if (from instanceof BABYLON.Color3) {
  50362. dataType = Animation.ANIMATIONTYPE_COLOR3;
  50363. }
  50364. else if (from instanceof BABYLON.Size) {
  50365. dataType = Animation.ANIMATIONTYPE_SIZE;
  50366. }
  50367. if (dataType == undefined) {
  50368. return null;
  50369. }
  50370. var animation = new Animation(name, targetProperty, framePerSecond, dataType, loopMode);
  50371. var keys = [{ frame: 0, value: from }, { frame: totalFrame, value: to }];
  50372. animation.setKeys(keys);
  50373. if (easingFunction !== undefined) {
  50374. animation.setEasingFunction(easingFunction);
  50375. }
  50376. return animation;
  50377. };
  50378. /**
  50379. * Sets up an animation
  50380. * @param property The property to animate
  50381. * @param animationType The animation type to apply
  50382. * @param framePerSecond The frames per second of the animation
  50383. * @param easingFunction The easing function used in the animation
  50384. * @returns The created animation
  50385. */
  50386. Animation.CreateAnimation = function (property, animationType, framePerSecond, easingFunction) {
  50387. var animation = new Animation(property + "Animation", property, framePerSecond, animationType, Animation.ANIMATIONLOOPMODE_CONSTANT);
  50388. animation.setEasingFunction(easingFunction);
  50389. return animation;
  50390. };
  50391. /**
  50392. * Create and start an animation on a node
  50393. * @param name defines the name of the global animation that will be run on all nodes
  50394. * @param node defines the root node where the animation will take place
  50395. * @param targetProperty defines property to animate
  50396. * @param framePerSecond defines the number of frame per second yo use
  50397. * @param totalFrame defines the number of frames in total
  50398. * @param from defines the initial value
  50399. * @param to defines the final value
  50400. * @param loopMode defines which loop mode you want to use (off by default)
  50401. * @param easingFunction defines the easing function to use (linear by default)
  50402. * @param onAnimationEnd defines the callback to call when animation end
  50403. * @returns the animatable created for this animation
  50404. */
  50405. Animation.CreateAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  50406. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  50407. if (!animation) {
  50408. return null;
  50409. }
  50410. return node.getScene().beginDirectAnimation(node, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  50411. };
  50412. /**
  50413. * Create and start an animation on a node and its descendants
  50414. * @param name defines the name of the global animation that will be run on all nodes
  50415. * @param node defines the root node where the animation will take place
  50416. * @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
  50417. * @param targetProperty defines property to animate
  50418. * @param framePerSecond defines the number of frame per second to use
  50419. * @param totalFrame defines the number of frames in total
  50420. * @param from defines the initial value
  50421. * @param to defines the final value
  50422. * @param loopMode defines which loop mode you want to use (off by default)
  50423. * @param easingFunction defines the easing function to use (linear by default)
  50424. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  50425. * @returns the list of animatables created for all nodes
  50426. * @example https://www.babylonjs-playground.com/#MH0VLI
  50427. */
  50428. Animation.CreateAndStartHierarchyAnimation = function (name, node, directDescendantsOnly, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  50429. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  50430. if (!animation) {
  50431. return null;
  50432. }
  50433. var scene = node.getScene();
  50434. return scene.beginDirectHierarchyAnimation(node, directDescendantsOnly, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  50435. };
  50436. /**
  50437. * Creates a new animation, merges it with the existing animations and starts it
  50438. * @param name Name of the animation
  50439. * @param node Node which contains the scene that begins the animations
  50440. * @param targetProperty Specifies which property to animate
  50441. * @param framePerSecond The frames per second of the animation
  50442. * @param totalFrame The total number of frames
  50443. * @param from The frame at the beginning of the animation
  50444. * @param to The frame at the end of the animation
  50445. * @param loopMode Specifies the loop mode of the animation
  50446. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  50447. * @param onAnimationEnd Callback to run once the animation is complete
  50448. * @returns Nullable animation
  50449. */
  50450. Animation.CreateMergeAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  50451. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  50452. if (!animation) {
  50453. return null;
  50454. }
  50455. node.animations.push(animation);
  50456. return node.getScene().beginAnimation(node, 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  50457. };
  50458. /**
  50459. * Transition property of the Camera to the target Value
  50460. * @param property The property to transition
  50461. * @param targetValue The target Value of the property
  50462. * @param host The object where the property to animate belongs
  50463. * @param scene Scene used to run the animation
  50464. * @param frameRate Framerate (in frame/s) to use
  50465. * @param transition The transition type we want to use
  50466. * @param duration The duration of the animation, in milliseconds
  50467. * @param onAnimationEnd Callback trigger at the end of the animation
  50468. * @returns Nullable animation
  50469. */
  50470. Animation.TransitionTo = function (property, targetValue, host, scene, frameRate, transition, duration, onAnimationEnd) {
  50471. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  50472. if (duration <= 0) {
  50473. host[property] = targetValue;
  50474. if (onAnimationEnd) {
  50475. onAnimationEnd();
  50476. }
  50477. return null;
  50478. }
  50479. var endFrame = frameRate * (duration / 1000);
  50480. transition.setKeys([{
  50481. frame: 0,
  50482. value: host[property].clone ? host[property].clone() : host[property]
  50483. },
  50484. {
  50485. frame: endFrame,
  50486. value: targetValue
  50487. }]);
  50488. if (!host.animations) {
  50489. host.animations = [];
  50490. }
  50491. host.animations.push(transition);
  50492. var animation = scene.beginAnimation(host, 0, endFrame, false);
  50493. animation.onAnimationEnd = onAnimationEnd;
  50494. return animation;
  50495. };
  50496. Object.defineProperty(Animation.prototype, "runtimeAnimations", {
  50497. /**
  50498. * Return the array of runtime animations currently using this animation
  50499. */
  50500. get: function () {
  50501. return this._runtimeAnimations;
  50502. },
  50503. enumerable: true,
  50504. configurable: true
  50505. });
  50506. Object.defineProperty(Animation.prototype, "hasRunningRuntimeAnimations", {
  50507. /**
  50508. * Specifies if any of the runtime animations are currently running
  50509. */
  50510. get: function () {
  50511. for (var _i = 0, _a = this._runtimeAnimations; _i < _a.length; _i++) {
  50512. var runtimeAnimation = _a[_i];
  50513. if (!runtimeAnimation.isStopped) {
  50514. return true;
  50515. }
  50516. }
  50517. return false;
  50518. },
  50519. enumerable: true,
  50520. configurable: true
  50521. });
  50522. // Methods
  50523. /**
  50524. * Converts the animation to a string
  50525. * @param fullDetails support for multiple levels of logging within scene loading
  50526. * @returns String form of the animation
  50527. */
  50528. Animation.prototype.toString = function (fullDetails) {
  50529. var ret = "Name: " + this.name + ", property: " + this.targetProperty;
  50530. ret += ", datatype: " + (["Float", "Vector3", "Quaternion", "Matrix", "Color3", "Vector2"])[this.dataType];
  50531. ret += ", nKeys: " + (this._keys ? this._keys.length : "none");
  50532. ret += ", nRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  50533. if (fullDetails) {
  50534. ret += ", Ranges: {";
  50535. var first = true;
  50536. for (var name in this._ranges) {
  50537. if (first) {
  50538. ret += ", ";
  50539. first = false;
  50540. }
  50541. ret += name;
  50542. }
  50543. ret += "}";
  50544. }
  50545. return ret;
  50546. };
  50547. /**
  50548. * Add an event to this animation
  50549. * @param event Event to add
  50550. */
  50551. Animation.prototype.addEvent = function (event) {
  50552. this._events.push(event);
  50553. };
  50554. /**
  50555. * Remove all events found at the given frame
  50556. * @param frame The frame to remove events from
  50557. */
  50558. Animation.prototype.removeEvents = function (frame) {
  50559. for (var index = 0; index < this._events.length; index++) {
  50560. if (this._events[index].frame === frame) {
  50561. this._events.splice(index, 1);
  50562. index--;
  50563. }
  50564. }
  50565. };
  50566. /**
  50567. * Retrieves all the events from the animation
  50568. * @returns Events from the animation
  50569. */
  50570. Animation.prototype.getEvents = function () {
  50571. return this._events;
  50572. };
  50573. /**
  50574. * Creates an animation range
  50575. * @param name Name of the animation range
  50576. * @param from Starting frame of the animation range
  50577. * @param to Ending frame of the animation
  50578. */
  50579. Animation.prototype.createRange = function (name, from, to) {
  50580. // check name not already in use; could happen for bones after serialized
  50581. if (!this._ranges[name]) {
  50582. this._ranges[name] = new AnimationRange(name, from, to);
  50583. }
  50584. };
  50585. /**
  50586. * Deletes an animation range by name
  50587. * @param name Name of the animation range to delete
  50588. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  50589. */
  50590. Animation.prototype.deleteRange = function (name, deleteFrames) {
  50591. if (deleteFrames === void 0) { deleteFrames = true; }
  50592. var range = this._ranges[name];
  50593. if (!range) {
  50594. return;
  50595. }
  50596. if (deleteFrames) {
  50597. var from = range.from;
  50598. var to = range.to;
  50599. // this loop MUST go high to low for multiple splices to work
  50600. for (var key = this._keys.length - 1; key >= 0; key--) {
  50601. if (this._keys[key].frame >= from && this._keys[key].frame <= to) {
  50602. this._keys.splice(key, 1);
  50603. }
  50604. }
  50605. }
  50606. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  50607. };
  50608. /**
  50609. * Gets the animation range by name, or null if not defined
  50610. * @param name Name of the animation range
  50611. * @returns Nullable animation range
  50612. */
  50613. Animation.prototype.getRange = function (name) {
  50614. return this._ranges[name];
  50615. };
  50616. /**
  50617. * Gets the key frames from the animation
  50618. * @returns The key frames of the animation
  50619. */
  50620. Animation.prototype.getKeys = function () {
  50621. return this._keys;
  50622. };
  50623. /**
  50624. * Gets the highest frame rate of the animation
  50625. * @returns Highest frame rate of the animation
  50626. */
  50627. Animation.prototype.getHighestFrame = function () {
  50628. var ret = 0;
  50629. for (var key = 0, nKeys = this._keys.length; key < nKeys; key++) {
  50630. if (ret < this._keys[key].frame) {
  50631. ret = this._keys[key].frame;
  50632. }
  50633. }
  50634. return ret;
  50635. };
  50636. /**
  50637. * Gets the easing function of the animation
  50638. * @returns Easing function of the animation
  50639. */
  50640. Animation.prototype.getEasingFunction = function () {
  50641. return this._easingFunction;
  50642. };
  50643. /**
  50644. * Sets the easing function of the animation
  50645. * @param easingFunction A custom mathematical formula for animation
  50646. */
  50647. Animation.prototype.setEasingFunction = function (easingFunction) {
  50648. this._easingFunction = easingFunction;
  50649. };
  50650. /**
  50651. * Interpolates a scalar linearly
  50652. * @param startValue Start value of the animation curve
  50653. * @param endValue End value of the animation curve
  50654. * @param gradient Scalar amount to interpolate
  50655. * @returns Interpolated scalar value
  50656. */
  50657. Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
  50658. return BABYLON.Scalar.Lerp(startValue, endValue, gradient);
  50659. };
  50660. /**
  50661. * Interpolates a scalar cubically
  50662. * @param startValue Start value of the animation curve
  50663. * @param outTangent End tangent of the animation
  50664. * @param endValue End value of the animation curve
  50665. * @param inTangent Start tangent of the animation curve
  50666. * @param gradient Scalar amount to interpolate
  50667. * @returns Interpolated scalar value
  50668. */
  50669. Animation.prototype.floatInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  50670. return BABYLON.Scalar.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  50671. };
  50672. /**
  50673. * Interpolates a quaternion using a spherical linear interpolation
  50674. * @param startValue Start value of the animation curve
  50675. * @param endValue End value of the animation curve
  50676. * @param gradient Scalar amount to interpolate
  50677. * @returns Interpolated quaternion value
  50678. */
  50679. Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
  50680. return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
  50681. };
  50682. /**
  50683. * Interpolates a quaternion cubically
  50684. * @param startValue Start value of the animation curve
  50685. * @param outTangent End tangent of the animation curve
  50686. * @param endValue End value of the animation curve
  50687. * @param inTangent Start tangent of the animation curve
  50688. * @param gradient Scalar amount to interpolate
  50689. * @returns Interpolated quaternion value
  50690. */
  50691. Animation.prototype.quaternionInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  50692. return BABYLON.Quaternion.Hermite(startValue, outTangent, endValue, inTangent, gradient).normalize();
  50693. };
  50694. /**
  50695. * Interpolates a Vector3 linearl
  50696. * @param startValue Start value of the animation curve
  50697. * @param endValue End value of the animation curve
  50698. * @param gradient Scalar amount to interpolate
  50699. * @returns Interpolated scalar value
  50700. */
  50701. Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
  50702. return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
  50703. };
  50704. /**
  50705. * Interpolates a Vector3 cubically
  50706. * @param startValue Start value of the animation curve
  50707. * @param outTangent End tangent of the animation
  50708. * @param endValue End value of the animation curve
  50709. * @param inTangent Start tangent of the animation curve
  50710. * @param gradient Scalar amount to interpolate
  50711. * @returns InterpolatedVector3 value
  50712. */
  50713. Animation.prototype.vector3InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  50714. return BABYLON.Vector3.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  50715. };
  50716. /**
  50717. * Interpolates a Vector2 linearly
  50718. * @param startValue Start value of the animation curve
  50719. * @param endValue End value of the animation curve
  50720. * @param gradient Scalar amount to interpolate
  50721. * @returns Interpolated Vector2 value
  50722. */
  50723. Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
  50724. return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
  50725. };
  50726. /**
  50727. * Interpolates a Vector2 cubically
  50728. * @param startValue Start value of the animation curve
  50729. * @param outTangent End tangent of the animation
  50730. * @param endValue End value of the animation curve
  50731. * @param inTangent Start tangent of the animation curve
  50732. * @param gradient Scalar amount to interpolate
  50733. * @returns Interpolated Vector2 value
  50734. */
  50735. Animation.prototype.vector2InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  50736. return BABYLON.Vector2.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  50737. };
  50738. /**
  50739. * Interpolates a size linearly
  50740. * @param startValue Start value of the animation curve
  50741. * @param endValue End value of the animation curve
  50742. * @param gradient Scalar amount to interpolate
  50743. * @returns Interpolated Size value
  50744. */
  50745. Animation.prototype.sizeInterpolateFunction = function (startValue, endValue, gradient) {
  50746. return BABYLON.Size.Lerp(startValue, endValue, gradient);
  50747. };
  50748. /**
  50749. * Interpolates a Color3 linearly
  50750. * @param startValue Start value of the animation curve
  50751. * @param endValue End value of the animation curve
  50752. * @param gradient Scalar amount to interpolate
  50753. * @returns Interpolated Color3 value
  50754. */
  50755. Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
  50756. return BABYLON.Color3.Lerp(startValue, endValue, gradient);
  50757. };
  50758. /**
  50759. * @hidden Internal use only
  50760. */
  50761. Animation.prototype._getKeyValue = function (value) {
  50762. if (typeof value === "function") {
  50763. return value();
  50764. }
  50765. return value;
  50766. };
  50767. /**
  50768. * @hidden Internal use only
  50769. */
  50770. Animation.prototype._interpolate = function (currentFrame, repeatCount, workValue, loopMode, offsetValue, highLimitValue) {
  50771. if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
  50772. return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
  50773. }
  50774. var keys = this.getKeys();
  50775. // Try to get a hash to find the right key
  50776. 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));
  50777. if (keys[startKeyIndex].frame >= currentFrame) {
  50778. while (startKeyIndex - 1 >= 0 && keys[startKeyIndex].frame >= currentFrame) {
  50779. startKeyIndex--;
  50780. }
  50781. }
  50782. for (var key = startKeyIndex; key < keys.length; key++) {
  50783. var endKey = keys[key + 1];
  50784. if (endKey.frame >= currentFrame) {
  50785. var startKey = keys[key];
  50786. var startValue = this._getKeyValue(startKey.value);
  50787. if (startKey.interpolation === AnimationKeyInterpolation.STEP) {
  50788. return startValue;
  50789. }
  50790. var endValue = this._getKeyValue(endKey.value);
  50791. var useTangent = startKey.outTangent !== undefined && endKey.inTangent !== undefined;
  50792. var frameDelta = endKey.frame - startKey.frame;
  50793. // gradient : percent of currentFrame between the frame inf and the frame sup
  50794. var gradient = (currentFrame - startKey.frame) / frameDelta;
  50795. // check for easingFunction and correction of gradient
  50796. var easingFunction = this.getEasingFunction();
  50797. if (easingFunction != null) {
  50798. gradient = easingFunction.ease(gradient);
  50799. }
  50800. switch (this.dataType) {
  50801. // Float
  50802. case Animation.ANIMATIONTYPE_FLOAT:
  50803. var floatValue = useTangent ? this.floatInterpolateFunctionWithTangents(startValue, startKey.outTangent * frameDelta, endValue, endKey.inTangent * frameDelta, gradient) : this.floatInterpolateFunction(startValue, endValue, gradient);
  50804. switch (loopMode) {
  50805. case Animation.ANIMATIONLOOPMODE_CYCLE:
  50806. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  50807. return floatValue;
  50808. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  50809. return offsetValue * repeatCount + floatValue;
  50810. }
  50811. break;
  50812. // Quaternion
  50813. case Animation.ANIMATIONTYPE_QUATERNION:
  50814. var quatValue = useTangent ? this.quaternionInterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.quaternionInterpolateFunction(startValue, endValue, gradient);
  50815. switch (loopMode) {
  50816. case Animation.ANIMATIONLOOPMODE_CYCLE:
  50817. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  50818. return quatValue;
  50819. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  50820. return quatValue.addInPlace(offsetValue.scale(repeatCount));
  50821. }
  50822. return quatValue;
  50823. // Vector3
  50824. case Animation.ANIMATIONTYPE_VECTOR3:
  50825. var vec3Value = useTangent ? this.vector3InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector3InterpolateFunction(startValue, endValue, gradient);
  50826. switch (loopMode) {
  50827. case Animation.ANIMATIONLOOPMODE_CYCLE:
  50828. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  50829. return vec3Value;
  50830. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  50831. return vec3Value.add(offsetValue.scale(repeatCount));
  50832. }
  50833. // Vector2
  50834. case Animation.ANIMATIONTYPE_VECTOR2:
  50835. var vec2Value = useTangent ? this.vector2InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector2InterpolateFunction(startValue, endValue, gradient);
  50836. switch (loopMode) {
  50837. case Animation.ANIMATIONLOOPMODE_CYCLE:
  50838. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  50839. return vec2Value;
  50840. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  50841. return vec2Value.add(offsetValue.scale(repeatCount));
  50842. }
  50843. // Size
  50844. case Animation.ANIMATIONTYPE_SIZE:
  50845. switch (loopMode) {
  50846. case Animation.ANIMATIONLOOPMODE_CYCLE:
  50847. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  50848. return this.sizeInterpolateFunction(startValue, endValue, gradient);
  50849. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  50850. return this.sizeInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  50851. }
  50852. // Color3
  50853. case Animation.ANIMATIONTYPE_COLOR3:
  50854. switch (loopMode) {
  50855. case Animation.ANIMATIONLOOPMODE_CYCLE:
  50856. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  50857. return this.color3InterpolateFunction(startValue, endValue, gradient);
  50858. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  50859. return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  50860. }
  50861. // Matrix
  50862. case Animation.ANIMATIONTYPE_MATRIX:
  50863. switch (loopMode) {
  50864. case Animation.ANIMATIONLOOPMODE_CYCLE:
  50865. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  50866. if (Animation.AllowMatricesInterpolation) {
  50867. return this.matrixInterpolateFunction(startValue, endValue, gradient, workValue);
  50868. }
  50869. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  50870. return startValue;
  50871. }
  50872. default:
  50873. break;
  50874. }
  50875. break;
  50876. }
  50877. }
  50878. return this._getKeyValue(keys[keys.length - 1].value);
  50879. };
  50880. /**
  50881. * Defines the function to use to interpolate matrices
  50882. * @param startValue defines the start matrix
  50883. * @param endValue defines the end matrix
  50884. * @param gradient defines the gradient between both matrices
  50885. * @param result defines an optional target matrix where to store the interpolation
  50886. * @returns the interpolated matrix
  50887. */
  50888. Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient, result) {
  50889. if (Animation.AllowMatrixDecomposeForInterpolation) {
  50890. if (result) {
  50891. BABYLON.Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  50892. return result;
  50893. }
  50894. return BABYLON.Matrix.DecomposeLerp(startValue, endValue, gradient);
  50895. }
  50896. if (result) {
  50897. BABYLON.Matrix.LerpToRef(startValue, endValue, gradient, result);
  50898. return result;
  50899. }
  50900. return BABYLON.Matrix.Lerp(startValue, endValue, gradient);
  50901. };
  50902. /**
  50903. * Makes a copy of the animation
  50904. * @returns Cloned animation
  50905. */
  50906. Animation.prototype.clone = function () {
  50907. var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
  50908. clone.enableBlending = this.enableBlending;
  50909. clone.blendingSpeed = this.blendingSpeed;
  50910. if (this._keys) {
  50911. clone.setKeys(this._keys);
  50912. }
  50913. if (this._ranges) {
  50914. clone._ranges = {};
  50915. for (var name in this._ranges) {
  50916. var range = this._ranges[name];
  50917. if (!range) {
  50918. continue;
  50919. }
  50920. clone._ranges[name] = range.clone();
  50921. }
  50922. }
  50923. return clone;
  50924. };
  50925. /**
  50926. * Sets the key frames of the animation
  50927. * @param values The animation key frames to set
  50928. */
  50929. Animation.prototype.setKeys = function (values) {
  50930. this._keys = values.slice(0);
  50931. };
  50932. /**
  50933. * Serializes the animation to an object
  50934. * @returns Serialized object
  50935. */
  50936. Animation.prototype.serialize = function () {
  50937. var serializationObject = {};
  50938. serializationObject.name = this.name;
  50939. serializationObject.property = this.targetProperty;
  50940. serializationObject.framePerSecond = this.framePerSecond;
  50941. serializationObject.dataType = this.dataType;
  50942. serializationObject.loopBehavior = this.loopMode;
  50943. serializationObject.enableBlending = this.enableBlending;
  50944. serializationObject.blendingSpeed = this.blendingSpeed;
  50945. var dataType = this.dataType;
  50946. serializationObject.keys = [];
  50947. var keys = this.getKeys();
  50948. for (var index = 0; index < keys.length; index++) {
  50949. var animationKey = keys[index];
  50950. var key = {};
  50951. key.frame = animationKey.frame;
  50952. switch (dataType) {
  50953. case Animation.ANIMATIONTYPE_FLOAT:
  50954. key.values = [animationKey.value];
  50955. break;
  50956. case Animation.ANIMATIONTYPE_QUATERNION:
  50957. case Animation.ANIMATIONTYPE_MATRIX:
  50958. case Animation.ANIMATIONTYPE_VECTOR3:
  50959. case Animation.ANIMATIONTYPE_COLOR3:
  50960. key.values = animationKey.value.asArray();
  50961. break;
  50962. }
  50963. serializationObject.keys.push(key);
  50964. }
  50965. serializationObject.ranges = [];
  50966. for (var name in this._ranges) {
  50967. var source = this._ranges[name];
  50968. if (!source) {
  50969. continue;
  50970. }
  50971. var range = {};
  50972. range.name = name;
  50973. range.from = source.from;
  50974. range.to = source.to;
  50975. serializationObject.ranges.push(range);
  50976. }
  50977. return serializationObject;
  50978. };
  50979. Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
  50980. /**
  50981. * Get the float animation type
  50982. */
  50983. get: function () {
  50984. return Animation._ANIMATIONTYPE_FLOAT;
  50985. },
  50986. enumerable: true,
  50987. configurable: true
  50988. });
  50989. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
  50990. /**
  50991. * Get the Vector3 animation type
  50992. */
  50993. get: function () {
  50994. return Animation._ANIMATIONTYPE_VECTOR3;
  50995. },
  50996. enumerable: true,
  50997. configurable: true
  50998. });
  50999. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
  51000. /**
  51001. * Get the Vectpr2 animation type
  51002. */
  51003. get: function () {
  51004. return Animation._ANIMATIONTYPE_VECTOR2;
  51005. },
  51006. enumerable: true,
  51007. configurable: true
  51008. });
  51009. Object.defineProperty(Animation, "ANIMATIONTYPE_SIZE", {
  51010. /**
  51011. * Get the Size animation type
  51012. */
  51013. get: function () {
  51014. return Animation._ANIMATIONTYPE_SIZE;
  51015. },
  51016. enumerable: true,
  51017. configurable: true
  51018. });
  51019. Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
  51020. /**
  51021. * Get the Quaternion animation type
  51022. */
  51023. get: function () {
  51024. return Animation._ANIMATIONTYPE_QUATERNION;
  51025. },
  51026. enumerable: true,
  51027. configurable: true
  51028. });
  51029. Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
  51030. /**
  51031. * Get the Matrix animation type
  51032. */
  51033. get: function () {
  51034. return Animation._ANIMATIONTYPE_MATRIX;
  51035. },
  51036. enumerable: true,
  51037. configurable: true
  51038. });
  51039. Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
  51040. /**
  51041. * Get the Color3 animation type
  51042. */
  51043. get: function () {
  51044. return Animation._ANIMATIONTYPE_COLOR3;
  51045. },
  51046. enumerable: true,
  51047. configurable: true
  51048. });
  51049. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
  51050. /**
  51051. * Get the Relative Loop Mode
  51052. */
  51053. get: function () {
  51054. return Animation._ANIMATIONLOOPMODE_RELATIVE;
  51055. },
  51056. enumerable: true,
  51057. configurable: true
  51058. });
  51059. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
  51060. /**
  51061. * Get the Cycle Loop Mode
  51062. */
  51063. get: function () {
  51064. return Animation._ANIMATIONLOOPMODE_CYCLE;
  51065. },
  51066. enumerable: true,
  51067. configurable: true
  51068. });
  51069. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
  51070. /**
  51071. * Get the Constant Loop Mode
  51072. */
  51073. get: function () {
  51074. return Animation._ANIMATIONLOOPMODE_CONSTANT;
  51075. },
  51076. enumerable: true,
  51077. configurable: true
  51078. });
  51079. /**
  51080. * Parses an animation object and creates an animation
  51081. * @param parsedAnimation Parsed animation object
  51082. * @returns Animation object
  51083. */
  51084. Animation.Parse = function (parsedAnimation) {
  51085. var animation = new Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  51086. var dataType = parsedAnimation.dataType;
  51087. var keys = [];
  51088. var data;
  51089. var index;
  51090. if (parsedAnimation.enableBlending) {
  51091. animation.enableBlending = parsedAnimation.enableBlending;
  51092. }
  51093. if (parsedAnimation.blendingSpeed) {
  51094. animation.blendingSpeed = parsedAnimation.blendingSpeed;
  51095. }
  51096. for (index = 0; index < parsedAnimation.keys.length; index++) {
  51097. var key = parsedAnimation.keys[index];
  51098. var inTangent;
  51099. var outTangent;
  51100. switch (dataType) {
  51101. case Animation.ANIMATIONTYPE_FLOAT:
  51102. data = key.values[0];
  51103. if (key.values.length >= 1) {
  51104. inTangent = key.values[1];
  51105. }
  51106. if (key.values.length >= 2) {
  51107. outTangent = key.values[2];
  51108. }
  51109. break;
  51110. case Animation.ANIMATIONTYPE_QUATERNION:
  51111. data = BABYLON.Quaternion.FromArray(key.values);
  51112. if (key.values.length >= 8) {
  51113. var _inTangent = BABYLON.Quaternion.FromArray(key.values.slice(4, 8));
  51114. if (!_inTangent.equals(BABYLON.Quaternion.Zero())) {
  51115. inTangent = _inTangent;
  51116. }
  51117. }
  51118. if (key.values.length >= 12) {
  51119. var _outTangent = BABYLON.Quaternion.FromArray(key.values.slice(8, 12));
  51120. if (!_outTangent.equals(BABYLON.Quaternion.Zero())) {
  51121. outTangent = _outTangent;
  51122. }
  51123. }
  51124. break;
  51125. case Animation.ANIMATIONTYPE_MATRIX:
  51126. data = BABYLON.Matrix.FromArray(key.values);
  51127. break;
  51128. case Animation.ANIMATIONTYPE_COLOR3:
  51129. data = BABYLON.Color3.FromArray(key.values);
  51130. break;
  51131. case Animation.ANIMATIONTYPE_VECTOR3:
  51132. default:
  51133. data = BABYLON.Vector3.FromArray(key.values);
  51134. break;
  51135. }
  51136. var keyData = {};
  51137. keyData.frame = key.frame;
  51138. keyData.value = data;
  51139. if (inTangent != undefined) {
  51140. keyData.inTangent = inTangent;
  51141. }
  51142. if (outTangent != undefined) {
  51143. keyData.outTangent = outTangent;
  51144. }
  51145. keys.push(keyData);
  51146. }
  51147. animation.setKeys(keys);
  51148. if (parsedAnimation.ranges) {
  51149. for (index = 0; index < parsedAnimation.ranges.length; index++) {
  51150. data = parsedAnimation.ranges[index];
  51151. animation.createRange(data.name, data.from, data.to);
  51152. }
  51153. }
  51154. return animation;
  51155. };
  51156. /**
  51157. * Appends the serialized animations from the source animations
  51158. * @param source Source containing the animations
  51159. * @param destination Target to store the animations
  51160. */
  51161. Animation.AppendSerializedAnimations = function (source, destination) {
  51162. if (source.animations) {
  51163. destination.animations = [];
  51164. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  51165. var animation = source.animations[animationIndex];
  51166. destination.animations.push(animation.serialize());
  51167. }
  51168. }
  51169. };
  51170. /**
  51171. * Use matrix interpolation instead of using direct key value when animating matrices
  51172. */
  51173. Animation.AllowMatricesInterpolation = false;
  51174. /**
  51175. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  51176. */
  51177. Animation.AllowMatrixDecomposeForInterpolation = true;
  51178. // Statics
  51179. /**
  51180. * Float animation type
  51181. */
  51182. Animation._ANIMATIONTYPE_FLOAT = 0;
  51183. /**
  51184. * Vector3 animation type
  51185. */
  51186. Animation._ANIMATIONTYPE_VECTOR3 = 1;
  51187. /**
  51188. * Quaternion animation type
  51189. */
  51190. Animation._ANIMATIONTYPE_QUATERNION = 2;
  51191. /**
  51192. * Matrix animation type
  51193. */
  51194. Animation._ANIMATIONTYPE_MATRIX = 3;
  51195. /**
  51196. * Color3 animation type
  51197. */
  51198. Animation._ANIMATIONTYPE_COLOR3 = 4;
  51199. /**
  51200. * Vector2 animation type
  51201. */
  51202. Animation._ANIMATIONTYPE_VECTOR2 = 5;
  51203. /**
  51204. * Size animation type
  51205. */
  51206. Animation._ANIMATIONTYPE_SIZE = 6;
  51207. /**
  51208. * Relative Loop Mode
  51209. */
  51210. Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
  51211. /**
  51212. * Cycle Loop Mode
  51213. */
  51214. Animation._ANIMATIONLOOPMODE_CYCLE = 1;
  51215. /**
  51216. * Constant Loop Mode
  51217. */
  51218. Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
  51219. return Animation;
  51220. }());
  51221. BABYLON.Animation = Animation;
  51222. })(BABYLON || (BABYLON = {}));
  51223. //# sourceMappingURL=babylon.animation.js.map
  51224. var BABYLON;
  51225. (function (BABYLON) {
  51226. /**
  51227. * This class defines the direct association between an animation and a target
  51228. */
  51229. var TargetedAnimation = /** @class */ (function () {
  51230. function TargetedAnimation() {
  51231. }
  51232. return TargetedAnimation;
  51233. }());
  51234. BABYLON.TargetedAnimation = TargetedAnimation;
  51235. /**
  51236. * Use this class to create coordinated animations on multiple targets
  51237. */
  51238. var AnimationGroup = /** @class */ (function () {
  51239. function AnimationGroup(name, scene) {
  51240. if (scene === void 0) { scene = null; }
  51241. this.name = name;
  51242. this._targetedAnimations = new Array();
  51243. this._animatables = new Array();
  51244. this._from = Number.MAX_VALUE;
  51245. this._to = -Number.MAX_VALUE;
  51246. this._speedRatio = 1;
  51247. this.onAnimationEndObservable = new BABYLON.Observable();
  51248. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  51249. this._scene.animationGroups.push(this);
  51250. }
  51251. Object.defineProperty(AnimationGroup.prototype, "isStarted", {
  51252. /**
  51253. * Define if the animations are started
  51254. */
  51255. get: function () {
  51256. return this._isStarted;
  51257. },
  51258. enumerable: true,
  51259. configurable: true
  51260. });
  51261. Object.defineProperty(AnimationGroup.prototype, "speedRatio", {
  51262. /**
  51263. * Gets or sets the speed ratio to use for all animations
  51264. */
  51265. get: function () {
  51266. return this._speedRatio;
  51267. },
  51268. /**
  51269. * Gets or sets the speed ratio to use for all animations
  51270. */
  51271. set: function (value) {
  51272. if (this._speedRatio === value) {
  51273. return;
  51274. }
  51275. this._speedRatio = value;
  51276. for (var index = 0; index < this._animatables.length; index++) {
  51277. var animatable = this._animatables[index];
  51278. animatable.speedRatio = this._speedRatio;
  51279. }
  51280. },
  51281. enumerable: true,
  51282. configurable: true
  51283. });
  51284. Object.defineProperty(AnimationGroup.prototype, "targetedAnimations", {
  51285. /**
  51286. * Gets the targeted animations for this animation group
  51287. */
  51288. get: function () {
  51289. return this._targetedAnimations;
  51290. },
  51291. enumerable: true,
  51292. configurable: true
  51293. });
  51294. Object.defineProperty(AnimationGroup.prototype, "animatables", {
  51295. /**
  51296. * returning the list of animatables controlled by this animation group.
  51297. */
  51298. get: function () {
  51299. return this._animatables;
  51300. },
  51301. enumerable: true,
  51302. configurable: true
  51303. });
  51304. /**
  51305. * Add an animation (with its target) in the group
  51306. * @param animation defines the animation we want to add
  51307. * @param target defines the target of the animation
  51308. * @returns the {BABYLON.TargetedAnimation} object
  51309. */
  51310. AnimationGroup.prototype.addTargetedAnimation = function (animation, target) {
  51311. var targetedAnimation = {
  51312. animation: animation,
  51313. target: target
  51314. };
  51315. var keys = animation.getKeys();
  51316. if (this._from > keys[0].frame) {
  51317. this._from = keys[0].frame;
  51318. }
  51319. if (this._to < keys[keys.length - 1].frame) {
  51320. this._to = keys[keys.length - 1].frame;
  51321. }
  51322. this._targetedAnimations.push(targetedAnimation);
  51323. return targetedAnimation;
  51324. };
  51325. /**
  51326. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  51327. * It can add constant keys at begin or end
  51328. * @param beginFrame defines the new begin frame for all animations. It can't be bigger than the smallest begin frame of all animations
  51329. * @param endFrame defines the new end frame for all animations. It can't be smaller than the largest end frame of all animations
  51330. */
  51331. AnimationGroup.prototype.normalize = function (beginFrame, endFrame) {
  51332. if (beginFrame === void 0) { beginFrame = -Number.MAX_VALUE; }
  51333. if (endFrame === void 0) { endFrame = Number.MAX_VALUE; }
  51334. beginFrame = Math.max(beginFrame, this._from);
  51335. endFrame = Math.min(endFrame, this._to);
  51336. for (var index = 0; index < this._targetedAnimations.length; index++) {
  51337. var targetedAnimation = this._targetedAnimations[index];
  51338. var keys = targetedAnimation.animation.getKeys();
  51339. var startKey = keys[0];
  51340. var endKey = keys[keys.length - 1];
  51341. if (startKey.frame > beginFrame) {
  51342. var newKey = {
  51343. frame: beginFrame,
  51344. value: startKey.value,
  51345. inTangent: startKey.inTangent,
  51346. outTangent: startKey.outTangent,
  51347. interpolation: startKey.interpolation
  51348. };
  51349. keys.splice(0, 0, newKey);
  51350. }
  51351. if (endKey.frame < endFrame) {
  51352. var newKey = {
  51353. frame: endFrame,
  51354. value: endKey.value,
  51355. inTangent: endKey.outTangent,
  51356. outTangent: endKey.outTangent,
  51357. interpolation: endKey.interpolation
  51358. };
  51359. keys.push(newKey);
  51360. }
  51361. }
  51362. return this;
  51363. };
  51364. /**
  51365. * Start all animations on given targets
  51366. * @param loop defines if animations must loop
  51367. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  51368. * @param from defines the from key (optional)
  51369. * @param to defines the to key (optional)
  51370. * @returns the current animation group
  51371. */
  51372. AnimationGroup.prototype.start = function (loop, speedRatio, from, to) {
  51373. var _this = this;
  51374. if (loop === void 0) { loop = false; }
  51375. if (speedRatio === void 0) { speedRatio = 1; }
  51376. if (this._isStarted || this._targetedAnimations.length === 0) {
  51377. return this;
  51378. }
  51379. var _loop_1 = function (targetedAnimation) {
  51380. this_1._animatables.push(this_1._scene.beginDirectAnimation(targetedAnimation.target, [targetedAnimation.animation], from !== undefined ? from : this_1._from, to !== undefined ? to : this_1._to, loop, speedRatio, function () {
  51381. _this.onAnimationEndObservable.notifyObservers(targetedAnimation);
  51382. }));
  51383. };
  51384. var this_1 = this;
  51385. for (var _i = 0, _a = this._targetedAnimations; _i < _a.length; _i++) {
  51386. var targetedAnimation = _a[_i];
  51387. _loop_1(targetedAnimation);
  51388. }
  51389. this._speedRatio = speedRatio;
  51390. this._isStarted = true;
  51391. return this;
  51392. };
  51393. /**
  51394. * Pause all animations
  51395. */
  51396. AnimationGroup.prototype.pause = function () {
  51397. if (!this._isStarted) {
  51398. return this;
  51399. }
  51400. for (var index = 0; index < this._animatables.length; index++) {
  51401. var animatable = this._animatables[index];
  51402. animatable.pause();
  51403. }
  51404. return this;
  51405. };
  51406. /**
  51407. * Play all animations to initial state
  51408. * This function will start() the animations if they were not started or will restart() them if they were paused
  51409. * @param loop defines if animations must loop
  51410. */
  51411. AnimationGroup.prototype.play = function (loop) {
  51412. if (this.isStarted) {
  51413. if (loop !== undefined) {
  51414. for (var index = 0; index < this._animatables.length; index++) {
  51415. var animatable = this._animatables[index];
  51416. animatable.loopAnimation = loop;
  51417. }
  51418. }
  51419. this.restart();
  51420. }
  51421. else {
  51422. this.start(loop, this._speedRatio);
  51423. }
  51424. return this;
  51425. };
  51426. /**
  51427. * Reset all animations to initial state
  51428. */
  51429. AnimationGroup.prototype.reset = function () {
  51430. if (!this._isStarted) {
  51431. return this;
  51432. }
  51433. for (var index = 0; index < this._animatables.length; index++) {
  51434. var animatable = this._animatables[index];
  51435. animatable.reset();
  51436. }
  51437. return this;
  51438. };
  51439. /**
  51440. * Restart animations from key 0
  51441. */
  51442. AnimationGroup.prototype.restart = function () {
  51443. if (!this._isStarted) {
  51444. return this;
  51445. }
  51446. for (var index = 0; index < this._animatables.length; index++) {
  51447. var animatable = this._animatables[index];
  51448. animatable.restart();
  51449. }
  51450. return this;
  51451. };
  51452. /**
  51453. * Stop all animations
  51454. */
  51455. AnimationGroup.prototype.stop = function () {
  51456. if (!this._isStarted) {
  51457. return this;
  51458. }
  51459. for (var index = 0; index < this._animatables.length; index++) {
  51460. var animatable = this._animatables[index];
  51461. animatable.stop();
  51462. }
  51463. this._isStarted = false;
  51464. return this;
  51465. };
  51466. /**
  51467. * Set animation weight for all animatables
  51468. * @param weight defines the weight to use
  51469. * @return the animationGroup
  51470. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  51471. */
  51472. AnimationGroup.prototype.setWeightForAllAnimatables = function (weight) {
  51473. for (var index = 0; index < this._animatables.length; index++) {
  51474. var animatable = this._animatables[index];
  51475. animatable.weight = weight;
  51476. }
  51477. return this;
  51478. };
  51479. /**
  51480. * Synchronize and normalize all animatables with a source animatable
  51481. * @param root defines the root animatable to synchronize with
  51482. * @return the animationGroup
  51483. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  51484. */
  51485. AnimationGroup.prototype.syncAllAnimationsWith = function (root) {
  51486. for (var index = 0; index < this._animatables.length; index++) {
  51487. var animatable = this._animatables[index];
  51488. animatable.syncWith(root);
  51489. }
  51490. return this;
  51491. };
  51492. /**
  51493. * Goes to a specific frame in this animation group
  51494. * @param frame the frame number to go to
  51495. * @return the animationGroup
  51496. */
  51497. AnimationGroup.prototype.goToFrame = function (frame) {
  51498. if (!this._isStarted) {
  51499. return this;
  51500. }
  51501. for (var index = 0; index < this._animatables.length; index++) {
  51502. var animatable = this._animatables[index];
  51503. animatable.goToFrame(frame);
  51504. }
  51505. return this;
  51506. };
  51507. /**
  51508. * Dispose all associated resources
  51509. */
  51510. AnimationGroup.prototype.dispose = function () {
  51511. this._targetedAnimations = [];
  51512. this._animatables = [];
  51513. var index = this._scene.animationGroups.indexOf(this);
  51514. if (index > -1) {
  51515. this._scene.animationGroups.splice(index, 1);
  51516. }
  51517. };
  51518. return AnimationGroup;
  51519. }());
  51520. BABYLON.AnimationGroup = AnimationGroup;
  51521. })(BABYLON || (BABYLON = {}));
  51522. //# sourceMappingURL=babylon.animationGroup.js.map
  51523. var BABYLON;
  51524. (function (BABYLON) {
  51525. /**
  51526. * Defines a runtime animation
  51527. */
  51528. var RuntimeAnimation = /** @class */ (function () {
  51529. /**
  51530. * Create a new RuntimeAnimation object
  51531. * @param target defines the target of the animation
  51532. * @param animation defines the source animation object
  51533. * @param scene defines the hosting scene
  51534. * @param host defines the initiating Animatable
  51535. */
  51536. function RuntimeAnimation(target, animation, scene, host) {
  51537. /**
  51538. * The current frame of the runtime animation
  51539. */
  51540. this._currentFrame = 0;
  51541. /**
  51542. * The offsets cache of the runtime animation
  51543. */
  51544. this._offsetsCache = {};
  51545. /**
  51546. * The high limits cache of the runtime animation
  51547. */
  51548. this._highLimitsCache = {};
  51549. /**
  51550. * Specifies if the runtime animation has been stopped
  51551. */
  51552. this._stopped = false;
  51553. /**
  51554. * The blending factor of the runtime animation
  51555. */
  51556. this._blendingFactor = 0;
  51557. /**
  51558. * The target path of the runtime animation
  51559. */
  51560. this._targetPath = "";
  51561. /**
  51562. * The weight of the runtime animation
  51563. */
  51564. this._weight = 1.0;
  51565. /**
  51566. * The ratio offset of the runtime animation
  51567. */
  51568. this._ratioOffset = 0;
  51569. /**
  51570. * The previous delay of the runtime animation
  51571. */
  51572. this._previousDelay = 0;
  51573. /**
  51574. * The previous ratio of the runtime animation
  51575. */
  51576. this._previousRatio = 0;
  51577. this._animation = animation;
  51578. this._target = target;
  51579. this._scene = scene;
  51580. this._host = host;
  51581. animation._runtimeAnimations.push(this);
  51582. }
  51583. Object.defineProperty(RuntimeAnimation.prototype, "currentFrame", {
  51584. /**
  51585. * Gets the current frame of the runtime animation
  51586. */
  51587. get: function () {
  51588. return this._currentFrame;
  51589. },
  51590. enumerable: true,
  51591. configurable: true
  51592. });
  51593. Object.defineProperty(RuntimeAnimation.prototype, "weight", {
  51594. /**
  51595. * Gets the weight of the runtime animation
  51596. */
  51597. get: function () {
  51598. return this._weight;
  51599. },
  51600. enumerable: true,
  51601. configurable: true
  51602. });
  51603. Object.defineProperty(RuntimeAnimation.prototype, "originalValue", {
  51604. /**
  51605. * Gets the original value of the runtime animation
  51606. */
  51607. get: function () {
  51608. return this._originalValue;
  51609. },
  51610. enumerable: true,
  51611. configurable: true
  51612. });
  51613. Object.defineProperty(RuntimeAnimation.prototype, "currentValue", {
  51614. /**
  51615. * Gets the current value of the runtime animation
  51616. */
  51617. get: function () {
  51618. return this._currentValue;
  51619. },
  51620. enumerable: true,
  51621. configurable: true
  51622. });
  51623. Object.defineProperty(RuntimeAnimation.prototype, "targetPath", {
  51624. /**
  51625. * Gets the target path of the runtime animation
  51626. */
  51627. get: function () {
  51628. return this._targetPath;
  51629. },
  51630. enumerable: true,
  51631. configurable: true
  51632. });
  51633. Object.defineProperty(RuntimeAnimation.prototype, "target", {
  51634. /**
  51635. * Gets the actual target of the runtime animation
  51636. */
  51637. get: function () {
  51638. return this._activeTarget;
  51639. },
  51640. enumerable: true,
  51641. configurable: true
  51642. });
  51643. Object.defineProperty(RuntimeAnimation.prototype, "animation", {
  51644. /**
  51645. * Gets the animation from the runtime animation
  51646. */
  51647. get: function () {
  51648. return this._animation;
  51649. },
  51650. enumerable: true,
  51651. configurable: true
  51652. });
  51653. /**
  51654. * Resets the runtime animation to the beginning
  51655. */
  51656. RuntimeAnimation.prototype.reset = function () {
  51657. this._offsetsCache = {};
  51658. this._highLimitsCache = {};
  51659. this._currentFrame = 0;
  51660. this._blendingFactor = 0;
  51661. this._originalValue = null;
  51662. };
  51663. /**
  51664. * Specifies if the runtime animation is stopped
  51665. * @returns Boolean specifying if the runtime animation is stopped
  51666. */
  51667. RuntimeAnimation.prototype.isStopped = function () {
  51668. return this._stopped;
  51669. };
  51670. /**
  51671. * Disposes of the runtime animation
  51672. */
  51673. RuntimeAnimation.prototype.dispose = function () {
  51674. var index = this._animation.runtimeAnimations.indexOf(this);
  51675. if (index > -1) {
  51676. this._animation.runtimeAnimations.splice(index, 1);
  51677. }
  51678. };
  51679. /**
  51680. * Interpolates the animation from the current frame
  51681. * @param currentFrame The frame to interpolate the animation to
  51682. * @param repeatCount The number of times that the animation should loop
  51683. * @param loopMode The type of looping mode to use
  51684. * @param offsetValue Animation offset value
  51685. * @param highLimitValue The high limit value
  51686. * @returns The interpolated value
  51687. */
  51688. RuntimeAnimation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
  51689. this._currentFrame = currentFrame;
  51690. if (this._animation.dataType === BABYLON.Animation.ANIMATIONTYPE_MATRIX && !this._workValue) {
  51691. this._workValue = BABYLON.Matrix.Zero();
  51692. }
  51693. return this._animation._interpolate(currentFrame, repeatCount, this._workValue, loopMode, offsetValue, highLimitValue);
  51694. };
  51695. /**
  51696. * Affect the interpolated value to the target
  51697. * @param currentValue defines the value computed by the animation
  51698. * @param weight defines the weight to apply to this value
  51699. */
  51700. RuntimeAnimation.prototype.setValue = function (currentValue, weight) {
  51701. if (weight === void 0) { weight = 1.0; }
  51702. if (this._target instanceof Array) {
  51703. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  51704. var target = _a[_i];
  51705. this._setValue(target, currentValue, weight);
  51706. }
  51707. }
  51708. else {
  51709. this._setValue(this._target, currentValue, weight);
  51710. }
  51711. };
  51712. /**
  51713. * Sets the value of the runtime animation
  51714. * @param target The target property of the runtime animation
  51715. * @param currentValue The current value to use for the runtime animation
  51716. * @param weight The weight to use for the runtime animation (Defaults to 1.0)
  51717. */
  51718. RuntimeAnimation.prototype._setValue = function (target, currentValue, weight) {
  51719. if (weight === void 0) { weight = 1.0; }
  51720. // Set value
  51721. var path;
  51722. var destination;
  51723. var targetPropertyPath = this._animation.targetPropertyPath;
  51724. if (targetPropertyPath.length > 1) {
  51725. var property = target[targetPropertyPath[0]];
  51726. for (var index = 1; index < targetPropertyPath.length - 1; index++) {
  51727. property = property[targetPropertyPath[index]];
  51728. }
  51729. path = targetPropertyPath[targetPropertyPath.length - 1];
  51730. destination = property;
  51731. }
  51732. else {
  51733. path = targetPropertyPath[0];
  51734. destination = target;
  51735. }
  51736. this._targetPath = path;
  51737. this._activeTarget = destination;
  51738. this._weight = weight;
  51739. // Blending
  51740. var enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;
  51741. var blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;
  51742. if (enableBlending && this._blendingFactor <= 1.0) {
  51743. if (!this._originalBlendValue) {
  51744. var originalValue = destination[path];
  51745. if (originalValue.clone) {
  51746. this._originalBlendValue = originalValue.clone();
  51747. }
  51748. else {
  51749. this._originalBlendValue = originalValue;
  51750. }
  51751. }
  51752. }
  51753. if (weight !== -1.0) {
  51754. if (!this._originalValue) {
  51755. var originalValue = void 0;
  51756. if (destination.getRestPose && path === "_matrix") { // For bones
  51757. originalValue = destination.getRestPose();
  51758. }
  51759. else {
  51760. originalValue = destination[path];
  51761. }
  51762. if (originalValue.clone) {
  51763. this._originalValue = originalValue.clone();
  51764. }
  51765. else {
  51766. this._originalValue = originalValue;
  51767. }
  51768. }
  51769. }
  51770. if (enableBlending && this._blendingFactor <= 1.0) {
  51771. if (this._originalBlendValue.m) { // Matrix
  51772. if (BABYLON.Animation.AllowMatrixDecomposeForInterpolation) {
  51773. if (this._currentValue) {
  51774. BABYLON.Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  51775. }
  51776. else {
  51777. this._currentValue = BABYLON.Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  51778. }
  51779. }
  51780. else {
  51781. if (this._currentValue) {
  51782. BABYLON.Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  51783. }
  51784. else {
  51785. this._currentValue = BABYLON.Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);
  51786. }
  51787. }
  51788. }
  51789. else {
  51790. var constructor = this._originalBlendValue.constructor;
  51791. if (constructor.Lerp) { // Lerp supported
  51792. this._currentValue = constructor.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);
  51793. }
  51794. else if (constructor.Slerp) { // Slerp supported
  51795. this._currentValue = constructor.Slerp(this._originalBlendValue, currentValue, this._blendingFactor);
  51796. }
  51797. else if (this._originalBlendValue.toFixed) { // Number
  51798. this._currentValue = this._originalBlendValue * (1.0 - this._blendingFactor) + this._blendingFactor * currentValue;
  51799. }
  51800. else { // Blending not supported
  51801. this._currentValue = currentValue;
  51802. }
  51803. }
  51804. this._blendingFactor += blendingSpeed;
  51805. }
  51806. else {
  51807. this._currentValue = currentValue;
  51808. }
  51809. if (weight !== -1.0) {
  51810. this._scene._registerTargetForLateAnimationBinding(this);
  51811. }
  51812. else {
  51813. destination[path] = this._currentValue;
  51814. }
  51815. if (target.markAsDirty) {
  51816. target.markAsDirty(this._animation.targetProperty);
  51817. }
  51818. };
  51819. /**
  51820. * Gets the loop pmode of the runtime animation
  51821. * @returns Loop Mode
  51822. */
  51823. RuntimeAnimation.prototype._getCorrectLoopMode = function () {
  51824. if (this._target && this._target.animationPropertiesOverride) {
  51825. return this._target.animationPropertiesOverride.loopMode;
  51826. }
  51827. return this._animation.loopMode;
  51828. };
  51829. /**
  51830. * Move the current animation to a given frame
  51831. * @param frame defines the frame to move to
  51832. */
  51833. RuntimeAnimation.prototype.goToFrame = function (frame) {
  51834. var keys = this._animation.getKeys();
  51835. if (frame < keys[0].frame) {
  51836. frame = keys[0].frame;
  51837. }
  51838. else if (frame > keys[keys.length - 1].frame) {
  51839. frame = keys[keys.length - 1].frame;
  51840. }
  51841. var currentValue = this._interpolate(frame, 0, this._getCorrectLoopMode());
  51842. this.setValue(currentValue, -1);
  51843. };
  51844. /**
  51845. * @hidden Internal use only
  51846. */
  51847. RuntimeAnimation.prototype._prepareForSpeedRatioChange = function (newSpeedRatio) {
  51848. var newRatio = this._previousDelay * (this._animation.framePerSecond * newSpeedRatio) / 1000.0;
  51849. this._ratioOffset = this._previousRatio - newRatio;
  51850. };
  51851. /**
  51852. * Execute the current animation
  51853. * @param delay defines the delay to add to the current frame
  51854. * @param from defines the lower bound of the animation range
  51855. * @param to defines the upper bound of the animation range
  51856. * @param loop defines if the current animation must loop
  51857. * @param speedRatio defines the current speed ratio
  51858. * @param weight defines the weight of the animation (default is -1 so no weight)
  51859. * @returns a boolean indicating if the animation has ended
  51860. */
  51861. RuntimeAnimation.prototype.animate = function (delay, from, to, loop, speedRatio, weight) {
  51862. if (weight === void 0) { weight = -1.0; }
  51863. var targetPropertyPath = this._animation.targetPropertyPath;
  51864. if (!targetPropertyPath || targetPropertyPath.length < 1) {
  51865. this._stopped = true;
  51866. return false;
  51867. }
  51868. var returnValue = true;
  51869. var keys = this._animation.getKeys();
  51870. // Adding a start key at frame 0 if missing
  51871. if (keys[0].frame !== 0) {
  51872. var newKey = { frame: 0, value: keys[0].value };
  51873. keys.splice(0, 0, newKey);
  51874. }
  51875. // Check limits
  51876. if (from < keys[0].frame || from > keys[keys.length - 1].frame) {
  51877. from = keys[0].frame;
  51878. }
  51879. if (to < keys[0].frame || to > keys[keys.length - 1].frame) {
  51880. to = keys[keys.length - 1].frame;
  51881. }
  51882. //to and from cannot be the same key
  51883. if (from === to) {
  51884. if (from > keys[0].frame) {
  51885. from--;
  51886. }
  51887. else if (to < keys[keys.length - 1].frame) {
  51888. to++;
  51889. }
  51890. }
  51891. // Compute ratio
  51892. var range = to - from;
  51893. var offsetValue;
  51894. // ratio represents the frame delta between from and to
  51895. var ratio = (delay * (this._animation.framePerSecond * speedRatio) / 1000.0) + this._ratioOffset;
  51896. var highLimitValue = 0;
  51897. this._previousDelay = delay;
  51898. this._previousRatio = ratio;
  51899. if (((to > from && ratio > range) || (from > to && ratio < range)) && !loop) { // If we are out of range and not looping get back to caller
  51900. returnValue = false;
  51901. highLimitValue = this._animation._getKeyValue(keys[keys.length - 1].value);
  51902. }
  51903. else {
  51904. // Get max value if required
  51905. if (this._getCorrectLoopMode() !== BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE) {
  51906. var keyOffset = to.toString() + from.toString();
  51907. if (!this._offsetsCache[keyOffset]) {
  51908. var fromValue = this._interpolate(from, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  51909. var toValue = this._interpolate(to, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  51910. switch (this._animation.dataType) {
  51911. // Float
  51912. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  51913. this._offsetsCache[keyOffset] = toValue - fromValue;
  51914. break;
  51915. // Quaternion
  51916. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  51917. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  51918. break;
  51919. // Vector3
  51920. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  51921. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  51922. // Vector2
  51923. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  51924. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  51925. // Size
  51926. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  51927. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  51928. // Color3
  51929. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  51930. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  51931. default:
  51932. break;
  51933. }
  51934. this._highLimitsCache[keyOffset] = toValue;
  51935. }
  51936. highLimitValue = this._highLimitsCache[keyOffset];
  51937. offsetValue = this._offsetsCache[keyOffset];
  51938. }
  51939. }
  51940. if (offsetValue === undefined) {
  51941. switch (this._animation.dataType) {
  51942. // Float
  51943. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  51944. offsetValue = 0;
  51945. break;
  51946. // Quaternion
  51947. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  51948. offsetValue = new BABYLON.Quaternion(0, 0, 0, 0);
  51949. break;
  51950. // Vector3
  51951. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  51952. offsetValue = BABYLON.Vector3.Zero();
  51953. break;
  51954. // Vector2
  51955. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  51956. offsetValue = BABYLON.Vector2.Zero();
  51957. break;
  51958. // Size
  51959. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  51960. offsetValue = BABYLON.Size.Zero();
  51961. break;
  51962. // Color3
  51963. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  51964. offsetValue = BABYLON.Color3.Black();
  51965. }
  51966. }
  51967. // Compute value
  51968. var repeatCount = (ratio / range) >> 0;
  51969. var currentFrame = returnValue ? from + ratio % range : to;
  51970. // Need to normalize?
  51971. if (this._host && this._host.syncRoot) {
  51972. var syncRoot = this._host.syncRoot;
  51973. var hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);
  51974. currentFrame = from + (to - from) * hostNormalizedFrame;
  51975. }
  51976. var currentValue = this._interpolate(currentFrame, repeatCount, this._getCorrectLoopMode(), offsetValue, highLimitValue);
  51977. // Set value
  51978. this.setValue(currentValue, weight);
  51979. // Check events
  51980. var events = this._animation.getEvents();
  51981. for (var index = 0; index < events.length; index++) {
  51982. // Make sure current frame has passed event frame and that event frame is within the current range
  51983. // Also, handle both forward and reverse animations
  51984. if ((range > 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||
  51985. (range < 0 && currentFrame <= events[index].frame && events[index].frame <= from)) {
  51986. var event = events[index];
  51987. if (!event.isDone) {
  51988. // If event should be done only once, remove it.
  51989. if (event.onlyOnce) {
  51990. events.splice(index, 1);
  51991. index--;
  51992. }
  51993. event.isDone = true;
  51994. event.action();
  51995. } // Don't do anything if the event has already be done.
  51996. }
  51997. else if (events[index].isDone && !events[index].onlyOnce) {
  51998. // reset event, the animation is looping
  51999. events[index].isDone = false;
  52000. }
  52001. }
  52002. if (!returnValue) {
  52003. this._stopped = true;
  52004. }
  52005. return returnValue;
  52006. };
  52007. return RuntimeAnimation;
  52008. }());
  52009. BABYLON.RuntimeAnimation = RuntimeAnimation;
  52010. })(BABYLON || (BABYLON = {}));
  52011. //# sourceMappingURL=babylon.runtimeAnimation.js.map
  52012. var BABYLON;
  52013. (function (BABYLON) {
  52014. var Animatable = /** @class */ (function () {
  52015. function Animatable(scene, target, fromFrame, toFrame, loopAnimation, speedRatio, onAnimationEnd, animations) {
  52016. if (fromFrame === void 0) { fromFrame = 0; }
  52017. if (toFrame === void 0) { toFrame = 100; }
  52018. if (loopAnimation === void 0) { loopAnimation = false; }
  52019. if (speedRatio === void 0) { speedRatio = 1.0; }
  52020. this.target = target;
  52021. this.fromFrame = fromFrame;
  52022. this.toFrame = toFrame;
  52023. this.loopAnimation = loopAnimation;
  52024. this.onAnimationEnd = onAnimationEnd;
  52025. this._localDelayOffset = null;
  52026. this._pausedDelay = null;
  52027. this._runtimeAnimations = new Array();
  52028. this._paused = false;
  52029. this._speedRatio = 1;
  52030. this._weight = -1.0;
  52031. this.animationStarted = false;
  52032. this._scene = scene;
  52033. if (animations) {
  52034. this.appendAnimations(target, animations);
  52035. }
  52036. this._speedRatio = speedRatio;
  52037. scene._activeAnimatables.push(this);
  52038. }
  52039. Object.defineProperty(Animatable.prototype, "syncRoot", {
  52040. /**
  52041. * Gets the root Animatable used to synchronize and normalize animations
  52042. */
  52043. get: function () {
  52044. return this._syncRoot;
  52045. },
  52046. enumerable: true,
  52047. configurable: true
  52048. });
  52049. Object.defineProperty(Animatable.prototype, "masterFrame", {
  52050. /**
  52051. * Gets the current frame of the first RuntimeAnimation
  52052. * Used to synchronize Animatables
  52053. */
  52054. get: function () {
  52055. if (this._runtimeAnimations.length === 0) {
  52056. return 0;
  52057. }
  52058. return this._runtimeAnimations[0].currentFrame;
  52059. },
  52060. enumerable: true,
  52061. configurable: true
  52062. });
  52063. Object.defineProperty(Animatable.prototype, "weight", {
  52064. /**
  52065. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  52066. */
  52067. get: function () {
  52068. return this._weight;
  52069. },
  52070. set: function (value) {
  52071. if (value === -1) { // -1 is ok and means no weight
  52072. this._weight = -1;
  52073. return;
  52074. }
  52075. // Else weight must be in [0, 1] range
  52076. this._weight = Math.min(Math.max(value, 0), 1.0);
  52077. },
  52078. enumerable: true,
  52079. configurable: true
  52080. });
  52081. Object.defineProperty(Animatable.prototype, "speedRatio", {
  52082. /**
  52083. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  52084. */
  52085. get: function () {
  52086. return this._speedRatio;
  52087. },
  52088. set: function (value) {
  52089. for (var index = 0; index < this._runtimeAnimations.length; index++) {
  52090. var animation = this._runtimeAnimations[index];
  52091. animation._prepareForSpeedRatioChange(value);
  52092. }
  52093. this._speedRatio = value;
  52094. },
  52095. enumerable: true,
  52096. configurable: true
  52097. });
  52098. // Methods
  52099. /**
  52100. * Synchronize and normalize current Animatable with a source Animatable
  52101. * This is useful when using animation weights and when animations are not of the same length
  52102. * @param root defines the root Animatable to synchronize with
  52103. * @returns the current Animatable
  52104. */
  52105. Animatable.prototype.syncWith = function (root) {
  52106. this._syncRoot = root;
  52107. if (root) {
  52108. // Make sure this animatable will animate after the root
  52109. var index = this._scene._activeAnimatables.indexOf(this);
  52110. if (index > -1) {
  52111. this._scene._activeAnimatables.splice(index, 1);
  52112. this._scene._activeAnimatables.push(this);
  52113. }
  52114. }
  52115. return this;
  52116. };
  52117. Animatable.prototype.getAnimations = function () {
  52118. return this._runtimeAnimations;
  52119. };
  52120. Animatable.prototype.appendAnimations = function (target, animations) {
  52121. for (var index = 0; index < animations.length; index++) {
  52122. var animation = animations[index];
  52123. this._runtimeAnimations.push(new BABYLON.RuntimeAnimation(target, animation, this._scene, this));
  52124. }
  52125. };
  52126. Animatable.prototype.getAnimationByTargetProperty = function (property) {
  52127. var runtimeAnimations = this._runtimeAnimations;
  52128. for (var index = 0; index < runtimeAnimations.length; index++) {
  52129. if (runtimeAnimations[index].animation.targetProperty === property) {
  52130. return runtimeAnimations[index].animation;
  52131. }
  52132. }
  52133. return null;
  52134. };
  52135. Animatable.prototype.getRuntimeAnimationByTargetProperty = function (property) {
  52136. var runtimeAnimations = this._runtimeAnimations;
  52137. for (var index = 0; index < runtimeAnimations.length; index++) {
  52138. if (runtimeAnimations[index].animation.targetProperty === property) {
  52139. return runtimeAnimations[index];
  52140. }
  52141. }
  52142. return null;
  52143. };
  52144. Animatable.prototype.reset = function () {
  52145. var runtimeAnimations = this._runtimeAnimations;
  52146. for (var index = 0; index < runtimeAnimations.length; index++) {
  52147. runtimeAnimations[index].reset();
  52148. }
  52149. // Reset to original value
  52150. for (index = 0; index < runtimeAnimations.length; index++) {
  52151. var animation = runtimeAnimations[index];
  52152. animation.animate(0, this.fromFrame, this.toFrame, false, this._speedRatio);
  52153. }
  52154. this._localDelayOffset = null;
  52155. this._pausedDelay = null;
  52156. };
  52157. Animatable.prototype.enableBlending = function (blendingSpeed) {
  52158. var runtimeAnimations = this._runtimeAnimations;
  52159. for (var index = 0; index < runtimeAnimations.length; index++) {
  52160. runtimeAnimations[index].animation.enableBlending = true;
  52161. runtimeAnimations[index].animation.blendingSpeed = blendingSpeed;
  52162. }
  52163. };
  52164. Animatable.prototype.disableBlending = function () {
  52165. var runtimeAnimations = this._runtimeAnimations;
  52166. for (var index = 0; index < runtimeAnimations.length; index++) {
  52167. runtimeAnimations[index].animation.enableBlending = false;
  52168. }
  52169. };
  52170. Animatable.prototype.goToFrame = function (frame) {
  52171. var runtimeAnimations = this._runtimeAnimations;
  52172. if (runtimeAnimations[0]) {
  52173. var fps = runtimeAnimations[0].animation.framePerSecond;
  52174. var currentFrame = runtimeAnimations[0].currentFrame;
  52175. var adjustTime = frame - currentFrame;
  52176. var delay = adjustTime * 1000 / (fps * this.speedRatio);
  52177. if (this._localDelayOffset === null) {
  52178. this._localDelayOffset = 0;
  52179. }
  52180. this._localDelayOffset -= delay;
  52181. }
  52182. for (var index = 0; index < runtimeAnimations.length; index++) {
  52183. runtimeAnimations[index].goToFrame(frame);
  52184. }
  52185. };
  52186. Animatable.prototype.pause = function () {
  52187. if (this._paused) {
  52188. return;
  52189. }
  52190. this._paused = true;
  52191. };
  52192. Animatable.prototype.restart = function () {
  52193. this._paused = false;
  52194. };
  52195. Animatable.prototype.stop = function (animationName) {
  52196. if (animationName) {
  52197. var idx = this._scene._activeAnimatables.indexOf(this);
  52198. if (idx > -1) {
  52199. var runtimeAnimations = this._runtimeAnimations;
  52200. for (var index = runtimeAnimations.length - 1; index >= 0; index--) {
  52201. if (typeof animationName === "string" && runtimeAnimations[index].animation.name != animationName) {
  52202. continue;
  52203. }
  52204. runtimeAnimations[index].dispose();
  52205. runtimeAnimations.splice(index, 1);
  52206. }
  52207. if (runtimeAnimations.length == 0) {
  52208. this._scene._activeAnimatables.splice(idx, 1);
  52209. if (this.onAnimationEnd) {
  52210. this.onAnimationEnd();
  52211. }
  52212. }
  52213. }
  52214. }
  52215. else {
  52216. var index = this._scene._activeAnimatables.indexOf(this);
  52217. if (index > -1) {
  52218. this._scene._activeAnimatables.splice(index, 1);
  52219. var runtimeAnimations = this._runtimeAnimations;
  52220. for (var index = 0; index < runtimeAnimations.length; index++) {
  52221. runtimeAnimations[index].dispose();
  52222. }
  52223. if (this.onAnimationEnd) {
  52224. this.onAnimationEnd();
  52225. }
  52226. }
  52227. }
  52228. };
  52229. Animatable.prototype._animate = function (delay) {
  52230. if (this._paused) {
  52231. this.animationStarted = false;
  52232. if (this._pausedDelay === null) {
  52233. this._pausedDelay = delay;
  52234. }
  52235. return true;
  52236. }
  52237. if (this._localDelayOffset === null) {
  52238. this._localDelayOffset = delay;
  52239. this._pausedDelay = null;
  52240. }
  52241. else if (this._pausedDelay !== null) {
  52242. this._localDelayOffset += delay - this._pausedDelay;
  52243. this._pausedDelay = null;
  52244. }
  52245. if (this._weight === 0) { // We consider that an animation with a weight === 0 is "actively" paused
  52246. return true;
  52247. }
  52248. // Animating
  52249. var running = false;
  52250. var runtimeAnimations = this._runtimeAnimations;
  52251. var index;
  52252. for (index = 0; index < runtimeAnimations.length; index++) {
  52253. var animation = runtimeAnimations[index];
  52254. var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this._speedRatio, this._weight);
  52255. running = running || isRunning;
  52256. }
  52257. this.animationStarted = running;
  52258. if (!running) {
  52259. // Remove from active animatables
  52260. index = this._scene._activeAnimatables.indexOf(this);
  52261. this._scene._activeAnimatables.splice(index, 1);
  52262. // Dispose all runtime animations
  52263. for (index = 0; index < runtimeAnimations.length; index++) {
  52264. runtimeAnimations[index].dispose();
  52265. }
  52266. }
  52267. if (!running && this.onAnimationEnd) {
  52268. this.onAnimationEnd();
  52269. this.onAnimationEnd = null;
  52270. }
  52271. return running;
  52272. };
  52273. return Animatable;
  52274. }());
  52275. BABYLON.Animatable = Animatable;
  52276. })(BABYLON || (BABYLON = {}));
  52277. //# sourceMappingURL=babylon.animatable.js.map
  52278. var BABYLON;
  52279. (function (BABYLON) {
  52280. var EasingFunction = /** @class */ (function () {
  52281. function EasingFunction() {
  52282. // Properties
  52283. this._easingMode = EasingFunction.EASINGMODE_EASEIN;
  52284. }
  52285. Object.defineProperty(EasingFunction, "EASINGMODE_EASEIN", {
  52286. get: function () {
  52287. return EasingFunction._EASINGMODE_EASEIN;
  52288. },
  52289. enumerable: true,
  52290. configurable: true
  52291. });
  52292. Object.defineProperty(EasingFunction, "EASINGMODE_EASEOUT", {
  52293. get: function () {
  52294. return EasingFunction._EASINGMODE_EASEOUT;
  52295. },
  52296. enumerable: true,
  52297. configurable: true
  52298. });
  52299. Object.defineProperty(EasingFunction, "EASINGMODE_EASEINOUT", {
  52300. get: function () {
  52301. return EasingFunction._EASINGMODE_EASEINOUT;
  52302. },
  52303. enumerable: true,
  52304. configurable: true
  52305. });
  52306. EasingFunction.prototype.setEasingMode = function (easingMode) {
  52307. var n = Math.min(Math.max(easingMode, 0), 2);
  52308. this._easingMode = n;
  52309. };
  52310. EasingFunction.prototype.getEasingMode = function () {
  52311. return this._easingMode;
  52312. };
  52313. EasingFunction.prototype.easeInCore = function (gradient) {
  52314. throw new Error('You must implement this method');
  52315. };
  52316. EasingFunction.prototype.ease = function (gradient) {
  52317. switch (this._easingMode) {
  52318. case EasingFunction.EASINGMODE_EASEIN:
  52319. return this.easeInCore(gradient);
  52320. case EasingFunction.EASINGMODE_EASEOUT:
  52321. return (1 - this.easeInCore(1 - gradient));
  52322. }
  52323. if (gradient >= 0.5) {
  52324. return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);
  52325. }
  52326. return (this.easeInCore(gradient * 2) * 0.5);
  52327. };
  52328. //Statics
  52329. EasingFunction._EASINGMODE_EASEIN = 0;
  52330. EasingFunction._EASINGMODE_EASEOUT = 1;
  52331. EasingFunction._EASINGMODE_EASEINOUT = 2;
  52332. return EasingFunction;
  52333. }());
  52334. BABYLON.EasingFunction = EasingFunction;
  52335. var CircleEase = /** @class */ (function (_super) {
  52336. __extends(CircleEase, _super);
  52337. function CircleEase() {
  52338. return _super !== null && _super.apply(this, arguments) || this;
  52339. }
  52340. CircleEase.prototype.easeInCore = function (gradient) {
  52341. gradient = Math.max(0, Math.min(1, gradient));
  52342. return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
  52343. };
  52344. return CircleEase;
  52345. }(EasingFunction));
  52346. BABYLON.CircleEase = CircleEase;
  52347. var BackEase = /** @class */ (function (_super) {
  52348. __extends(BackEase, _super);
  52349. function BackEase(amplitude) {
  52350. if (amplitude === void 0) { amplitude = 1; }
  52351. var _this = _super.call(this) || this;
  52352. _this.amplitude = amplitude;
  52353. return _this;
  52354. }
  52355. BackEase.prototype.easeInCore = function (gradient) {
  52356. var num = Math.max(0, this.amplitude);
  52357. return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
  52358. };
  52359. return BackEase;
  52360. }(EasingFunction));
  52361. BABYLON.BackEase = BackEase;
  52362. var BounceEase = /** @class */ (function (_super) {
  52363. __extends(BounceEase, _super);
  52364. function BounceEase(bounces, bounciness) {
  52365. if (bounces === void 0) { bounces = 3; }
  52366. if (bounciness === void 0) { bounciness = 2; }
  52367. var _this = _super.call(this) || this;
  52368. _this.bounces = bounces;
  52369. _this.bounciness = bounciness;
  52370. return _this;
  52371. }
  52372. BounceEase.prototype.easeInCore = function (gradient) {
  52373. var y = Math.max(0.0, this.bounces);
  52374. var bounciness = this.bounciness;
  52375. if (bounciness <= 1.0) {
  52376. bounciness = 1.001;
  52377. }
  52378. var num9 = Math.pow(bounciness, y);
  52379. var num5 = 1.0 - bounciness;
  52380. var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);
  52381. var num15 = gradient * num4;
  52382. var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);
  52383. var num3 = Math.floor(num65);
  52384. var num13 = num3 + 1.0;
  52385. var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);
  52386. var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);
  52387. var num7 = (num8 + num12) * 0.5;
  52388. var num6 = gradient - num7;
  52389. var num2 = num7 - num8;
  52390. return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
  52391. };
  52392. return BounceEase;
  52393. }(EasingFunction));
  52394. BABYLON.BounceEase = BounceEase;
  52395. var CubicEase = /** @class */ (function (_super) {
  52396. __extends(CubicEase, _super);
  52397. function CubicEase() {
  52398. return _super !== null && _super.apply(this, arguments) || this;
  52399. }
  52400. CubicEase.prototype.easeInCore = function (gradient) {
  52401. return (gradient * gradient * gradient);
  52402. };
  52403. return CubicEase;
  52404. }(EasingFunction));
  52405. BABYLON.CubicEase = CubicEase;
  52406. var ElasticEase = /** @class */ (function (_super) {
  52407. __extends(ElasticEase, _super);
  52408. function ElasticEase(oscillations, springiness) {
  52409. if (oscillations === void 0) { oscillations = 3; }
  52410. if (springiness === void 0) { springiness = 3; }
  52411. var _this = _super.call(this) || this;
  52412. _this.oscillations = oscillations;
  52413. _this.springiness = springiness;
  52414. return _this;
  52415. }
  52416. ElasticEase.prototype.easeInCore = function (gradient) {
  52417. var num2;
  52418. var num3 = Math.max(0.0, this.oscillations);
  52419. var num = Math.max(0.0, this.springiness);
  52420. if (num == 0) {
  52421. num2 = gradient;
  52422. }
  52423. else {
  52424. num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);
  52425. }
  52426. return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
  52427. };
  52428. return ElasticEase;
  52429. }(EasingFunction));
  52430. BABYLON.ElasticEase = ElasticEase;
  52431. var ExponentialEase = /** @class */ (function (_super) {
  52432. __extends(ExponentialEase, _super);
  52433. function ExponentialEase(exponent) {
  52434. if (exponent === void 0) { exponent = 2; }
  52435. var _this = _super.call(this) || this;
  52436. _this.exponent = exponent;
  52437. return _this;
  52438. }
  52439. ExponentialEase.prototype.easeInCore = function (gradient) {
  52440. if (this.exponent <= 0) {
  52441. return gradient;
  52442. }
  52443. return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
  52444. };
  52445. return ExponentialEase;
  52446. }(EasingFunction));
  52447. BABYLON.ExponentialEase = ExponentialEase;
  52448. var PowerEase = /** @class */ (function (_super) {
  52449. __extends(PowerEase, _super);
  52450. function PowerEase(power) {
  52451. if (power === void 0) { power = 2; }
  52452. var _this = _super.call(this) || this;
  52453. _this.power = power;
  52454. return _this;
  52455. }
  52456. PowerEase.prototype.easeInCore = function (gradient) {
  52457. var y = Math.max(0.0, this.power);
  52458. return Math.pow(gradient, y);
  52459. };
  52460. return PowerEase;
  52461. }(EasingFunction));
  52462. BABYLON.PowerEase = PowerEase;
  52463. var QuadraticEase = /** @class */ (function (_super) {
  52464. __extends(QuadraticEase, _super);
  52465. function QuadraticEase() {
  52466. return _super !== null && _super.apply(this, arguments) || this;
  52467. }
  52468. QuadraticEase.prototype.easeInCore = function (gradient) {
  52469. return (gradient * gradient);
  52470. };
  52471. return QuadraticEase;
  52472. }(EasingFunction));
  52473. BABYLON.QuadraticEase = QuadraticEase;
  52474. var QuarticEase = /** @class */ (function (_super) {
  52475. __extends(QuarticEase, _super);
  52476. function QuarticEase() {
  52477. return _super !== null && _super.apply(this, arguments) || this;
  52478. }
  52479. QuarticEase.prototype.easeInCore = function (gradient) {
  52480. return (gradient * gradient * gradient * gradient);
  52481. };
  52482. return QuarticEase;
  52483. }(EasingFunction));
  52484. BABYLON.QuarticEase = QuarticEase;
  52485. var QuinticEase = /** @class */ (function (_super) {
  52486. __extends(QuinticEase, _super);
  52487. function QuinticEase() {
  52488. return _super !== null && _super.apply(this, arguments) || this;
  52489. }
  52490. QuinticEase.prototype.easeInCore = function (gradient) {
  52491. return (gradient * gradient * gradient * gradient * gradient);
  52492. };
  52493. return QuinticEase;
  52494. }(EasingFunction));
  52495. BABYLON.QuinticEase = QuinticEase;
  52496. var SineEase = /** @class */ (function (_super) {
  52497. __extends(SineEase, _super);
  52498. function SineEase() {
  52499. return _super !== null && _super.apply(this, arguments) || this;
  52500. }
  52501. SineEase.prototype.easeInCore = function (gradient) {
  52502. return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
  52503. };
  52504. return SineEase;
  52505. }(EasingFunction));
  52506. BABYLON.SineEase = SineEase;
  52507. var BezierCurveEase = /** @class */ (function (_super) {
  52508. __extends(BezierCurveEase, _super);
  52509. function BezierCurveEase(x1, y1, x2, y2) {
  52510. if (x1 === void 0) { x1 = 0; }
  52511. if (y1 === void 0) { y1 = 0; }
  52512. if (x2 === void 0) { x2 = 1; }
  52513. if (y2 === void 0) { y2 = 1; }
  52514. var _this = _super.call(this) || this;
  52515. _this.x1 = x1;
  52516. _this.y1 = y1;
  52517. _this.x2 = x2;
  52518. _this.y2 = y2;
  52519. return _this;
  52520. }
  52521. BezierCurveEase.prototype.easeInCore = function (gradient) {
  52522. return BABYLON.BezierCurve.interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
  52523. };
  52524. return BezierCurveEase;
  52525. }(EasingFunction));
  52526. BABYLON.BezierCurveEase = BezierCurveEase;
  52527. })(BABYLON || (BABYLON = {}));
  52528. //# sourceMappingURL=babylon.easing.js.map
  52529. var BABYLON;
  52530. (function (BABYLON) {
  52531. /**
  52532. * A Condition applied to an Action
  52533. */
  52534. var Condition = /** @class */ (function () {
  52535. /**
  52536. * Creates a new Condition
  52537. * @param actionManager the manager of the action the condition is applied to
  52538. */
  52539. function Condition(actionManager) {
  52540. this._actionManager = actionManager;
  52541. }
  52542. /**
  52543. * Check if the current condition is valid
  52544. * @returns a boolean
  52545. */
  52546. Condition.prototype.isValid = function () {
  52547. return true;
  52548. };
  52549. /**
  52550. * Internal only
  52551. * @hidden
  52552. */
  52553. Condition.prototype._getProperty = function (propertyPath) {
  52554. return this._actionManager._getProperty(propertyPath);
  52555. };
  52556. /**
  52557. * Internal only
  52558. * @hidden
  52559. */
  52560. Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
  52561. return this._actionManager._getEffectiveTarget(target, propertyPath);
  52562. };
  52563. /**
  52564. * Serialize placeholder for child classes
  52565. * @returns the serialized object
  52566. */
  52567. Condition.prototype.serialize = function () {
  52568. };
  52569. /**
  52570. * Internal only
  52571. * @hidden
  52572. */
  52573. Condition.prototype._serialize = function (serializedCondition) {
  52574. return {
  52575. type: 2,
  52576. children: [],
  52577. name: serializedCondition.name,
  52578. properties: serializedCondition.properties
  52579. };
  52580. };
  52581. return Condition;
  52582. }());
  52583. BABYLON.Condition = Condition;
  52584. /**
  52585. * Defines specific conditional operators as extensions of Condition
  52586. */
  52587. var ValueCondition = /** @class */ (function (_super) {
  52588. __extends(ValueCondition, _super);
  52589. /**
  52590. * Creates a new ValueCondition
  52591. * @param actionManager manager for the action the condition applies to
  52592. * @param target for the action
  52593. * @param propertyPath path to specify the property of the target the conditional operator uses
  52594. * @param value the value compared by the conditional operator against the current value of the property
  52595. * @param operator the conditional operator, default ValueCondition.IsEqual
  52596. */
  52597. function ValueCondition(actionManager, target,
  52598. /** path to specify the property of the target the conditional operator uses */
  52599. propertyPath,
  52600. /** the value compared by the conditional operator against the current value of the property */
  52601. value,
  52602. /** the conditional operator, default ValueCondition.IsEqual */
  52603. operator) {
  52604. if (operator === void 0) { operator = ValueCondition.IsEqual; }
  52605. var _this = _super.call(this, actionManager) || this;
  52606. _this.propertyPath = propertyPath;
  52607. _this.value = value;
  52608. _this.operator = operator;
  52609. _this._target = target;
  52610. _this._effectiveTarget = _this._getEffectiveTarget(target, _this.propertyPath);
  52611. _this._property = _this._getProperty(_this.propertyPath);
  52612. return _this;
  52613. }
  52614. Object.defineProperty(ValueCondition, "IsEqual", {
  52615. /**
  52616. * returns the number for IsEqual
  52617. */
  52618. get: function () {
  52619. return ValueCondition._IsEqual;
  52620. },
  52621. enumerable: true,
  52622. configurable: true
  52623. });
  52624. Object.defineProperty(ValueCondition, "IsDifferent", {
  52625. /**
  52626. * Returns the number for IsDifferent
  52627. */
  52628. get: function () {
  52629. return ValueCondition._IsDifferent;
  52630. },
  52631. enumerable: true,
  52632. configurable: true
  52633. });
  52634. Object.defineProperty(ValueCondition, "IsGreater", {
  52635. /**
  52636. * Returns the number for IsGreater
  52637. */
  52638. get: function () {
  52639. return ValueCondition._IsGreater;
  52640. },
  52641. enumerable: true,
  52642. configurable: true
  52643. });
  52644. Object.defineProperty(ValueCondition, "IsLesser", {
  52645. /**
  52646. * Returns the number for IsLesser
  52647. */
  52648. get: function () {
  52649. return ValueCondition._IsLesser;
  52650. },
  52651. enumerable: true,
  52652. configurable: true
  52653. });
  52654. /**
  52655. * Compares the given value with the property value for the specified conditional operator
  52656. * @returns the result of the comparison
  52657. */
  52658. ValueCondition.prototype.isValid = function () {
  52659. switch (this.operator) {
  52660. case ValueCondition.IsGreater:
  52661. return this._effectiveTarget[this._property] > this.value;
  52662. case ValueCondition.IsLesser:
  52663. return this._effectiveTarget[this._property] < this.value;
  52664. case ValueCondition.IsEqual:
  52665. case ValueCondition.IsDifferent:
  52666. var check;
  52667. if (this.value.equals) {
  52668. check = this.value.equals(this._effectiveTarget[this._property]);
  52669. }
  52670. else {
  52671. check = this.value === this._effectiveTarget[this._property];
  52672. }
  52673. return this.operator === ValueCondition.IsEqual ? check : !check;
  52674. }
  52675. return false;
  52676. };
  52677. /**
  52678. * Serialize the ValueCondition into a JSON compatible object
  52679. * @returns serialization object
  52680. */
  52681. ValueCondition.prototype.serialize = function () {
  52682. return this._serialize({
  52683. name: "ValueCondition",
  52684. properties: [
  52685. BABYLON.Action._GetTargetProperty(this._target),
  52686. { name: "propertyPath", value: this.propertyPath },
  52687. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  52688. { name: "operator", value: ValueCondition.GetOperatorName(this.operator) }
  52689. ]
  52690. });
  52691. };
  52692. /**
  52693. * Gets the name of the conditional operator for the ValueCondition
  52694. * @param operator the conditional operator
  52695. * @returns the name
  52696. */
  52697. ValueCondition.GetOperatorName = function (operator) {
  52698. switch (operator) {
  52699. case ValueCondition._IsEqual: return "IsEqual";
  52700. case ValueCondition._IsDifferent: return "IsDifferent";
  52701. case ValueCondition._IsGreater: return "IsGreater";
  52702. case ValueCondition._IsLesser: return "IsLesser";
  52703. default: return "";
  52704. }
  52705. };
  52706. /**
  52707. * Internal only
  52708. * @hidden
  52709. */
  52710. ValueCondition._IsEqual = 0;
  52711. /**
  52712. * Internal only
  52713. * @hidden
  52714. */
  52715. ValueCondition._IsDifferent = 1;
  52716. /**
  52717. * Internal only
  52718. * @hidden
  52719. */
  52720. ValueCondition._IsGreater = 2;
  52721. /**
  52722. * Internal only
  52723. * @hidden
  52724. */
  52725. ValueCondition._IsLesser = 3;
  52726. return ValueCondition;
  52727. }(Condition));
  52728. BABYLON.ValueCondition = ValueCondition;
  52729. /**
  52730. * Defines a predicate condition as an extension of Condition
  52731. */
  52732. var PredicateCondition = /** @class */ (function (_super) {
  52733. __extends(PredicateCondition, _super);
  52734. /**
  52735. * Creates a new PredicateCondition
  52736. * @param actionManager manager for the action the condition applies to
  52737. * @param predicate defines the predicate function used to validate the condition
  52738. */
  52739. function PredicateCondition(actionManager,
  52740. /** defines the predicate function used to validate the condition */
  52741. predicate) {
  52742. var _this = _super.call(this, actionManager) || this;
  52743. _this.predicate = predicate;
  52744. return _this;
  52745. }
  52746. /**
  52747. * @returns the validity of the predicate condition
  52748. */
  52749. PredicateCondition.prototype.isValid = function () {
  52750. return this.predicate();
  52751. };
  52752. return PredicateCondition;
  52753. }(Condition));
  52754. BABYLON.PredicateCondition = PredicateCondition;
  52755. /**
  52756. * Defines a state condition as an extension of Condition
  52757. */
  52758. var StateCondition = /** @class */ (function (_super) {
  52759. __extends(StateCondition, _super);
  52760. /**
  52761. * Creates a new StateCondition
  52762. * @param actionManager manager for the action the condition applies to
  52763. * @param target of the condition
  52764. * @param value to compare with target state
  52765. */
  52766. function StateCondition(actionManager, target, value) {
  52767. var _this = _super.call(this, actionManager) || this;
  52768. _this.value = value;
  52769. _this._target = target;
  52770. return _this;
  52771. }
  52772. /**
  52773. * @returns the validity of the state
  52774. */
  52775. StateCondition.prototype.isValid = function () {
  52776. return this._target.state === this.value;
  52777. };
  52778. /**
  52779. * Serialize the StateCondition into a JSON compatible object
  52780. * @returns serialization object
  52781. */
  52782. StateCondition.prototype.serialize = function () {
  52783. return this._serialize({
  52784. name: "StateCondition",
  52785. properties: [
  52786. BABYLON.Action._GetTargetProperty(this._target),
  52787. { name: "value", value: this.value }
  52788. ]
  52789. });
  52790. };
  52791. return StateCondition;
  52792. }(Condition));
  52793. BABYLON.StateCondition = StateCondition;
  52794. })(BABYLON || (BABYLON = {}));
  52795. //# sourceMappingURL=babylon.condition.js.map
  52796. var BABYLON;
  52797. (function (BABYLON) {
  52798. /**
  52799. * The action to be carried out following a trigger
  52800. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  52801. */
  52802. var Action = /** @class */ (function () {
  52803. /**
  52804. * Creates a new Action
  52805. * @param triggerOptions the trigger, with or without parameters, for the action
  52806. * @param condition an optional determinant of action
  52807. */
  52808. function Action(
  52809. /** the trigger, with or without parameters, for the action */
  52810. triggerOptions, condition) {
  52811. this.triggerOptions = triggerOptions;
  52812. /**
  52813. * An event triggered prior to action being executed.
  52814. */
  52815. this.onBeforeExecuteObservable = new BABYLON.Observable();
  52816. if (triggerOptions.parameter) {
  52817. this.trigger = triggerOptions.trigger;
  52818. this._triggerParameter = triggerOptions.parameter;
  52819. }
  52820. else {
  52821. this.trigger = triggerOptions;
  52822. }
  52823. this._nextActiveAction = this;
  52824. this._condition = condition;
  52825. }
  52826. /**
  52827. * Internal only
  52828. * @hidden
  52829. */
  52830. Action.prototype._prepare = function () {
  52831. };
  52832. /**
  52833. * Gets the trigger parameters
  52834. * @returns the trigger parameters
  52835. */
  52836. Action.prototype.getTriggerParameter = function () {
  52837. return this._triggerParameter;
  52838. };
  52839. /**
  52840. * Internal only - executes current action event
  52841. * @hidden
  52842. */
  52843. Action.prototype._executeCurrent = function (evt) {
  52844. if (this._nextActiveAction._condition) {
  52845. var condition = this._nextActiveAction._condition;
  52846. var currentRenderId = this._actionManager.getScene().getRenderId();
  52847. // We cache the current evaluation for the current frame
  52848. if (condition._evaluationId === currentRenderId) {
  52849. if (!condition._currentResult) {
  52850. return;
  52851. }
  52852. }
  52853. else {
  52854. condition._evaluationId = currentRenderId;
  52855. if (!condition.isValid()) {
  52856. condition._currentResult = false;
  52857. return;
  52858. }
  52859. condition._currentResult = true;
  52860. }
  52861. }
  52862. this.onBeforeExecuteObservable.notifyObservers(this);
  52863. this._nextActiveAction.execute(evt);
  52864. this.skipToNextActiveAction();
  52865. };
  52866. /**
  52867. * Execute placeholder for child classes
  52868. * @param evt optional action event
  52869. */
  52870. Action.prototype.execute = function (evt) {
  52871. };
  52872. /**
  52873. * Skips to next active action
  52874. */
  52875. Action.prototype.skipToNextActiveAction = function () {
  52876. if (this._nextActiveAction._child) {
  52877. if (!this._nextActiveAction._child._actionManager) {
  52878. this._nextActiveAction._child._actionManager = this._actionManager;
  52879. }
  52880. this._nextActiveAction = this._nextActiveAction._child;
  52881. }
  52882. else {
  52883. this._nextActiveAction = this;
  52884. }
  52885. };
  52886. /**
  52887. * Adds action to chain of actions, may be a DoNothingAction
  52888. * @param action defines the next action to execute
  52889. * @returns The action passed in
  52890. * @see https://www.babylonjs-playground.com/#1T30HR#0
  52891. */
  52892. Action.prototype.then = function (action) {
  52893. this._child = action;
  52894. action._actionManager = this._actionManager;
  52895. action._prepare();
  52896. return action;
  52897. };
  52898. /**
  52899. * Internal only
  52900. * @hidden
  52901. */
  52902. Action.prototype._getProperty = function (propertyPath) {
  52903. return this._actionManager._getProperty(propertyPath);
  52904. };
  52905. /**
  52906. * Internal only
  52907. * @hidden
  52908. */
  52909. Action.prototype._getEffectiveTarget = function (target, propertyPath) {
  52910. return this._actionManager._getEffectiveTarget(target, propertyPath);
  52911. };
  52912. /**
  52913. * Serialize placeholder for child classes
  52914. * @param parent of child
  52915. * @returns the serialized object
  52916. */
  52917. Action.prototype.serialize = function (parent) {
  52918. };
  52919. /**
  52920. * Internal only called by serialize
  52921. * @hidden
  52922. */
  52923. Action.prototype._serialize = function (serializedAction, parent) {
  52924. var serializationObject = {
  52925. type: 1,
  52926. children: [],
  52927. name: serializedAction.name,
  52928. properties: serializedAction.properties || []
  52929. };
  52930. // Serialize child
  52931. if (this._child) {
  52932. this._child.serialize(serializationObject);
  52933. }
  52934. // Check if "this" has a condition
  52935. if (this._condition) {
  52936. var serializedCondition = this._condition.serialize();
  52937. serializedCondition.children.push(serializationObject);
  52938. if (parent) {
  52939. parent.children.push(serializedCondition);
  52940. }
  52941. return serializedCondition;
  52942. }
  52943. if (parent) {
  52944. parent.children.push(serializationObject);
  52945. }
  52946. return serializationObject;
  52947. };
  52948. /**
  52949. * Internal only
  52950. * @hidden
  52951. */
  52952. Action._SerializeValueAsString = function (value) {
  52953. if (typeof value === "number") {
  52954. return value.toString();
  52955. }
  52956. if (typeof value === "boolean") {
  52957. return value ? "true" : "false";
  52958. }
  52959. if (value instanceof BABYLON.Vector2) {
  52960. return value.x + ", " + value.y;
  52961. }
  52962. if (value instanceof BABYLON.Vector3) {
  52963. return value.x + ", " + value.y + ", " + value.z;
  52964. }
  52965. if (value instanceof BABYLON.Color3) {
  52966. return value.r + ", " + value.g + ", " + value.b;
  52967. }
  52968. if (value instanceof BABYLON.Color4) {
  52969. return value.r + ", " + value.g + ", " + value.b + ", " + value.a;
  52970. }
  52971. return value; // string
  52972. };
  52973. /**
  52974. * Internal only
  52975. * @hidden
  52976. */
  52977. Action._GetTargetProperty = function (target) {
  52978. return {
  52979. name: "target",
  52980. targetType: target instanceof BABYLON.Mesh ? "MeshProperties"
  52981. : target instanceof BABYLON.Light ? "LightProperties"
  52982. : target instanceof BABYLON.Camera ? "CameraProperties"
  52983. : "SceneProperties",
  52984. value: target instanceof BABYLON.Scene ? "Scene" : target.name
  52985. };
  52986. };
  52987. return Action;
  52988. }());
  52989. BABYLON.Action = Action;
  52990. })(BABYLON || (BABYLON = {}));
  52991. //# sourceMappingURL=babylon.action.js.map
  52992. var BABYLON;
  52993. (function (BABYLON) {
  52994. /**
  52995. * ActionEvent is the event being sent when an action is triggered.
  52996. */
  52997. var ActionEvent = /** @class */ (function () {
  52998. /**
  52999. * Creates a new ActionEvent
  53000. * @param source The mesh or sprite that triggered the action
  53001. * @param pointerX The X mouse cursor position at the time of the event
  53002. * @param pointerY The Y mouse cursor position at the time of the event
  53003. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  53004. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  53005. * @param additionalData additional data for the event
  53006. */
  53007. function ActionEvent(
  53008. /** The mesh or sprite that triggered the action */
  53009. source,
  53010. /** The X mouse cursor position at the time of the event */
  53011. pointerX,
  53012. /** The Y mouse cursor position at the time of the event */
  53013. pointerY,
  53014. /** The mesh that is currently pointed at (can be null) */
  53015. meshUnderPointer,
  53016. /** the original (browser) event that triggered the ActionEvent */
  53017. sourceEvent,
  53018. /** additional data for the event */
  53019. additionalData) {
  53020. this.source = source;
  53021. this.pointerX = pointerX;
  53022. this.pointerY = pointerY;
  53023. this.meshUnderPointer = meshUnderPointer;
  53024. this.sourceEvent = sourceEvent;
  53025. this.additionalData = additionalData;
  53026. }
  53027. /**
  53028. * Helper function to auto-create an ActionEvent from a source mesh.
  53029. * @param source The source mesh that triggered the event
  53030. * @param evt The original (browser) event
  53031. * @param additionalData additional data for the event
  53032. * @returns the new ActionEvent
  53033. */
  53034. ActionEvent.CreateNew = function (source, evt, additionalData) {
  53035. var scene = source.getScene();
  53036. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  53037. };
  53038. /**
  53039. * Helper function to auto-create an ActionEvent from a source sprite
  53040. * @param source The source sprite that triggered the event
  53041. * @param scene Scene associated with the sprite
  53042. * @param evt The original (browser) event
  53043. * @param additionalData additional data for the event
  53044. * @returns the new ActionEvent
  53045. */
  53046. ActionEvent.CreateNewFromSprite = function (source, scene, evt, additionalData) {
  53047. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  53048. };
  53049. /**
  53050. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  53051. * @param scene the scene where the event occurred
  53052. * @param evt The original (browser) event
  53053. * @returns the new ActionEvent
  53054. */
  53055. ActionEvent.CreateNewFromScene = function (scene, evt) {
  53056. return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  53057. };
  53058. /**
  53059. * Helper function to auto-create an ActionEvent from a primitive
  53060. * @param prim defines the target primitive
  53061. * @param pointerPos defines the pointer position
  53062. * @param evt The original (browser) event
  53063. * @param additionalData additional data for the event
  53064. * @returns the new ActionEvent
  53065. */
  53066. ActionEvent.CreateNewFromPrimitive = function (prim, pointerPos, evt, additionalData) {
  53067. return new ActionEvent(prim, pointerPos.x, pointerPos.y, null, evt, additionalData);
  53068. };
  53069. return ActionEvent;
  53070. }());
  53071. BABYLON.ActionEvent = ActionEvent;
  53072. /**
  53073. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  53074. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  53075. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  53076. */
  53077. var ActionManager = /** @class */ (function () {
  53078. /**
  53079. * Creates a new action manager
  53080. * @param scene defines the hosting scene
  53081. */
  53082. function ActionManager(scene) {
  53083. // Members
  53084. /** Gets the list of actions */
  53085. this.actions = new Array();
  53086. /** Gets the cursor to use when hovering items */
  53087. this.hoverCursor = '';
  53088. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  53089. scene._actionManagers.push(this);
  53090. }
  53091. Object.defineProperty(ActionManager, "NothingTrigger", {
  53092. /**
  53093. * Nothing
  53094. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  53095. */
  53096. get: function () {
  53097. return ActionManager._NothingTrigger;
  53098. },
  53099. enumerable: true,
  53100. configurable: true
  53101. });
  53102. Object.defineProperty(ActionManager, "OnPickTrigger", {
  53103. /**
  53104. * On pick
  53105. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  53106. */
  53107. get: function () {
  53108. return ActionManager._OnPickTrigger;
  53109. },
  53110. enumerable: true,
  53111. configurable: true
  53112. });
  53113. Object.defineProperty(ActionManager, "OnLeftPickTrigger", {
  53114. /**
  53115. * On left pick
  53116. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  53117. */
  53118. get: function () {
  53119. return ActionManager._OnLeftPickTrigger;
  53120. },
  53121. enumerable: true,
  53122. configurable: true
  53123. });
  53124. Object.defineProperty(ActionManager, "OnRightPickTrigger", {
  53125. /**
  53126. * On right pick
  53127. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  53128. */
  53129. get: function () {
  53130. return ActionManager._OnRightPickTrigger;
  53131. },
  53132. enumerable: true,
  53133. configurable: true
  53134. });
  53135. Object.defineProperty(ActionManager, "OnCenterPickTrigger", {
  53136. /**
  53137. * On center pick
  53138. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  53139. */
  53140. get: function () {
  53141. return ActionManager._OnCenterPickTrigger;
  53142. },
  53143. enumerable: true,
  53144. configurable: true
  53145. });
  53146. Object.defineProperty(ActionManager, "OnPickDownTrigger", {
  53147. /**
  53148. * On pick down
  53149. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  53150. */
  53151. get: function () {
  53152. return ActionManager._OnPickDownTrigger;
  53153. },
  53154. enumerable: true,
  53155. configurable: true
  53156. });
  53157. Object.defineProperty(ActionManager, "OnDoublePickTrigger", {
  53158. /**
  53159. * On double pick
  53160. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  53161. */
  53162. get: function () {
  53163. return ActionManager._OnDoublePickTrigger;
  53164. },
  53165. enumerable: true,
  53166. configurable: true
  53167. });
  53168. Object.defineProperty(ActionManager, "OnPickUpTrigger", {
  53169. /**
  53170. * On pick up
  53171. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  53172. */
  53173. get: function () {
  53174. return ActionManager._OnPickUpTrigger;
  53175. },
  53176. enumerable: true,
  53177. configurable: true
  53178. });
  53179. Object.defineProperty(ActionManager, "OnPickOutTrigger", {
  53180. /**
  53181. * On pick out.
  53182. * This trigger will only be raised if you also declared a OnPickDown
  53183. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  53184. */
  53185. get: function () {
  53186. return ActionManager._OnPickOutTrigger;
  53187. },
  53188. enumerable: true,
  53189. configurable: true
  53190. });
  53191. Object.defineProperty(ActionManager, "OnLongPressTrigger", {
  53192. /**
  53193. * On long press
  53194. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  53195. */
  53196. get: function () {
  53197. return ActionManager._OnLongPressTrigger;
  53198. },
  53199. enumerable: true,
  53200. configurable: true
  53201. });
  53202. Object.defineProperty(ActionManager, "OnPointerOverTrigger", {
  53203. /**
  53204. * On pointer over
  53205. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  53206. */
  53207. get: function () {
  53208. return ActionManager._OnPointerOverTrigger;
  53209. },
  53210. enumerable: true,
  53211. configurable: true
  53212. });
  53213. Object.defineProperty(ActionManager, "OnPointerOutTrigger", {
  53214. /**
  53215. * On pointer out
  53216. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  53217. */
  53218. get: function () {
  53219. return ActionManager._OnPointerOutTrigger;
  53220. },
  53221. enumerable: true,
  53222. configurable: true
  53223. });
  53224. Object.defineProperty(ActionManager, "OnEveryFrameTrigger", {
  53225. /**
  53226. * On every frame
  53227. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  53228. */
  53229. get: function () {
  53230. return ActionManager._OnEveryFrameTrigger;
  53231. },
  53232. enumerable: true,
  53233. configurable: true
  53234. });
  53235. Object.defineProperty(ActionManager, "OnIntersectionEnterTrigger", {
  53236. /**
  53237. * On intersection enter
  53238. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  53239. */
  53240. get: function () {
  53241. return ActionManager._OnIntersectionEnterTrigger;
  53242. },
  53243. enumerable: true,
  53244. configurable: true
  53245. });
  53246. Object.defineProperty(ActionManager, "OnIntersectionExitTrigger", {
  53247. /**
  53248. * On intersection exit
  53249. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  53250. */
  53251. get: function () {
  53252. return ActionManager._OnIntersectionExitTrigger;
  53253. },
  53254. enumerable: true,
  53255. configurable: true
  53256. });
  53257. Object.defineProperty(ActionManager, "OnKeyDownTrigger", {
  53258. /**
  53259. * On key down
  53260. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  53261. */
  53262. get: function () {
  53263. return ActionManager._OnKeyDownTrigger;
  53264. },
  53265. enumerable: true,
  53266. configurable: true
  53267. });
  53268. Object.defineProperty(ActionManager, "OnKeyUpTrigger", {
  53269. /**
  53270. * On key up
  53271. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  53272. */
  53273. get: function () {
  53274. return ActionManager._OnKeyUpTrigger;
  53275. },
  53276. enumerable: true,
  53277. configurable: true
  53278. });
  53279. // Methods
  53280. /**
  53281. * Releases all associated resources
  53282. */
  53283. ActionManager.prototype.dispose = function () {
  53284. var index = this._scene._actionManagers.indexOf(this);
  53285. for (var i = 0; i < this.actions.length; i++) {
  53286. var action = this.actions[i];
  53287. ActionManager.Triggers[action.trigger]--;
  53288. if (ActionManager.Triggers[action.trigger] === 0) {
  53289. delete ActionManager.Triggers[action.trigger];
  53290. }
  53291. }
  53292. if (index > -1) {
  53293. this._scene._actionManagers.splice(index, 1);
  53294. }
  53295. };
  53296. /**
  53297. * Gets hosting scene
  53298. * @returns the hosting scene
  53299. */
  53300. ActionManager.prototype.getScene = function () {
  53301. return this._scene;
  53302. };
  53303. /**
  53304. * Does this action manager handles actions of any of the given triggers
  53305. * @param triggers defines the triggers to be tested
  53306. * @return a boolean indicating whether one (or more) of the triggers is handled
  53307. */
  53308. ActionManager.prototype.hasSpecificTriggers = function (triggers) {
  53309. for (var index = 0; index < this.actions.length; index++) {
  53310. var action = this.actions[index];
  53311. if (triggers.indexOf(action.trigger) > -1) {
  53312. return true;
  53313. }
  53314. }
  53315. return false;
  53316. };
  53317. /**
  53318. * Does this action manager handles actions of a given trigger
  53319. * @param trigger defines the trigger to be tested
  53320. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  53321. * @return whether the trigger is handled
  53322. */
  53323. ActionManager.prototype.hasSpecificTrigger = function (trigger, parameterPredicate) {
  53324. for (var index = 0; index < this.actions.length; index++) {
  53325. var action = this.actions[index];
  53326. if (action.trigger === trigger) {
  53327. if (parameterPredicate) {
  53328. if (parameterPredicate(action.getTriggerParameter())) {
  53329. return true;
  53330. }
  53331. }
  53332. else {
  53333. return true;
  53334. }
  53335. }
  53336. }
  53337. return false;
  53338. };
  53339. Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
  53340. /**
  53341. * Does this action manager has pointer triggers
  53342. */
  53343. get: function () {
  53344. for (var index = 0; index < this.actions.length; index++) {
  53345. var action = this.actions[index];
  53346. if (action.trigger >= ActionManager._OnPickTrigger && action.trigger <= ActionManager._OnPointerOutTrigger) {
  53347. return true;
  53348. }
  53349. }
  53350. return false;
  53351. },
  53352. enumerable: true,
  53353. configurable: true
  53354. });
  53355. Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
  53356. /**
  53357. * Does this action manager has pick triggers
  53358. */
  53359. get: function () {
  53360. for (var index = 0; index < this.actions.length; index++) {
  53361. var action = this.actions[index];
  53362. if (action.trigger >= ActionManager._OnPickTrigger && action.trigger <= ActionManager._OnPickUpTrigger) {
  53363. return true;
  53364. }
  53365. }
  53366. return false;
  53367. },
  53368. enumerable: true,
  53369. configurable: true
  53370. });
  53371. Object.defineProperty(ActionManager, "HasTriggers", {
  53372. /**
  53373. * Does exist one action manager with at least one trigger
  53374. **/
  53375. get: function () {
  53376. for (var t in ActionManager.Triggers) {
  53377. if (ActionManager.Triggers.hasOwnProperty(t)) {
  53378. return true;
  53379. }
  53380. }
  53381. return false;
  53382. },
  53383. enumerable: true,
  53384. configurable: true
  53385. });
  53386. Object.defineProperty(ActionManager, "HasPickTriggers", {
  53387. /**
  53388. * Does exist one action manager with at least one pick trigger
  53389. **/
  53390. get: function () {
  53391. for (var t in ActionManager.Triggers) {
  53392. if (ActionManager.Triggers.hasOwnProperty(t)) {
  53393. var t_int = parseInt(t);
  53394. if (t_int >= ActionManager._OnPickTrigger && t_int <= ActionManager._OnPickUpTrigger) {
  53395. return true;
  53396. }
  53397. }
  53398. }
  53399. return false;
  53400. },
  53401. enumerable: true,
  53402. configurable: true
  53403. });
  53404. /**
  53405. * Does exist one action manager that handles actions of a given trigger
  53406. * @param trigger defines the trigger to be tested
  53407. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  53408. **/
  53409. ActionManager.HasSpecificTrigger = function (trigger) {
  53410. for (var t in ActionManager.Triggers) {
  53411. if (ActionManager.Triggers.hasOwnProperty(t)) {
  53412. var t_int = parseInt(t);
  53413. if (t_int === trigger) {
  53414. return true;
  53415. }
  53416. }
  53417. }
  53418. return false;
  53419. };
  53420. /**
  53421. * Registers an action to this action manager
  53422. * @param action defines the action to be registered
  53423. * @return the action amended (prepared) after registration
  53424. */
  53425. ActionManager.prototype.registerAction = function (action) {
  53426. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  53427. if (this.getScene().actionManager !== this) {
  53428. BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  53429. return null;
  53430. }
  53431. }
  53432. this.actions.push(action);
  53433. if (ActionManager.Triggers[action.trigger]) {
  53434. ActionManager.Triggers[action.trigger]++;
  53435. }
  53436. else {
  53437. ActionManager.Triggers[action.trigger] = 1;
  53438. }
  53439. action._actionManager = this;
  53440. action._prepare();
  53441. return action;
  53442. };
  53443. /**
  53444. * Unregisters an action to this action manager
  53445. * @param action defines the action to be unregistered
  53446. * @return a boolean indicating whether the action has been unregistered
  53447. */
  53448. ActionManager.prototype.unregisterAction = function (action) {
  53449. var index = this.actions.indexOf(action);
  53450. if (index !== -1) {
  53451. this.actions.splice(index, 1);
  53452. ActionManager.Triggers[action.trigger] -= 1;
  53453. if (ActionManager.Triggers[action.trigger] === 0) {
  53454. delete ActionManager.Triggers[action.trigger];
  53455. }
  53456. delete action._actionManager;
  53457. return true;
  53458. }
  53459. return false;
  53460. };
  53461. /**
  53462. * Process a specific trigger
  53463. * @param trigger defines the trigger to process
  53464. * @param evt defines the event details to be processed
  53465. */
  53466. ActionManager.prototype.processTrigger = function (trigger, evt) {
  53467. for (var index = 0; index < this.actions.length; index++) {
  53468. var action = this.actions[index];
  53469. if (action.trigger === trigger) {
  53470. if (evt) {
  53471. if (trigger === ActionManager.OnKeyUpTrigger
  53472. || trigger === ActionManager.OnKeyDownTrigger) {
  53473. var parameter = action.getTriggerParameter();
  53474. if (parameter && parameter !== evt.sourceEvent.keyCode) {
  53475. if (!parameter.toLowerCase) {
  53476. continue;
  53477. }
  53478. var lowerCase = parameter.toLowerCase();
  53479. if (lowerCase !== evt.sourceEvent.key) {
  53480. var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;
  53481. var actualkey = String.fromCharCode(unicode).toLowerCase();
  53482. if (actualkey !== lowerCase) {
  53483. continue;
  53484. }
  53485. }
  53486. }
  53487. }
  53488. }
  53489. action._executeCurrent(evt);
  53490. }
  53491. }
  53492. };
  53493. /** @hidden */
  53494. ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
  53495. var properties = propertyPath.split(".");
  53496. for (var index = 0; index < properties.length - 1; index++) {
  53497. target = target[properties[index]];
  53498. }
  53499. return target;
  53500. };
  53501. /** @hidden */
  53502. ActionManager.prototype._getProperty = function (propertyPath) {
  53503. var properties = propertyPath.split(".");
  53504. return properties[properties.length - 1];
  53505. };
  53506. /**
  53507. * Serialize this manager to a JSON object
  53508. * @param name defines the property name to store this manager
  53509. * @returns a JSON representation of this manager
  53510. */
  53511. ActionManager.prototype.serialize = function (name) {
  53512. var root = {
  53513. children: new Array(),
  53514. name: name,
  53515. type: 3,
  53516. properties: new Array() // Empty for root but required
  53517. };
  53518. for (var i = 0; i < this.actions.length; i++) {
  53519. var triggerObject = {
  53520. type: 0,
  53521. children: new Array(),
  53522. name: ActionManager.GetTriggerName(this.actions[i].trigger),
  53523. properties: new Array()
  53524. };
  53525. var triggerOptions = this.actions[i].triggerOptions;
  53526. if (triggerOptions && typeof triggerOptions !== "number") {
  53527. if (triggerOptions.parameter instanceof BABYLON.Node) {
  53528. triggerObject.properties.push(BABYLON.Action._GetTargetProperty(triggerOptions.parameter));
  53529. }
  53530. else {
  53531. var parameter = {};
  53532. BABYLON.Tools.DeepCopy(triggerOptions.parameter, parameter, ["mesh"]);
  53533. if (triggerOptions.parameter.mesh) {
  53534. parameter._meshId = triggerOptions.parameter.mesh.id;
  53535. }
  53536. triggerObject.properties.push({ name: "parameter", targetType: null, value: parameter });
  53537. }
  53538. }
  53539. // Serialize child action, recursively
  53540. this.actions[i].serialize(triggerObject);
  53541. // Add serialized trigger
  53542. root.children.push(triggerObject);
  53543. }
  53544. return root;
  53545. };
  53546. /**
  53547. * Creates a new ActionManager from a JSON data
  53548. * @param parsedActions defines the JSON data to read from
  53549. * @param object defines the hosting mesh
  53550. * @param scene defines the hosting scene
  53551. */
  53552. ActionManager.Parse = function (parsedActions, object, scene) {
  53553. var actionManager = new ActionManager(scene);
  53554. if (object === null)
  53555. scene.actionManager = actionManager;
  53556. else
  53557. object.actionManager = actionManager;
  53558. // instanciate a new object
  53559. var instanciate = function (name, params) {
  53560. // TODO: We will need to find a solution for the next line when using commonjs / es6 .
  53561. var newInstance = Object.create(BABYLON.Tools.Instantiate("BABYLON." + name).prototype);
  53562. newInstance.constructor.apply(newInstance, params);
  53563. return newInstance;
  53564. };
  53565. var parseParameter = function (name, value, target, propertyPath) {
  53566. if (propertyPath === null) {
  53567. // String, boolean or float
  53568. var floatValue = parseFloat(value);
  53569. if (value === "true" || value === "false")
  53570. return value === "true";
  53571. else
  53572. return isNaN(floatValue) ? value : floatValue;
  53573. }
  53574. var effectiveTarget = propertyPath.split(".");
  53575. var values = value.split(",");
  53576. // Get effective Target
  53577. for (var i = 0; i < effectiveTarget.length; i++) {
  53578. target = target[effectiveTarget[i]];
  53579. }
  53580. // Return appropriate value with its type
  53581. if (typeof (target) === "boolean")
  53582. return values[0] === "true";
  53583. if (typeof (target) === "string")
  53584. return values[0];
  53585. // Parameters with multiple values such as Vector3 etc.
  53586. var split = new Array();
  53587. for (var i = 0; i < values.length; i++)
  53588. split.push(parseFloat(values[i]));
  53589. if (target instanceof BABYLON.Vector3)
  53590. return BABYLON.Vector3.FromArray(split);
  53591. if (target instanceof BABYLON.Vector4)
  53592. return BABYLON.Vector4.FromArray(split);
  53593. if (target instanceof BABYLON.Color3)
  53594. return BABYLON.Color3.FromArray(split);
  53595. if (target instanceof BABYLON.Color4)
  53596. return BABYLON.Color4.FromArray(split);
  53597. return parseFloat(values[0]);
  53598. };
  53599. // traverse graph per trigger
  53600. var traverse = function (parsedAction, trigger, condition, action, combineArray) {
  53601. if (combineArray === void 0) { combineArray = null; }
  53602. if (parsedAction.detached)
  53603. return;
  53604. var parameters = new Array();
  53605. var target = null;
  53606. var propertyPath = null;
  53607. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  53608. // Parameters
  53609. if (parsedAction.type === 2)
  53610. parameters.push(actionManager);
  53611. else
  53612. parameters.push(trigger);
  53613. if (combine) {
  53614. var actions = new Array();
  53615. for (var j = 0; j < parsedAction.combine.length; j++) {
  53616. traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);
  53617. }
  53618. parameters.push(actions);
  53619. }
  53620. else {
  53621. for (var i = 0; i < parsedAction.properties.length; i++) {
  53622. var value = parsedAction.properties[i].value;
  53623. var name = parsedAction.properties[i].name;
  53624. var targetType = parsedAction.properties[i].targetType;
  53625. if (name === "target")
  53626. if (targetType !== null && targetType === "SceneProperties")
  53627. value = target = scene;
  53628. else
  53629. value = target = scene.getNodeByName(value);
  53630. else if (name === "parent")
  53631. value = scene.getNodeByName(value);
  53632. else if (name === "sound")
  53633. value = scene.getSoundByName(value);
  53634. else if (name !== "propertyPath") {
  53635. if (parsedAction.type === 2 && name === "operator")
  53636. value = BABYLON.ValueCondition[value];
  53637. else
  53638. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  53639. }
  53640. else {
  53641. propertyPath = value;
  53642. }
  53643. parameters.push(value);
  53644. }
  53645. }
  53646. if (combineArray === null) {
  53647. parameters.push(condition);
  53648. }
  53649. else {
  53650. parameters.push(null);
  53651. }
  53652. // If interpolate value action
  53653. if (parsedAction.name === "InterpolateValueAction") {
  53654. var param = parameters[parameters.length - 2];
  53655. parameters[parameters.length - 1] = param;
  53656. parameters[parameters.length - 2] = condition;
  53657. }
  53658. // Action or condition(s) and not CombineAction
  53659. var newAction = instanciate(parsedAction.name, parameters);
  53660. if (newAction instanceof BABYLON.Condition && condition !== null) {
  53661. var nothing = new BABYLON.DoNothingAction(trigger, condition);
  53662. if (action)
  53663. action.then(nothing);
  53664. else
  53665. actionManager.registerAction(nothing);
  53666. action = nothing;
  53667. }
  53668. if (combineArray === null) {
  53669. if (newAction instanceof BABYLON.Condition) {
  53670. condition = newAction;
  53671. newAction = action;
  53672. }
  53673. else {
  53674. condition = null;
  53675. if (action)
  53676. action.then(newAction);
  53677. else
  53678. actionManager.registerAction(newAction);
  53679. }
  53680. }
  53681. else {
  53682. combineArray.push(newAction);
  53683. }
  53684. for (var i = 0; i < parsedAction.children.length; i++)
  53685. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  53686. };
  53687. // triggers
  53688. for (var i = 0; i < parsedActions.children.length; i++) {
  53689. var triggerParams;
  53690. var trigger = parsedActions.children[i];
  53691. if (trigger.properties.length > 0) {
  53692. var param = trigger.properties[0].value;
  53693. var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
  53694. if (value._meshId) {
  53695. value.mesh = scene.getMeshByID(value._meshId);
  53696. }
  53697. triggerParams = { trigger: ActionManager[trigger.name], parameter: value };
  53698. }
  53699. else
  53700. triggerParams = ActionManager[trigger.name];
  53701. for (var j = 0; j < trigger.children.length; j++) {
  53702. if (!trigger.detached)
  53703. traverse(trigger.children[j], triggerParams, null, null);
  53704. }
  53705. }
  53706. };
  53707. /**
  53708. * Get a trigger name by index
  53709. * @param trigger defines the trigger index
  53710. * @returns a trigger name
  53711. */
  53712. ActionManager.GetTriggerName = function (trigger) {
  53713. switch (trigger) {
  53714. case 0: return "NothingTrigger";
  53715. case 1: return "OnPickTrigger";
  53716. case 2: return "OnLeftPickTrigger";
  53717. case 3: return "OnRightPickTrigger";
  53718. case 4: return "OnCenterPickTrigger";
  53719. case 5: return "OnPickDownTrigger";
  53720. case 6: return "OnPickUpTrigger";
  53721. case 7: return "OnLongPressTrigger";
  53722. case 8: return "OnPointerOverTrigger";
  53723. case 9: return "OnPointerOutTrigger";
  53724. case 10: return "OnEveryFrameTrigger";
  53725. case 11: return "OnIntersectionEnterTrigger";
  53726. case 12: return "OnIntersectionExitTrigger";
  53727. case 13: return "OnKeyDownTrigger";
  53728. case 14: return "OnKeyUpTrigger";
  53729. case 15: return "OnPickOutTrigger";
  53730. default: return "";
  53731. }
  53732. };
  53733. // Statics
  53734. ActionManager._NothingTrigger = 0;
  53735. ActionManager._OnPickTrigger = 1;
  53736. ActionManager._OnLeftPickTrigger = 2;
  53737. ActionManager._OnRightPickTrigger = 3;
  53738. ActionManager._OnCenterPickTrigger = 4;
  53739. ActionManager._OnPickDownTrigger = 5;
  53740. ActionManager._OnDoublePickTrigger = 6;
  53741. ActionManager._OnPickUpTrigger = 7;
  53742. ActionManager._OnLongPressTrigger = 8;
  53743. ActionManager._OnPointerOverTrigger = 9;
  53744. ActionManager._OnPointerOutTrigger = 10;
  53745. ActionManager._OnEveryFrameTrigger = 11;
  53746. ActionManager._OnIntersectionEnterTrigger = 12;
  53747. ActionManager._OnIntersectionExitTrigger = 13;
  53748. ActionManager._OnKeyDownTrigger = 14;
  53749. ActionManager._OnKeyUpTrigger = 15;
  53750. ActionManager._OnPickOutTrigger = 16;
  53751. /** Gets the list of active triggers */
  53752. ActionManager.Triggers = {};
  53753. return ActionManager;
  53754. }());
  53755. BABYLON.ActionManager = ActionManager;
  53756. })(BABYLON || (BABYLON = {}));
  53757. //# sourceMappingURL=babylon.actionManager.js.map
  53758. var BABYLON;
  53759. (function (BABYLON) {
  53760. var InterpolateValueAction = /** @class */ (function (_super) {
  53761. __extends(InterpolateValueAction, _super);
  53762. function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations, onInterpolationDone) {
  53763. if (duration === void 0) { duration = 1000; }
  53764. var _this = _super.call(this, triggerOptions, condition) || this;
  53765. _this.propertyPath = propertyPath;
  53766. _this.value = value;
  53767. _this.duration = duration;
  53768. _this.stopOtherAnimations = stopOtherAnimations;
  53769. _this.onInterpolationDone = onInterpolationDone;
  53770. _this.onInterpolationDoneObservable = new BABYLON.Observable();
  53771. _this._target = _this._effectiveTarget = target;
  53772. return _this;
  53773. }
  53774. InterpolateValueAction.prototype._prepare = function () {
  53775. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  53776. this._property = this._getProperty(this.propertyPath);
  53777. };
  53778. InterpolateValueAction.prototype.execute = function () {
  53779. var _this = this;
  53780. var scene = this._actionManager.getScene();
  53781. var keys = [
  53782. {
  53783. frame: 0,
  53784. value: this._effectiveTarget[this._property]
  53785. }, {
  53786. frame: 100,
  53787. value: this.value
  53788. }
  53789. ];
  53790. var dataType;
  53791. if (typeof this.value === "number") {
  53792. dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  53793. }
  53794. else if (this.value instanceof BABYLON.Color3) {
  53795. dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
  53796. }
  53797. else if (this.value instanceof BABYLON.Vector3) {
  53798. dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  53799. }
  53800. else if (this.value instanceof BABYLON.Matrix) {
  53801. dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  53802. }
  53803. else if (this.value instanceof BABYLON.Quaternion) {
  53804. dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  53805. }
  53806. else {
  53807. BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
  53808. return;
  53809. }
  53810. var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  53811. animation.setKeys(keys);
  53812. if (this.stopOtherAnimations) {
  53813. scene.stopAnimation(this._effectiveTarget);
  53814. }
  53815. var wrapper = function () {
  53816. _this.onInterpolationDoneObservable.notifyObservers(_this);
  53817. if (_this.onInterpolationDone) {
  53818. _this.onInterpolationDone();
  53819. }
  53820. };
  53821. scene.beginDirectAnimation(this._effectiveTarget, [animation], 0, 100, false, 1, wrapper);
  53822. };
  53823. InterpolateValueAction.prototype.serialize = function (parent) {
  53824. return _super.prototype._serialize.call(this, {
  53825. name: "InterpolateValueAction",
  53826. properties: [
  53827. BABYLON.Action._GetTargetProperty(this._target),
  53828. { name: "propertyPath", value: this.propertyPath },
  53829. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  53830. { name: "duration", value: BABYLON.Action._SerializeValueAsString(this.duration) },
  53831. { name: "stopOtherAnimations", value: BABYLON.Action._SerializeValueAsString(this.stopOtherAnimations) || false }
  53832. ]
  53833. }, parent);
  53834. };
  53835. return InterpolateValueAction;
  53836. }(BABYLON.Action));
  53837. BABYLON.InterpolateValueAction = InterpolateValueAction;
  53838. })(BABYLON || (BABYLON = {}));
  53839. //# sourceMappingURL=babylon.interpolateValueAction.js.map
  53840. var BABYLON;
  53841. (function (BABYLON) {
  53842. var SwitchBooleanAction = /** @class */ (function (_super) {
  53843. __extends(SwitchBooleanAction, _super);
  53844. function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
  53845. var _this = _super.call(this, triggerOptions, condition) || this;
  53846. _this.propertyPath = propertyPath;
  53847. _this._target = _this._effectiveTarget = target;
  53848. return _this;
  53849. }
  53850. SwitchBooleanAction.prototype._prepare = function () {
  53851. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  53852. this._property = this._getProperty(this.propertyPath);
  53853. };
  53854. SwitchBooleanAction.prototype.execute = function () {
  53855. this._effectiveTarget[this._property] = !this._effectiveTarget[this._property];
  53856. };
  53857. SwitchBooleanAction.prototype.serialize = function (parent) {
  53858. return _super.prototype._serialize.call(this, {
  53859. name: "SwitchBooleanAction",
  53860. properties: [
  53861. BABYLON.Action._GetTargetProperty(this._target),
  53862. { name: "propertyPath", value: this.propertyPath }
  53863. ]
  53864. }, parent);
  53865. };
  53866. return SwitchBooleanAction;
  53867. }(BABYLON.Action));
  53868. BABYLON.SwitchBooleanAction = SwitchBooleanAction;
  53869. var SetStateAction = /** @class */ (function (_super) {
  53870. __extends(SetStateAction, _super);
  53871. function SetStateAction(triggerOptions, target, value, condition) {
  53872. var _this = _super.call(this, triggerOptions, condition) || this;
  53873. _this.value = value;
  53874. _this._target = target;
  53875. return _this;
  53876. }
  53877. SetStateAction.prototype.execute = function () {
  53878. this._target.state = this.value;
  53879. };
  53880. SetStateAction.prototype.serialize = function (parent) {
  53881. return _super.prototype._serialize.call(this, {
  53882. name: "SetStateAction",
  53883. properties: [
  53884. BABYLON.Action._GetTargetProperty(this._target),
  53885. { name: "value", value: this.value }
  53886. ]
  53887. }, parent);
  53888. };
  53889. return SetStateAction;
  53890. }(BABYLON.Action));
  53891. BABYLON.SetStateAction = SetStateAction;
  53892. var SetValueAction = /** @class */ (function (_super) {
  53893. __extends(SetValueAction, _super);
  53894. function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
  53895. var _this = _super.call(this, triggerOptions, condition) || this;
  53896. _this.propertyPath = propertyPath;
  53897. _this.value = value;
  53898. _this._target = _this._effectiveTarget = target;
  53899. return _this;
  53900. }
  53901. SetValueAction.prototype._prepare = function () {
  53902. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  53903. this._property = this._getProperty(this.propertyPath);
  53904. };
  53905. SetValueAction.prototype.execute = function () {
  53906. this._effectiveTarget[this._property] = this.value;
  53907. if (this._target.markAsDirty) {
  53908. this._target.markAsDirty(this._property);
  53909. }
  53910. };
  53911. SetValueAction.prototype.serialize = function (parent) {
  53912. return _super.prototype._serialize.call(this, {
  53913. name: "SetValueAction",
  53914. properties: [
  53915. BABYLON.Action._GetTargetProperty(this._target),
  53916. { name: "propertyPath", value: this.propertyPath },
  53917. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  53918. ]
  53919. }, parent);
  53920. };
  53921. return SetValueAction;
  53922. }(BABYLON.Action));
  53923. BABYLON.SetValueAction = SetValueAction;
  53924. var IncrementValueAction = /** @class */ (function (_super) {
  53925. __extends(IncrementValueAction, _super);
  53926. function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
  53927. var _this = _super.call(this, triggerOptions, condition) || this;
  53928. _this.propertyPath = propertyPath;
  53929. _this.value = value;
  53930. _this._target = _this._effectiveTarget = target;
  53931. return _this;
  53932. }
  53933. IncrementValueAction.prototype._prepare = function () {
  53934. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  53935. this._property = this._getProperty(this.propertyPath);
  53936. if (typeof this._effectiveTarget[this._property] !== "number") {
  53937. BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
  53938. }
  53939. };
  53940. IncrementValueAction.prototype.execute = function () {
  53941. this._effectiveTarget[this._property] += this.value;
  53942. if (this._target.markAsDirty) {
  53943. this._target.markAsDirty(this._property);
  53944. }
  53945. };
  53946. IncrementValueAction.prototype.serialize = function (parent) {
  53947. return _super.prototype._serialize.call(this, {
  53948. name: "IncrementValueAction",
  53949. properties: [
  53950. BABYLON.Action._GetTargetProperty(this._target),
  53951. { name: "propertyPath", value: this.propertyPath },
  53952. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  53953. ]
  53954. }, parent);
  53955. };
  53956. return IncrementValueAction;
  53957. }(BABYLON.Action));
  53958. BABYLON.IncrementValueAction = IncrementValueAction;
  53959. var PlayAnimationAction = /** @class */ (function (_super) {
  53960. __extends(PlayAnimationAction, _super);
  53961. function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
  53962. var _this = _super.call(this, triggerOptions, condition) || this;
  53963. _this.from = from;
  53964. _this.to = to;
  53965. _this.loop = loop;
  53966. _this._target = target;
  53967. return _this;
  53968. }
  53969. PlayAnimationAction.prototype._prepare = function () {
  53970. };
  53971. PlayAnimationAction.prototype.execute = function () {
  53972. var scene = this._actionManager.getScene();
  53973. scene.beginAnimation(this._target, this.from, this.to, this.loop);
  53974. };
  53975. PlayAnimationAction.prototype.serialize = function (parent) {
  53976. return _super.prototype._serialize.call(this, {
  53977. name: "PlayAnimationAction",
  53978. properties: [
  53979. BABYLON.Action._GetTargetProperty(this._target),
  53980. { name: "from", value: String(this.from) },
  53981. { name: "to", value: String(this.to) },
  53982. { name: "loop", value: BABYLON.Action._SerializeValueAsString(this.loop) || false }
  53983. ]
  53984. }, parent);
  53985. };
  53986. return PlayAnimationAction;
  53987. }(BABYLON.Action));
  53988. BABYLON.PlayAnimationAction = PlayAnimationAction;
  53989. var StopAnimationAction = /** @class */ (function (_super) {
  53990. __extends(StopAnimationAction, _super);
  53991. function StopAnimationAction(triggerOptions, target, condition) {
  53992. var _this = _super.call(this, triggerOptions, condition) || this;
  53993. _this._target = target;
  53994. return _this;
  53995. }
  53996. StopAnimationAction.prototype._prepare = function () {
  53997. };
  53998. StopAnimationAction.prototype.execute = function () {
  53999. var scene = this._actionManager.getScene();
  54000. scene.stopAnimation(this._target);
  54001. };
  54002. StopAnimationAction.prototype.serialize = function (parent) {
  54003. return _super.prototype._serialize.call(this, {
  54004. name: "StopAnimationAction",
  54005. properties: [BABYLON.Action._GetTargetProperty(this._target)]
  54006. }, parent);
  54007. };
  54008. return StopAnimationAction;
  54009. }(BABYLON.Action));
  54010. BABYLON.StopAnimationAction = StopAnimationAction;
  54011. var DoNothingAction = /** @class */ (function (_super) {
  54012. __extends(DoNothingAction, _super);
  54013. function DoNothingAction(triggerOptions, condition) {
  54014. if (triggerOptions === void 0) { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
  54015. return _super.call(this, triggerOptions, condition) || this;
  54016. }
  54017. DoNothingAction.prototype.execute = function () {
  54018. };
  54019. DoNothingAction.prototype.serialize = function (parent) {
  54020. return _super.prototype._serialize.call(this, {
  54021. name: "DoNothingAction",
  54022. properties: []
  54023. }, parent);
  54024. };
  54025. return DoNothingAction;
  54026. }(BABYLON.Action));
  54027. BABYLON.DoNothingAction = DoNothingAction;
  54028. var CombineAction = /** @class */ (function (_super) {
  54029. __extends(CombineAction, _super);
  54030. function CombineAction(triggerOptions, children, condition) {
  54031. var _this = _super.call(this, triggerOptions, condition) || this;
  54032. _this.children = children;
  54033. return _this;
  54034. }
  54035. CombineAction.prototype._prepare = function () {
  54036. for (var index = 0; index < this.children.length; index++) {
  54037. this.children[index]._actionManager = this._actionManager;
  54038. this.children[index]._prepare();
  54039. }
  54040. };
  54041. CombineAction.prototype.execute = function (evt) {
  54042. for (var index = 0; index < this.children.length; index++) {
  54043. this.children[index].execute(evt);
  54044. }
  54045. };
  54046. CombineAction.prototype.serialize = function (parent) {
  54047. var serializationObject = _super.prototype._serialize.call(this, {
  54048. name: "CombineAction",
  54049. properties: [],
  54050. combine: []
  54051. }, parent);
  54052. for (var i = 0; i < this.children.length; i++) {
  54053. serializationObject.combine.push(this.children[i].serialize(null));
  54054. }
  54055. return serializationObject;
  54056. };
  54057. return CombineAction;
  54058. }(BABYLON.Action));
  54059. BABYLON.CombineAction = CombineAction;
  54060. var ExecuteCodeAction = /** @class */ (function (_super) {
  54061. __extends(ExecuteCodeAction, _super);
  54062. function ExecuteCodeAction(triggerOptions, func, condition) {
  54063. var _this = _super.call(this, triggerOptions, condition) || this;
  54064. _this.func = func;
  54065. return _this;
  54066. }
  54067. ExecuteCodeAction.prototype.execute = function (evt) {
  54068. this.func(evt);
  54069. };
  54070. return ExecuteCodeAction;
  54071. }(BABYLON.Action));
  54072. BABYLON.ExecuteCodeAction = ExecuteCodeAction;
  54073. var SetParentAction = /** @class */ (function (_super) {
  54074. __extends(SetParentAction, _super);
  54075. function SetParentAction(triggerOptions, target, parent, condition) {
  54076. var _this = _super.call(this, triggerOptions, condition) || this;
  54077. _this._target = target;
  54078. _this._parent = parent;
  54079. return _this;
  54080. }
  54081. SetParentAction.prototype._prepare = function () {
  54082. };
  54083. SetParentAction.prototype.execute = function () {
  54084. if (this._target.parent === this._parent) {
  54085. return;
  54086. }
  54087. var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
  54088. invertParentWorldMatrix.invert();
  54089. this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
  54090. this._target.parent = this._parent;
  54091. };
  54092. SetParentAction.prototype.serialize = function (parent) {
  54093. return _super.prototype._serialize.call(this, {
  54094. name: "SetParentAction",
  54095. properties: [
  54096. BABYLON.Action._GetTargetProperty(this._target),
  54097. BABYLON.Action._GetTargetProperty(this._parent),
  54098. ]
  54099. }, parent);
  54100. };
  54101. return SetParentAction;
  54102. }(BABYLON.Action));
  54103. BABYLON.SetParentAction = SetParentAction;
  54104. var PlaySoundAction = /** @class */ (function (_super) {
  54105. __extends(PlaySoundAction, _super);
  54106. function PlaySoundAction(triggerOptions, sound, condition) {
  54107. var _this = _super.call(this, triggerOptions, condition) || this;
  54108. _this._sound = sound;
  54109. return _this;
  54110. }
  54111. PlaySoundAction.prototype._prepare = function () {
  54112. };
  54113. PlaySoundAction.prototype.execute = function () {
  54114. if (this._sound !== undefined)
  54115. this._sound.play();
  54116. };
  54117. PlaySoundAction.prototype.serialize = function (parent) {
  54118. return _super.prototype._serialize.call(this, {
  54119. name: "PlaySoundAction",
  54120. properties: [{ name: "sound", value: this._sound.name }]
  54121. }, parent);
  54122. };
  54123. return PlaySoundAction;
  54124. }(BABYLON.Action));
  54125. BABYLON.PlaySoundAction = PlaySoundAction;
  54126. var StopSoundAction = /** @class */ (function (_super) {
  54127. __extends(StopSoundAction, _super);
  54128. function StopSoundAction(triggerOptions, sound, condition) {
  54129. var _this = _super.call(this, triggerOptions, condition) || this;
  54130. _this._sound = sound;
  54131. return _this;
  54132. }
  54133. StopSoundAction.prototype._prepare = function () {
  54134. };
  54135. StopSoundAction.prototype.execute = function () {
  54136. if (this._sound !== undefined)
  54137. this._sound.stop();
  54138. };
  54139. StopSoundAction.prototype.serialize = function (parent) {
  54140. return _super.prototype._serialize.call(this, {
  54141. name: "StopSoundAction",
  54142. properties: [{ name: "sound", value: this._sound.name }]
  54143. }, parent);
  54144. };
  54145. return StopSoundAction;
  54146. }(BABYLON.Action));
  54147. BABYLON.StopSoundAction = StopSoundAction;
  54148. })(BABYLON || (BABYLON = {}));
  54149. //# sourceMappingURL=babylon.directActions.js.map
  54150. var BABYLON;
  54151. (function (BABYLON) {
  54152. var SpriteManager = /** @class */ (function () {
  54153. function SpriteManager(name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) {
  54154. if (epsilon === void 0) { epsilon = 0.01; }
  54155. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  54156. this.name = name;
  54157. this.sprites = new Array();
  54158. this.renderingGroupId = 0;
  54159. this.layerMask = 0x0FFFFFFF;
  54160. this.fogEnabled = true;
  54161. this.isPickable = false;
  54162. /**
  54163. * An event triggered when the manager is disposed.
  54164. */
  54165. this.onDisposeObservable = new BABYLON.Observable();
  54166. this._vertexBuffers = {};
  54167. this._capacity = capacity;
  54168. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
  54169. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  54170. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  54171. if (cellSize.width && cellSize.height) {
  54172. this.cellWidth = cellSize.width;
  54173. this.cellHeight = cellSize.height;
  54174. }
  54175. else if (cellSize !== undefined) {
  54176. this.cellWidth = cellSize;
  54177. this.cellHeight = cellSize;
  54178. }
  54179. else {
  54180. return;
  54181. }
  54182. this._epsilon = epsilon;
  54183. this._scene = scene;
  54184. this._scene.spriteManagers.push(this);
  54185. var indices = [];
  54186. var index = 0;
  54187. for (var count = 0; count < capacity; count++) {
  54188. indices.push(index);
  54189. indices.push(index + 1);
  54190. indices.push(index + 2);
  54191. indices.push(index);
  54192. indices.push(index + 2);
  54193. indices.push(index + 3);
  54194. index += 4;
  54195. }
  54196. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  54197. // VBO
  54198. // 16 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color r, color g, color b, color a)
  54199. this._vertexData = new Float32Array(capacity * 16 * 4);
  54200. this._buffer = new BABYLON.Buffer(scene.getEngine(), this._vertexData, true, 16);
  54201. var positions = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, 0, 4);
  54202. var options = this._buffer.createVertexBuffer("options", 4, 4);
  54203. var cellInfo = this._buffer.createVertexBuffer("cellInfo", 8, 4);
  54204. var colors = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, 12, 4);
  54205. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  54206. this._vertexBuffers["options"] = options;
  54207. this._vertexBuffers["cellInfo"] = cellInfo;
  54208. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  54209. // Effects
  54210. this._effectBase = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  54211. this._effectFog = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  54212. }
  54213. Object.defineProperty(SpriteManager.prototype, "onDispose", {
  54214. set: function (callback) {
  54215. if (this._onDisposeObserver) {
  54216. this.onDisposeObservable.remove(this._onDisposeObserver);
  54217. }
  54218. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  54219. },
  54220. enumerable: true,
  54221. configurable: true
  54222. });
  54223. Object.defineProperty(SpriteManager.prototype, "texture", {
  54224. get: function () {
  54225. return this._spriteTexture;
  54226. },
  54227. set: function (value) {
  54228. this._spriteTexture = value;
  54229. },
  54230. enumerable: true,
  54231. configurable: true
  54232. });
  54233. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  54234. var arrayOffset = index * 16;
  54235. if (offsetX === 0)
  54236. offsetX = this._epsilon;
  54237. else if (offsetX === 1)
  54238. offsetX = 1 - this._epsilon;
  54239. if (offsetY === 0)
  54240. offsetY = this._epsilon;
  54241. else if (offsetY === 1)
  54242. offsetY = 1 - this._epsilon;
  54243. this._vertexData[arrayOffset] = sprite.position.x;
  54244. this._vertexData[arrayOffset + 1] = sprite.position.y;
  54245. this._vertexData[arrayOffset + 2] = sprite.position.z;
  54246. this._vertexData[arrayOffset + 3] = sprite.angle;
  54247. this._vertexData[arrayOffset + 4] = sprite.width;
  54248. this._vertexData[arrayOffset + 5] = sprite.height;
  54249. this._vertexData[arrayOffset + 6] = offsetX;
  54250. this._vertexData[arrayOffset + 7] = offsetY;
  54251. this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;
  54252. this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;
  54253. var offset = (sprite.cellIndex / rowSize) >> 0;
  54254. this._vertexData[arrayOffset + 10] = sprite.cellIndex - offset * rowSize;
  54255. this._vertexData[arrayOffset + 11] = offset;
  54256. // Color
  54257. this._vertexData[arrayOffset + 12] = sprite.color.r;
  54258. this._vertexData[arrayOffset + 13] = sprite.color.g;
  54259. this._vertexData[arrayOffset + 14] = sprite.color.b;
  54260. this._vertexData[arrayOffset + 15] = sprite.color.a;
  54261. };
  54262. SpriteManager.prototype.intersects = function (ray, camera, predicate, fastCheck) {
  54263. var count = Math.min(this._capacity, this.sprites.length);
  54264. var min = BABYLON.Vector3.Zero();
  54265. var max = BABYLON.Vector3.Zero();
  54266. var distance = Number.MAX_VALUE;
  54267. var currentSprite = null;
  54268. var cameraSpacePosition = BABYLON.Vector3.Zero();
  54269. var cameraView = camera.getViewMatrix();
  54270. for (var index = 0; index < count; index++) {
  54271. var sprite = this.sprites[index];
  54272. if (!sprite) {
  54273. continue;
  54274. }
  54275. if (predicate) {
  54276. if (!predicate(sprite)) {
  54277. continue;
  54278. }
  54279. }
  54280. else if (!sprite.isPickable) {
  54281. continue;
  54282. }
  54283. BABYLON.Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);
  54284. min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);
  54285. max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);
  54286. if (ray.intersectsBoxMinMax(min, max)) {
  54287. var currentDistance = BABYLON.Vector3.Distance(cameraSpacePosition, ray.origin);
  54288. if (distance > currentDistance) {
  54289. distance = currentDistance;
  54290. currentSprite = sprite;
  54291. if (fastCheck) {
  54292. break;
  54293. }
  54294. }
  54295. }
  54296. }
  54297. if (currentSprite) {
  54298. var result = new BABYLON.PickingInfo();
  54299. result.hit = true;
  54300. result.pickedSprite = currentSprite;
  54301. result.distance = distance;
  54302. return result;
  54303. }
  54304. return null;
  54305. };
  54306. SpriteManager.prototype.render = function () {
  54307. // Check
  54308. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady())
  54309. return;
  54310. var engine = this._scene.getEngine();
  54311. var baseSize = this._spriteTexture.getBaseSize();
  54312. // Sprites
  54313. var deltaTime = engine.getDeltaTime();
  54314. var max = Math.min(this._capacity, this.sprites.length);
  54315. var rowSize = baseSize.width / this.cellWidth;
  54316. var offset = 0;
  54317. for (var index = 0; index < max; index++) {
  54318. var sprite = this.sprites[index];
  54319. if (!sprite) {
  54320. continue;
  54321. }
  54322. sprite._animate(deltaTime);
  54323. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  54324. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  54325. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  54326. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  54327. }
  54328. this._buffer.update(this._vertexData);
  54329. // Render
  54330. var effect = this._effectBase;
  54331. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  54332. effect = this._effectFog;
  54333. }
  54334. engine.enableEffect(effect);
  54335. var viewMatrix = this._scene.getViewMatrix();
  54336. effect.setTexture("diffuseSampler", this._spriteTexture);
  54337. effect.setMatrix("view", viewMatrix);
  54338. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  54339. effect.setFloat2("textureInfos", this.cellWidth / baseSize.width, this.cellHeight / baseSize.height);
  54340. // Fog
  54341. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  54342. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  54343. effect.setColor3("vFogColor", this._scene.fogColor);
  54344. }
  54345. // VBOs
  54346. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  54347. // Draw order
  54348. engine.setDepthFunctionToLessOrEqual();
  54349. effect.setBool("alphaTest", true);
  54350. engine.setColorWrite(false);
  54351. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, max * 6);
  54352. engine.setColorWrite(true);
  54353. effect.setBool("alphaTest", false);
  54354. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  54355. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, max * 6);
  54356. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  54357. };
  54358. SpriteManager.prototype.dispose = function () {
  54359. if (this._buffer) {
  54360. this._buffer.dispose();
  54361. this._buffer = null;
  54362. }
  54363. if (this._indexBuffer) {
  54364. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  54365. this._indexBuffer = null;
  54366. }
  54367. if (this._spriteTexture) {
  54368. this._spriteTexture.dispose();
  54369. this._spriteTexture = null;
  54370. }
  54371. // Remove from scene
  54372. var index = this._scene.spriteManagers.indexOf(this);
  54373. this._scene.spriteManagers.splice(index, 1);
  54374. // Callback
  54375. this.onDisposeObservable.notifyObservers(this);
  54376. this.onDisposeObservable.clear();
  54377. };
  54378. return SpriteManager;
  54379. }());
  54380. BABYLON.SpriteManager = SpriteManager;
  54381. })(BABYLON || (BABYLON = {}));
  54382. //# sourceMappingURL=babylon.spriteManager.js.map
  54383. var BABYLON;
  54384. (function (BABYLON) {
  54385. var Sprite = /** @class */ (function () {
  54386. function Sprite(name, manager) {
  54387. this.name = name;
  54388. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  54389. this.width = 1.0;
  54390. this.height = 1.0;
  54391. this.angle = 0;
  54392. this.cellIndex = 0;
  54393. this.invertU = 0;
  54394. this.invertV = 0;
  54395. this.animations = new Array();
  54396. this.isPickable = false;
  54397. this._animationStarted = false;
  54398. this._loopAnimation = false;
  54399. this._fromIndex = 0;
  54400. this._toIndex = 0;
  54401. this._delay = 0;
  54402. this._direction = 1;
  54403. this._time = 0;
  54404. this._manager = manager;
  54405. this._manager.sprites.push(this);
  54406. this.position = BABYLON.Vector3.Zero();
  54407. }
  54408. Object.defineProperty(Sprite.prototype, "size", {
  54409. get: function () {
  54410. return this.width;
  54411. },
  54412. set: function (value) {
  54413. this.width = value;
  54414. this.height = value;
  54415. },
  54416. enumerable: true,
  54417. configurable: true
  54418. });
  54419. Sprite.prototype.playAnimation = function (from, to, loop, delay, onAnimationEnd) {
  54420. this._fromIndex = from;
  54421. this._toIndex = to;
  54422. this._loopAnimation = loop;
  54423. this._delay = delay;
  54424. this._animationStarted = true;
  54425. this._direction = from < to ? 1 : -1;
  54426. this.cellIndex = from;
  54427. this._time = 0;
  54428. this._onAnimationEnd = onAnimationEnd;
  54429. };
  54430. Sprite.prototype.stopAnimation = function () {
  54431. this._animationStarted = false;
  54432. };
  54433. Sprite.prototype._animate = function (deltaTime) {
  54434. if (!this._animationStarted)
  54435. return;
  54436. this._time += deltaTime;
  54437. if (this._time > this._delay) {
  54438. this._time = this._time % this._delay;
  54439. this.cellIndex += this._direction;
  54440. if (this.cellIndex > this._toIndex) {
  54441. if (this._loopAnimation) {
  54442. this.cellIndex = this._fromIndex;
  54443. }
  54444. else {
  54445. this.cellIndex = this._toIndex;
  54446. this._animationStarted = false;
  54447. if (this._onAnimationEnd) {
  54448. this._onAnimationEnd();
  54449. }
  54450. if (this.disposeWhenFinishedAnimating) {
  54451. this.dispose();
  54452. }
  54453. }
  54454. }
  54455. }
  54456. };
  54457. Sprite.prototype.dispose = function () {
  54458. for (var i = 0; i < this._manager.sprites.length; i++) {
  54459. if (this._manager.sprites[i] == this) {
  54460. this._manager.sprites.splice(i, 1);
  54461. }
  54462. }
  54463. };
  54464. return Sprite;
  54465. }());
  54466. BABYLON.Sprite = Sprite;
  54467. })(BABYLON || (BABYLON = {}));
  54468. //# sourceMappingURL=babylon.sprite.js.map
  54469. var BABYLON;
  54470. (function (BABYLON) {
  54471. var IntersectionInfo = /** @class */ (function () {
  54472. function IntersectionInfo(bu, bv, distance) {
  54473. this.bu = bu;
  54474. this.bv = bv;
  54475. this.distance = distance;
  54476. this.faceId = 0;
  54477. this.subMeshId = 0;
  54478. }
  54479. return IntersectionInfo;
  54480. }());
  54481. BABYLON.IntersectionInfo = IntersectionInfo;
  54482. var PickingInfo = /** @class */ (function () {
  54483. function PickingInfo() {
  54484. this.hit = false;
  54485. this.distance = 0;
  54486. this.pickedPoint = null;
  54487. this.pickedMesh = null;
  54488. this.bu = 0;
  54489. this.bv = 0;
  54490. this.faceId = -1;
  54491. this.subMeshId = 0;
  54492. this.pickedSprite = null;
  54493. }
  54494. // Methods
  54495. PickingInfo.prototype.getNormal = function (useWorldCoordinates, useVerticesNormals) {
  54496. if (useWorldCoordinates === void 0) { useWorldCoordinates = false; }
  54497. if (useVerticesNormals === void 0) { useVerticesNormals = true; }
  54498. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  54499. return null;
  54500. }
  54501. var indices = this.pickedMesh.getIndices();
  54502. if (!indices) {
  54503. return null;
  54504. }
  54505. var result;
  54506. if (useVerticesNormals) {
  54507. var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  54508. var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
  54509. var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
  54510. var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
  54511. normal0 = normal0.scale(this.bu);
  54512. normal1 = normal1.scale(this.bv);
  54513. normal2 = normal2.scale(1.0 - this.bu - this.bv);
  54514. result = new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
  54515. }
  54516. else {
  54517. var positions = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  54518. var vertex1 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3] * 3);
  54519. var vertex2 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);
  54520. var vertex3 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);
  54521. var p1p2 = vertex1.subtract(vertex2);
  54522. var p3p2 = vertex3.subtract(vertex2);
  54523. result = BABYLON.Vector3.Cross(p1p2, p3p2);
  54524. }
  54525. if (useWorldCoordinates) {
  54526. result = BABYLON.Vector3.TransformNormal(result, this.pickedMesh.getWorldMatrix());
  54527. }
  54528. return BABYLON.Vector3.Normalize(result);
  54529. };
  54530. PickingInfo.prototype.getTextureCoordinates = function () {
  54531. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  54532. return null;
  54533. }
  54534. var indices = this.pickedMesh.getIndices();
  54535. if (!indices) {
  54536. return null;
  54537. }
  54538. var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  54539. if (!uvs) {
  54540. return null;
  54541. }
  54542. var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
  54543. var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
  54544. var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
  54545. uv0 = uv0.scale(1.0 - this.bu - this.bv);
  54546. uv1 = uv1.scale(this.bu);
  54547. uv2 = uv2.scale(this.bv);
  54548. return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
  54549. };
  54550. return PickingInfo;
  54551. }());
  54552. BABYLON.PickingInfo = PickingInfo;
  54553. })(BABYLON || (BABYLON = {}));
  54554. //# sourceMappingURL=babylon.pickingInfo.js.map
  54555. var BABYLON;
  54556. (function (BABYLON) {
  54557. var Ray = /** @class */ (function () {
  54558. function Ray(origin, direction, length) {
  54559. if (length === void 0) { length = Number.MAX_VALUE; }
  54560. this.origin = origin;
  54561. this.direction = direction;
  54562. this.length = length;
  54563. }
  54564. // Methods
  54565. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum) {
  54566. var d = 0.0;
  54567. var maxValue = Number.MAX_VALUE;
  54568. var inv;
  54569. var min;
  54570. var max;
  54571. var temp;
  54572. if (Math.abs(this.direction.x) < 0.0000001) {
  54573. if (this.origin.x < minimum.x || this.origin.x > maximum.x) {
  54574. return false;
  54575. }
  54576. }
  54577. else {
  54578. inv = 1.0 / this.direction.x;
  54579. min = (minimum.x - this.origin.x) * inv;
  54580. max = (maximum.x - this.origin.x) * inv;
  54581. if (max === -Infinity) {
  54582. max = Infinity;
  54583. }
  54584. if (min > max) {
  54585. temp = min;
  54586. min = max;
  54587. max = temp;
  54588. }
  54589. d = Math.max(min, d);
  54590. maxValue = Math.min(max, maxValue);
  54591. if (d > maxValue) {
  54592. return false;
  54593. }
  54594. }
  54595. if (Math.abs(this.direction.y) < 0.0000001) {
  54596. if (this.origin.y < minimum.y || this.origin.y > maximum.y) {
  54597. return false;
  54598. }
  54599. }
  54600. else {
  54601. inv = 1.0 / this.direction.y;
  54602. min = (minimum.y - this.origin.y) * inv;
  54603. max = (maximum.y - this.origin.y) * inv;
  54604. if (max === -Infinity) {
  54605. max = Infinity;
  54606. }
  54607. if (min > max) {
  54608. temp = min;
  54609. min = max;
  54610. max = temp;
  54611. }
  54612. d = Math.max(min, d);
  54613. maxValue = Math.min(max, maxValue);
  54614. if (d > maxValue) {
  54615. return false;
  54616. }
  54617. }
  54618. if (Math.abs(this.direction.z) < 0.0000001) {
  54619. if (this.origin.z < minimum.z || this.origin.z > maximum.z) {
  54620. return false;
  54621. }
  54622. }
  54623. else {
  54624. inv = 1.0 / this.direction.z;
  54625. min = (minimum.z - this.origin.z) * inv;
  54626. max = (maximum.z - this.origin.z) * inv;
  54627. if (max === -Infinity) {
  54628. max = Infinity;
  54629. }
  54630. if (min > max) {
  54631. temp = min;
  54632. min = max;
  54633. max = temp;
  54634. }
  54635. d = Math.max(min, d);
  54636. maxValue = Math.min(max, maxValue);
  54637. if (d > maxValue) {
  54638. return false;
  54639. }
  54640. }
  54641. return true;
  54642. };
  54643. Ray.prototype.intersectsBox = function (box) {
  54644. return this.intersectsBoxMinMax(box.minimum, box.maximum);
  54645. };
  54646. Ray.prototype.intersectsSphere = function (sphere) {
  54647. var x = sphere.center.x - this.origin.x;
  54648. var y = sphere.center.y - this.origin.y;
  54649. var z = sphere.center.z - this.origin.z;
  54650. var pyth = (x * x) + (y * y) + (z * z);
  54651. var rr = sphere.radius * sphere.radius;
  54652. if (pyth <= rr) {
  54653. return true;
  54654. }
  54655. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  54656. if (dot < 0.0) {
  54657. return false;
  54658. }
  54659. var temp = pyth - (dot * dot);
  54660. return temp <= rr;
  54661. };
  54662. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  54663. if (!this._edge1) {
  54664. this._edge1 = BABYLON.Vector3.Zero();
  54665. this._edge2 = BABYLON.Vector3.Zero();
  54666. this._pvec = BABYLON.Vector3.Zero();
  54667. this._tvec = BABYLON.Vector3.Zero();
  54668. this._qvec = BABYLON.Vector3.Zero();
  54669. }
  54670. vertex1.subtractToRef(vertex0, this._edge1);
  54671. vertex2.subtractToRef(vertex0, this._edge2);
  54672. BABYLON.Vector3.CrossToRef(this.direction, this._edge2, this._pvec);
  54673. var det = BABYLON.Vector3.Dot(this._edge1, this._pvec);
  54674. if (det === 0) {
  54675. return null;
  54676. }
  54677. var invdet = 1 / det;
  54678. this.origin.subtractToRef(vertex0, this._tvec);
  54679. var bu = BABYLON.Vector3.Dot(this._tvec, this._pvec) * invdet;
  54680. if (bu < 0 || bu > 1.0) {
  54681. return null;
  54682. }
  54683. BABYLON.Vector3.CrossToRef(this._tvec, this._edge1, this._qvec);
  54684. var bv = BABYLON.Vector3.Dot(this.direction, this._qvec) * invdet;
  54685. if (bv < 0 || bu + bv > 1.0) {
  54686. return null;
  54687. }
  54688. //check if the distance is longer than the predefined length.
  54689. var distance = BABYLON.Vector3.Dot(this._edge2, this._qvec) * invdet;
  54690. if (distance > this.length) {
  54691. return null;
  54692. }
  54693. return new BABYLON.IntersectionInfo(bu, bv, distance);
  54694. };
  54695. Ray.prototype.intersectsPlane = function (plane) {
  54696. var distance;
  54697. var result1 = BABYLON.Vector3.Dot(plane.normal, this.direction);
  54698. if (Math.abs(result1) < 9.99999997475243E-07) {
  54699. return null;
  54700. }
  54701. else {
  54702. var result2 = BABYLON.Vector3.Dot(plane.normal, this.origin);
  54703. distance = (-plane.d - result2) / result1;
  54704. if (distance < 0.0) {
  54705. if (distance < -9.99999997475243E-07) {
  54706. return null;
  54707. }
  54708. else {
  54709. return 0;
  54710. }
  54711. }
  54712. return distance;
  54713. }
  54714. };
  54715. Ray.prototype.intersectsMesh = function (mesh, fastCheck) {
  54716. var tm = BABYLON.Tmp.Matrix[0];
  54717. mesh.getWorldMatrix().invertToRef(tm);
  54718. if (this._tmpRay) {
  54719. Ray.TransformToRef(this, tm, this._tmpRay);
  54720. }
  54721. else {
  54722. this._tmpRay = Ray.Transform(this, tm);
  54723. }
  54724. return mesh.intersects(this._tmpRay, fastCheck);
  54725. };
  54726. Ray.prototype.intersectsMeshes = function (meshes, fastCheck, results) {
  54727. if (results) {
  54728. results.length = 0;
  54729. }
  54730. else {
  54731. results = [];
  54732. }
  54733. for (var i = 0; i < meshes.length; i++) {
  54734. var pickInfo = this.intersectsMesh(meshes[i], fastCheck);
  54735. if (pickInfo.hit) {
  54736. results.push(pickInfo);
  54737. }
  54738. }
  54739. results.sort(this._comparePickingInfo);
  54740. return results;
  54741. };
  54742. Ray.prototype._comparePickingInfo = function (pickingInfoA, pickingInfoB) {
  54743. if (pickingInfoA.distance < pickingInfoB.distance) {
  54744. return -1;
  54745. }
  54746. else if (pickingInfoA.distance > pickingInfoB.distance) {
  54747. return 1;
  54748. }
  54749. else {
  54750. return 0;
  54751. }
  54752. };
  54753. /**
  54754. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  54755. * @param sega the first point of the segment to test the intersection against
  54756. * @param segb the second point of the segment to test the intersection against
  54757. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  54758. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  54759. */
  54760. Ray.prototype.intersectionSegment = function (sega, segb, threshold) {
  54761. var rsegb = this.origin.add(this.direction.multiplyByFloats(Ray.rayl, Ray.rayl, Ray.rayl));
  54762. var u = segb.subtract(sega);
  54763. var v = rsegb.subtract(this.origin);
  54764. var w = sega.subtract(this.origin);
  54765. var a = BABYLON.Vector3.Dot(u, u); // always >= 0
  54766. var b = BABYLON.Vector3.Dot(u, v);
  54767. var c = BABYLON.Vector3.Dot(v, v); // always >= 0
  54768. var d = BABYLON.Vector3.Dot(u, w);
  54769. var e = BABYLON.Vector3.Dot(v, w);
  54770. var D = a * c - b * b; // always >= 0
  54771. var sc, sN, sD = D; // sc = sN / sD, default sD = D >= 0
  54772. var tc, tN, tD = D; // tc = tN / tD, default tD = D >= 0
  54773. // compute the line parameters of the two closest points
  54774. if (D < Ray.smallnum) { // the lines are almost parallel
  54775. sN = 0.0; // force using point P0 on segment S1
  54776. sD = 1.0; // to prevent possible division by 0.0 later
  54777. tN = e;
  54778. tD = c;
  54779. }
  54780. else { // get the closest points on the infinite lines
  54781. sN = (b * e - c * d);
  54782. tN = (a * e - b * d);
  54783. if (sN < 0.0) { // sc < 0 => the s=0 edge is visible
  54784. sN = 0.0;
  54785. tN = e;
  54786. tD = c;
  54787. }
  54788. else if (sN > sD) { // sc > 1 => the s=1 edge is visible
  54789. sN = sD;
  54790. tN = e + b;
  54791. tD = c;
  54792. }
  54793. }
  54794. if (tN < 0.0) { // tc < 0 => the t=0 edge is visible
  54795. tN = 0.0;
  54796. // recompute sc for this edge
  54797. if (-d < 0.0) {
  54798. sN = 0.0;
  54799. }
  54800. else if (-d > a)
  54801. sN = sD;
  54802. else {
  54803. sN = -d;
  54804. sD = a;
  54805. }
  54806. }
  54807. else if (tN > tD) { // tc > 1 => the t=1 edge is visible
  54808. tN = tD;
  54809. // recompute sc for this edge
  54810. if ((-d + b) < 0.0) {
  54811. sN = 0;
  54812. }
  54813. else if ((-d + b) > a) {
  54814. sN = sD;
  54815. }
  54816. else {
  54817. sN = (-d + b);
  54818. sD = a;
  54819. }
  54820. }
  54821. // finally do the division to get sc and tc
  54822. sc = (Math.abs(sN) < Ray.smallnum ? 0.0 : sN / sD);
  54823. tc = (Math.abs(tN) < Ray.smallnum ? 0.0 : tN / tD);
  54824. // get the difference of the two closest points
  54825. var qtc = v.multiplyByFloats(tc, tc, tc);
  54826. var dP = w.add(u.multiplyByFloats(sc, sc, sc)).subtract(qtc); // = S1(sc) - S2(tc)
  54827. var isIntersected = (tc > 0) && (tc <= this.length) && (dP.lengthSquared() < (threshold * threshold)); // return intersection result
  54828. if (isIntersected) {
  54829. return qtc.length();
  54830. }
  54831. return -1;
  54832. };
  54833. Ray.prototype.update = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  54834. BABYLON.Vector3.UnprojectFloatsToRef(x, y, 0, viewportWidth, viewportHeight, world, view, projection, this.origin);
  54835. BABYLON.Vector3.UnprojectFloatsToRef(x, y, 1, viewportWidth, viewportHeight, world, view, projection, BABYLON.Tmp.Vector3[0]);
  54836. BABYLON.Tmp.Vector3[0].subtractToRef(this.origin, this.direction);
  54837. this.direction.normalize();
  54838. return this;
  54839. };
  54840. // Statics
  54841. Ray.Zero = function () {
  54842. return new Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero());
  54843. };
  54844. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  54845. var result = Ray.Zero();
  54846. return result.update(x, y, viewportWidth, viewportHeight, world, view, projection);
  54847. };
  54848. /**
  54849. * 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
  54850. * transformed to the given world matrix.
  54851. * @param origin The origin point
  54852. * @param end The end point
  54853. * @param world a matrix to transform the ray to. Default is the identity matrix.
  54854. */
  54855. Ray.CreateNewFromTo = function (origin, end, world) {
  54856. if (world === void 0) { world = BABYLON.Matrix.Identity(); }
  54857. var direction = end.subtract(origin);
  54858. var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));
  54859. direction.normalize();
  54860. return Ray.Transform(new Ray(origin, direction, length), world);
  54861. };
  54862. Ray.Transform = function (ray, matrix) {
  54863. var result = new Ray(new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, 0));
  54864. Ray.TransformToRef(ray, matrix, result);
  54865. return result;
  54866. };
  54867. Ray.TransformToRef = function (ray, matrix, result) {
  54868. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, matrix, result.origin);
  54869. BABYLON.Vector3.TransformNormalToRef(ray.direction, matrix, result.direction);
  54870. result.length = ray.length;
  54871. var dir = result.direction;
  54872. var len = dir.length();
  54873. if (!(len === 0 || len === 1)) {
  54874. var num = 1.0 / len;
  54875. dir.x *= num;
  54876. dir.y *= num;
  54877. dir.z *= num;
  54878. result.length *= len;
  54879. }
  54880. };
  54881. Ray.smallnum = 0.00000001;
  54882. Ray.rayl = 10e8;
  54883. return Ray;
  54884. }());
  54885. BABYLON.Ray = Ray;
  54886. })(BABYLON || (BABYLON = {}));
  54887. //# sourceMappingURL=babylon.ray.js.map
  54888. var BABYLON;
  54889. (function (BABYLON) {
  54890. var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
  54891. if (boxMin.x > sphereCenter.x + sphereRadius)
  54892. return false;
  54893. if (sphereCenter.x - sphereRadius > boxMax.x)
  54894. return false;
  54895. if (boxMin.y > sphereCenter.y + sphereRadius)
  54896. return false;
  54897. if (sphereCenter.y - sphereRadius > boxMax.y)
  54898. return false;
  54899. if (boxMin.z > sphereCenter.z + sphereRadius)
  54900. return false;
  54901. if (sphereCenter.z - sphereRadius > boxMax.z)
  54902. return false;
  54903. return true;
  54904. };
  54905. var getLowestRoot = (function () {
  54906. var result = { root: 0, found: false };
  54907. return function (a, b, c, maxR) {
  54908. result.root = 0;
  54909. result.found = false;
  54910. var determinant = b * b - 4.0 * a * c;
  54911. if (determinant < 0)
  54912. return result;
  54913. var sqrtD = Math.sqrt(determinant);
  54914. var r1 = (-b - sqrtD) / (2.0 * a);
  54915. var r2 = (-b + sqrtD) / (2.0 * a);
  54916. if (r1 > r2) {
  54917. var temp = r2;
  54918. r2 = r1;
  54919. r1 = temp;
  54920. }
  54921. if (r1 > 0 && r1 < maxR) {
  54922. result.root = r1;
  54923. result.found = true;
  54924. return result;
  54925. }
  54926. if (r2 > 0 && r2 < maxR) {
  54927. result.root = r2;
  54928. result.found = true;
  54929. return result;
  54930. }
  54931. return result;
  54932. };
  54933. })();
  54934. var Collider = /** @class */ (function () {
  54935. function Collider() {
  54936. this._collisionPoint = BABYLON.Vector3.Zero();
  54937. this._planeIntersectionPoint = BABYLON.Vector3.Zero();
  54938. this._tempVector = BABYLON.Vector3.Zero();
  54939. this._tempVector2 = BABYLON.Vector3.Zero();
  54940. this._tempVector3 = BABYLON.Vector3.Zero();
  54941. this._tempVector4 = BABYLON.Vector3.Zero();
  54942. this._edge = BABYLON.Vector3.Zero();
  54943. this._baseToVertex = BABYLON.Vector3.Zero();
  54944. this._destinationPoint = BABYLON.Vector3.Zero();
  54945. this._slidePlaneNormal = BABYLON.Vector3.Zero();
  54946. this._displacementVector = BABYLON.Vector3.Zero();
  54947. this._radius = BABYLON.Vector3.One();
  54948. this._retry = 0;
  54949. this._basePointWorld = BABYLON.Vector3.Zero();
  54950. this._velocityWorld = BABYLON.Vector3.Zero();
  54951. this._normalizedVelocity = BABYLON.Vector3.Zero();
  54952. this._collisionMask = -1;
  54953. }
  54954. Object.defineProperty(Collider.prototype, "collisionMask", {
  54955. get: function () {
  54956. return this._collisionMask;
  54957. },
  54958. set: function (mask) {
  54959. this._collisionMask = !isNaN(mask) ? mask : -1;
  54960. },
  54961. enumerable: true,
  54962. configurable: true
  54963. });
  54964. Object.defineProperty(Collider.prototype, "slidePlaneNormal", {
  54965. /**
  54966. * Gets the plane normal used to compute the sliding response (in local space)
  54967. */
  54968. get: function () {
  54969. return this._slidePlaneNormal;
  54970. },
  54971. enumerable: true,
  54972. configurable: true
  54973. });
  54974. // Methods
  54975. Collider.prototype._initialize = function (source, dir, e) {
  54976. this._velocity = dir;
  54977. BABYLON.Vector3.NormalizeToRef(dir, this._normalizedVelocity);
  54978. this._basePoint = source;
  54979. source.multiplyToRef(this._radius, this._basePointWorld);
  54980. dir.multiplyToRef(this._radius, this._velocityWorld);
  54981. this._velocityWorldLength = this._velocityWorld.length();
  54982. this._epsilon = e;
  54983. this.collisionFound = false;
  54984. };
  54985. Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
  54986. pa.subtractToRef(point, this._tempVector);
  54987. pb.subtractToRef(point, this._tempVector2);
  54988. BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
  54989. var d = BABYLON.Vector3.Dot(this._tempVector4, n);
  54990. if (d < 0)
  54991. return false;
  54992. pc.subtractToRef(point, this._tempVector3);
  54993. BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
  54994. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  54995. if (d < 0)
  54996. return false;
  54997. BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
  54998. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  54999. return d >= 0;
  55000. };
  55001. Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
  55002. var distance = BABYLON.Vector3.Distance(this._basePointWorld, sphereCenter);
  55003. var max = Math.max(this._radius.x, this._radius.y, this._radius.z);
  55004. if (distance > this._velocityWorldLength + max + sphereRadius) {
  55005. return false;
  55006. }
  55007. if (!intersectBoxAASphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max))
  55008. return false;
  55009. return true;
  55010. };
  55011. Collider.prototype._testTriangle = function (faceIndex, trianglePlaneArray, p1, p2, p3, hasMaterial) {
  55012. var t0;
  55013. var embeddedInPlane = false;
  55014. //defensive programming, actually not needed.
  55015. if (!trianglePlaneArray) {
  55016. trianglePlaneArray = [];
  55017. }
  55018. if (!trianglePlaneArray[faceIndex]) {
  55019. trianglePlaneArray[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
  55020. trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);
  55021. }
  55022. var trianglePlane = trianglePlaneArray[faceIndex];
  55023. if ((!hasMaterial) && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0))
  55024. return;
  55025. var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);
  55026. var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this._velocity);
  55027. if (normalDotVelocity == 0) {
  55028. if (Math.abs(signedDistToTrianglePlane) >= 1.0)
  55029. return;
  55030. embeddedInPlane = true;
  55031. t0 = 0;
  55032. }
  55033. else {
  55034. t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  55035. var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  55036. if (t0 > t1) {
  55037. var temp = t1;
  55038. t1 = t0;
  55039. t0 = temp;
  55040. }
  55041. if (t0 > 1.0 || t1 < 0.0)
  55042. return;
  55043. if (t0 < 0)
  55044. t0 = 0;
  55045. if (t0 > 1.0)
  55046. t0 = 1.0;
  55047. }
  55048. this._collisionPoint.copyFromFloats(0, 0, 0);
  55049. var found = false;
  55050. var t = 1.0;
  55051. if (!embeddedInPlane) {
  55052. this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
  55053. this._velocity.scaleToRef(t0, this._tempVector);
  55054. this._planeIntersectionPoint.addInPlace(this._tempVector);
  55055. if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
  55056. found = true;
  55057. t = t0;
  55058. this._collisionPoint.copyFrom(this._planeIntersectionPoint);
  55059. }
  55060. }
  55061. if (!found) {
  55062. var velocitySquaredLength = this._velocity.lengthSquared();
  55063. var a = velocitySquaredLength;
  55064. this._basePoint.subtractToRef(p1, this._tempVector);
  55065. var b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  55066. var c = this._tempVector.lengthSquared() - 1.0;
  55067. var lowestRoot = getLowestRoot(a, b, c, t);
  55068. if (lowestRoot.found) {
  55069. t = lowestRoot.root;
  55070. found = true;
  55071. this._collisionPoint.copyFrom(p1);
  55072. }
  55073. this._basePoint.subtractToRef(p2, this._tempVector);
  55074. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  55075. c = this._tempVector.lengthSquared() - 1.0;
  55076. lowestRoot = getLowestRoot(a, b, c, t);
  55077. if (lowestRoot.found) {
  55078. t = lowestRoot.root;
  55079. found = true;
  55080. this._collisionPoint.copyFrom(p2);
  55081. }
  55082. this._basePoint.subtractToRef(p3, this._tempVector);
  55083. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  55084. c = this._tempVector.lengthSquared() - 1.0;
  55085. lowestRoot = getLowestRoot(a, b, c, t);
  55086. if (lowestRoot.found) {
  55087. t = lowestRoot.root;
  55088. found = true;
  55089. this._collisionPoint.copyFrom(p3);
  55090. }
  55091. p2.subtractToRef(p1, this._edge);
  55092. p1.subtractToRef(this._basePoint, this._baseToVertex);
  55093. var edgeSquaredLength = this._edge.lengthSquared();
  55094. var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  55095. var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  55096. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  55097. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  55098. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  55099. lowestRoot = getLowestRoot(a, b, c, t);
  55100. if (lowestRoot.found) {
  55101. var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  55102. if (f >= 0.0 && f <= 1.0) {
  55103. t = lowestRoot.root;
  55104. found = true;
  55105. this._edge.scaleInPlace(f);
  55106. p1.addToRef(this._edge, this._collisionPoint);
  55107. }
  55108. }
  55109. p3.subtractToRef(p2, this._edge);
  55110. p2.subtractToRef(this._basePoint, this._baseToVertex);
  55111. edgeSquaredLength = this._edge.lengthSquared();
  55112. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  55113. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  55114. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  55115. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  55116. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  55117. lowestRoot = getLowestRoot(a, b, c, t);
  55118. if (lowestRoot.found) {
  55119. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  55120. if (f >= 0.0 && f <= 1.0) {
  55121. t = lowestRoot.root;
  55122. found = true;
  55123. this._edge.scaleInPlace(f);
  55124. p2.addToRef(this._edge, this._collisionPoint);
  55125. }
  55126. }
  55127. p1.subtractToRef(p3, this._edge);
  55128. p3.subtractToRef(this._basePoint, this._baseToVertex);
  55129. edgeSquaredLength = this._edge.lengthSquared();
  55130. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  55131. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  55132. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  55133. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  55134. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  55135. lowestRoot = getLowestRoot(a, b, c, t);
  55136. if (lowestRoot.found) {
  55137. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  55138. if (f >= 0.0 && f <= 1.0) {
  55139. t = lowestRoot.root;
  55140. found = true;
  55141. this._edge.scaleInPlace(f);
  55142. p3.addToRef(this._edge, this._collisionPoint);
  55143. }
  55144. }
  55145. }
  55146. if (found) {
  55147. var distToCollision = t * this._velocity.length();
  55148. if (!this.collisionFound || distToCollision < this._nearestDistance) {
  55149. if (!this.intersectionPoint) {
  55150. this.intersectionPoint = this._collisionPoint.clone();
  55151. }
  55152. else {
  55153. this.intersectionPoint.copyFrom(this._collisionPoint);
  55154. }
  55155. this._nearestDistance = distToCollision;
  55156. this.collisionFound = true;
  55157. }
  55158. }
  55159. };
  55160. Collider.prototype._collide = function (trianglePlaneArray, pts, indices, indexStart, indexEnd, decal, hasMaterial) {
  55161. for (var i = indexStart; i < indexEnd; i += 3) {
  55162. var p1 = pts[indices[i] - decal];
  55163. var p2 = pts[indices[i + 1] - decal];
  55164. var p3 = pts[indices[i + 2] - decal];
  55165. this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial);
  55166. }
  55167. };
  55168. Collider.prototype._getResponse = function (pos, vel) {
  55169. pos.addToRef(vel, this._destinationPoint);
  55170. vel.scaleInPlace((this._nearestDistance / vel.length()));
  55171. this._basePoint.addToRef(vel, pos);
  55172. pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
  55173. this._slidePlaneNormal.normalize();
  55174. this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);
  55175. pos.addInPlace(this._displacementVector);
  55176. this.intersectionPoint.addInPlace(this._displacementVector);
  55177. this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
  55178. this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
  55179. this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
  55180. };
  55181. return Collider;
  55182. }());
  55183. BABYLON.Collider = Collider;
  55184. })(BABYLON || (BABYLON = {}));
  55185. //# sourceMappingURL=babylon.collider.js.map
  55186. var BABYLON;
  55187. (function (BABYLON) {
  55188. //WebWorker code will be inserted to this variable.
  55189. BABYLON.CollisionWorker = "";
  55190. /** Defines supported task for worker process */
  55191. var WorkerTaskType;
  55192. (function (WorkerTaskType) {
  55193. /** Initialization */
  55194. WorkerTaskType[WorkerTaskType["INIT"] = 0] = "INIT";
  55195. /** Update of geometry */
  55196. WorkerTaskType[WorkerTaskType["UPDATE"] = 1] = "UPDATE";
  55197. /** Evaluate collision */
  55198. WorkerTaskType[WorkerTaskType["COLLIDE"] = 2] = "COLLIDE";
  55199. })(WorkerTaskType = BABYLON.WorkerTaskType || (BABYLON.WorkerTaskType = {}));
  55200. /** Defines kind of replies returned by worker */
  55201. var WorkerReplyType;
  55202. (function (WorkerReplyType) {
  55203. /** Success */
  55204. WorkerReplyType[WorkerReplyType["SUCCESS"] = 0] = "SUCCESS";
  55205. /** Unkown error */
  55206. WorkerReplyType[WorkerReplyType["UNKNOWN_ERROR"] = 1] = "UNKNOWN_ERROR";
  55207. })(WorkerReplyType = BABYLON.WorkerReplyType || (BABYLON.WorkerReplyType = {}));
  55208. var CollisionCoordinatorWorker = /** @class */ (function () {
  55209. function CollisionCoordinatorWorker() {
  55210. var _this = this;
  55211. this._scaledPosition = BABYLON.Vector3.Zero();
  55212. this._scaledVelocity = BABYLON.Vector3.Zero();
  55213. this.onMeshUpdated = function (transformNode) {
  55214. _this._addUpdateMeshesList[transformNode.uniqueId] = CollisionCoordinatorWorker.SerializeMesh(transformNode);
  55215. };
  55216. this.onGeometryUpdated = function (geometry) {
  55217. _this._addUpdateGeometriesList[geometry.id] = CollisionCoordinatorWorker.SerializeGeometry(geometry);
  55218. };
  55219. this._afterRender = function () {
  55220. if (!_this._init)
  55221. return;
  55222. if (_this._toRemoveGeometryArray.length == 0 && _this._toRemoveMeshesArray.length == 0 && Object.keys(_this._addUpdateGeometriesList).length == 0 && Object.keys(_this._addUpdateMeshesList).length == 0) {
  55223. return;
  55224. }
  55225. //5 concurrent updates were sent to the web worker and were not yet processed. Abort next update.
  55226. //TODO make sure update runs as fast as possible to be able to update 60 FPS.
  55227. if (_this._runningUpdated > 4) {
  55228. return;
  55229. }
  55230. ++_this._runningUpdated;
  55231. var payload = {
  55232. updatedMeshes: _this._addUpdateMeshesList,
  55233. updatedGeometries: _this._addUpdateGeometriesList,
  55234. removedGeometries: _this._toRemoveGeometryArray,
  55235. removedMeshes: _this._toRemoveMeshesArray
  55236. };
  55237. var message = {
  55238. payload: payload,
  55239. taskType: WorkerTaskType.UPDATE
  55240. };
  55241. var serializable = [];
  55242. for (var id in payload.updatedGeometries) {
  55243. if (payload.updatedGeometries.hasOwnProperty(id)) {
  55244. //prepare transferables
  55245. serializable.push(message.payload.updatedGeometries[id].indices.buffer);
  55246. serializable.push(message.payload.updatedGeometries[id].normals.buffer);
  55247. serializable.push(message.payload.updatedGeometries[id].positions.buffer);
  55248. }
  55249. }
  55250. _this._worker.postMessage(message, serializable);
  55251. _this._addUpdateMeshesList = {};
  55252. _this._addUpdateGeometriesList = {};
  55253. _this._toRemoveGeometryArray = [];
  55254. _this._toRemoveMeshesArray = [];
  55255. };
  55256. this._onMessageFromWorker = function (e) {
  55257. var returnData = e.data;
  55258. if (returnData.error != WorkerReplyType.SUCCESS) {
  55259. //TODO what errors can be returned from the worker?
  55260. BABYLON.Tools.Warn("error returned from worker!");
  55261. return;
  55262. }
  55263. switch (returnData.taskType) {
  55264. case WorkerTaskType.INIT:
  55265. _this._init = true;
  55266. //Update the worked with ALL of the scene's current state
  55267. _this._scene.meshes.forEach(function (mesh) {
  55268. _this.onMeshAdded(mesh);
  55269. });
  55270. _this._scene.getGeometries().forEach(function (geometry) {
  55271. _this.onGeometryAdded(geometry);
  55272. });
  55273. break;
  55274. case WorkerTaskType.UPDATE:
  55275. _this._runningUpdated--;
  55276. break;
  55277. case WorkerTaskType.COLLIDE:
  55278. var returnPayload = returnData.payload;
  55279. if (!_this._collisionsCallbackArray[returnPayload.collisionId])
  55280. return;
  55281. var callback = _this._collisionsCallbackArray[returnPayload.collisionId];
  55282. if (callback) {
  55283. var mesh = _this._scene.getMeshByUniqueID(returnPayload.collidedMeshUniqueId);
  55284. if (mesh) {
  55285. callback(returnPayload.collisionId, BABYLON.Vector3.FromArray(returnPayload.newPosition), mesh);
  55286. }
  55287. }
  55288. //cleanup
  55289. _this._collisionsCallbackArray[returnPayload.collisionId] = null;
  55290. break;
  55291. }
  55292. };
  55293. this._collisionsCallbackArray = [];
  55294. this._init = false;
  55295. this._runningUpdated = 0;
  55296. this._addUpdateMeshesList = {};
  55297. this._addUpdateGeometriesList = {};
  55298. this._toRemoveGeometryArray = [];
  55299. this._toRemoveMeshesArray = [];
  55300. }
  55301. CollisionCoordinatorWorker.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  55302. if (!this._init)
  55303. return;
  55304. if (this._collisionsCallbackArray[collisionIndex] || this._collisionsCallbackArray[collisionIndex + 100000])
  55305. return;
  55306. position.divideToRef(collider._radius, this._scaledPosition);
  55307. displacement.divideToRef(collider._radius, this._scaledVelocity);
  55308. this._collisionsCallbackArray[collisionIndex] = onNewPosition;
  55309. var payload = {
  55310. collider: {
  55311. position: this._scaledPosition.asArray(),
  55312. velocity: this._scaledVelocity.asArray(),
  55313. radius: collider._radius.asArray()
  55314. },
  55315. collisionId: collisionIndex,
  55316. excludedMeshUniqueId: excludedMesh ? excludedMesh.uniqueId : null,
  55317. maximumRetry: maximumRetry
  55318. };
  55319. var message = {
  55320. payload: payload,
  55321. taskType: WorkerTaskType.COLLIDE
  55322. };
  55323. this._worker.postMessage(message);
  55324. };
  55325. CollisionCoordinatorWorker.prototype.init = function (scene) {
  55326. this._scene = scene;
  55327. this._scene.registerAfterRender(this._afterRender);
  55328. var workerUrl = BABYLON.WorkerIncluded ? BABYLON.Engine.CodeRepository + "Collisions/babylon.collisionWorker.js" : URL.createObjectURL(new Blob([BABYLON.CollisionWorker], { type: 'application/javascript' }));
  55329. this._worker = new Worker(workerUrl);
  55330. this._worker.onmessage = this._onMessageFromWorker;
  55331. var message = {
  55332. payload: {},
  55333. taskType: WorkerTaskType.INIT
  55334. };
  55335. this._worker.postMessage(message);
  55336. };
  55337. CollisionCoordinatorWorker.prototype.destroy = function () {
  55338. this._scene.unregisterAfterRender(this._afterRender);
  55339. this._worker.terminate();
  55340. };
  55341. CollisionCoordinatorWorker.prototype.onMeshAdded = function (mesh) {
  55342. mesh.registerAfterWorldMatrixUpdate(this.onMeshUpdated);
  55343. this.onMeshUpdated(mesh);
  55344. };
  55345. CollisionCoordinatorWorker.prototype.onMeshRemoved = function (mesh) {
  55346. this._toRemoveMeshesArray.push(mesh.uniqueId);
  55347. };
  55348. CollisionCoordinatorWorker.prototype.onGeometryAdded = function (geometry) {
  55349. //TODO this will break if the user uses his own function. This should be an array of callbacks!
  55350. geometry.onGeometryUpdated = this.onGeometryUpdated;
  55351. this.onGeometryUpdated(geometry);
  55352. };
  55353. CollisionCoordinatorWorker.prototype.onGeometryDeleted = function (geometry) {
  55354. this._toRemoveGeometryArray.push(geometry.id);
  55355. };
  55356. CollisionCoordinatorWorker.SerializeMesh = function (mesh) {
  55357. var submeshes = [];
  55358. if (mesh.subMeshes) {
  55359. submeshes = mesh.subMeshes.map(function (sm, idx) {
  55360. var boundingInfo = sm.getBoundingInfo();
  55361. return {
  55362. position: idx,
  55363. verticesStart: sm.verticesStart,
  55364. verticesCount: sm.verticesCount,
  55365. indexStart: sm.indexStart,
  55366. indexCount: sm.indexCount,
  55367. hasMaterial: !!sm.getMaterial(),
  55368. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  55369. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  55370. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  55371. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray()
  55372. };
  55373. });
  55374. }
  55375. var geometryId = null;
  55376. if (mesh instanceof BABYLON.Mesh) {
  55377. var geometry = mesh.geometry;
  55378. geometryId = geometry ? geometry.id : null;
  55379. }
  55380. else if (mesh instanceof BABYLON.InstancedMesh) {
  55381. var geometry = mesh.sourceMesh && mesh.sourceMesh.geometry;
  55382. geometryId = geometry ? geometry.id : null;
  55383. }
  55384. var boundingInfo = mesh.getBoundingInfo();
  55385. return {
  55386. uniqueId: mesh.uniqueId,
  55387. id: mesh.id,
  55388. name: mesh.name,
  55389. geometryId: geometryId,
  55390. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  55391. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  55392. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  55393. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray(),
  55394. worldMatrixFromCache: mesh.worldMatrixFromCache.asArray(),
  55395. subMeshes: submeshes,
  55396. checkCollisions: mesh.checkCollisions
  55397. };
  55398. };
  55399. CollisionCoordinatorWorker.SerializeGeometry = function (geometry) {
  55400. return {
  55401. id: geometry.id,
  55402. positions: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []),
  55403. normals: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []),
  55404. indices: new Uint32Array(geometry.getIndices() || []),
  55405. };
  55406. };
  55407. return CollisionCoordinatorWorker;
  55408. }());
  55409. BABYLON.CollisionCoordinatorWorker = CollisionCoordinatorWorker;
  55410. var CollisionCoordinatorLegacy = /** @class */ (function () {
  55411. function CollisionCoordinatorLegacy() {
  55412. this._scaledPosition = BABYLON.Vector3.Zero();
  55413. this._scaledVelocity = BABYLON.Vector3.Zero();
  55414. this._finalPosition = BABYLON.Vector3.Zero();
  55415. }
  55416. CollisionCoordinatorLegacy.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  55417. position.divideToRef(collider._radius, this._scaledPosition);
  55418. displacement.divideToRef(collider._radius, this._scaledVelocity);
  55419. collider.collidedMesh = null;
  55420. collider._retry = 0;
  55421. collider._initialVelocity = this._scaledVelocity;
  55422. collider._initialPosition = this._scaledPosition;
  55423. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, this._finalPosition, excludedMesh);
  55424. this._finalPosition.multiplyInPlace(collider._radius);
  55425. //run the callback
  55426. onNewPosition(collisionIndex, this._finalPosition, collider.collidedMesh);
  55427. };
  55428. CollisionCoordinatorLegacy.prototype.init = function (scene) {
  55429. this._scene = scene;
  55430. };
  55431. CollisionCoordinatorLegacy.prototype.destroy = function () {
  55432. //Legacy need no destruction method.
  55433. };
  55434. //No update in legacy mode
  55435. CollisionCoordinatorLegacy.prototype.onMeshAdded = function (mesh) { };
  55436. CollisionCoordinatorLegacy.prototype.onMeshUpdated = function (mesh) { };
  55437. CollisionCoordinatorLegacy.prototype.onMeshRemoved = function (mesh) { };
  55438. CollisionCoordinatorLegacy.prototype.onGeometryAdded = function (geometry) { };
  55439. CollisionCoordinatorLegacy.prototype.onGeometryUpdated = function (geometry) { };
  55440. CollisionCoordinatorLegacy.prototype.onGeometryDeleted = function (geometry) { };
  55441. CollisionCoordinatorLegacy.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  55442. if (excludedMesh === void 0) { excludedMesh = null; }
  55443. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  55444. if (collider._retry >= maximumRetry) {
  55445. finalPosition.copyFrom(position);
  55446. return;
  55447. }
  55448. // Check if this is a mesh else camera or -1
  55449. var collisionMask = (excludedMesh ? excludedMesh.collisionMask : collider.collisionMask);
  55450. collider._initialize(position, velocity, closeDistance);
  55451. // Check all meshes
  55452. for (var index = 0; index < this._scene.meshes.length; index++) {
  55453. var mesh = this._scene.meshes[index];
  55454. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh && ((collisionMask & mesh.collisionGroup) !== 0)) {
  55455. mesh._checkCollision(collider);
  55456. }
  55457. }
  55458. if (!collider.collisionFound) {
  55459. position.addToRef(velocity, finalPosition);
  55460. return;
  55461. }
  55462. if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
  55463. collider._getResponse(position, velocity);
  55464. }
  55465. if (velocity.length() <= closeDistance) {
  55466. finalPosition.copyFrom(position);
  55467. return;
  55468. }
  55469. collider._retry++;
  55470. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  55471. };
  55472. return CollisionCoordinatorLegacy;
  55473. }());
  55474. BABYLON.CollisionCoordinatorLegacy = CollisionCoordinatorLegacy;
  55475. })(BABYLON || (BABYLON = {}));
  55476. //# sourceMappingURL=babylon.collisionCoordinator.js.map
  55477. var BABYLON;
  55478. (function (BABYLON) {
  55479. /**
  55480. * A particle represents one of the element emitted by a particle system.
  55481. * This is mainly define by its coordinates, direction, velocity and age.
  55482. */
  55483. var Particle = /** @class */ (function () {
  55484. /**
  55485. * Creates a new instance Particle
  55486. * @param particleSystem the particle system the particle belongs to
  55487. */
  55488. function Particle(
  55489. /**
  55490. * particleSystem the particle system the particle belongs to.
  55491. */
  55492. particleSystem) {
  55493. this.particleSystem = particleSystem;
  55494. /**
  55495. * The world position of the particle in the scene.
  55496. */
  55497. this.position = BABYLON.Vector3.Zero();
  55498. /**
  55499. * The world direction of the particle in the scene.
  55500. */
  55501. this.direction = BABYLON.Vector3.Zero();
  55502. /**
  55503. * The color of the particle.
  55504. */
  55505. this.color = new BABYLON.Color4(0, 0, 0, 0);
  55506. /**
  55507. * The color change of the particle per step.
  55508. */
  55509. this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
  55510. /**
  55511. * Defines how long will the life of the particle be.
  55512. */
  55513. this.lifeTime = 1.0;
  55514. /**
  55515. * The current age of the particle.
  55516. */
  55517. this.age = 0;
  55518. /**
  55519. * The current size of the particle.
  55520. */
  55521. this.size = 0;
  55522. /**
  55523. * The current angle of the particle.
  55524. */
  55525. this.angle = 0;
  55526. /**
  55527. * Defines how fast is the angle changing.
  55528. */
  55529. this.angularSpeed = 0;
  55530. /**
  55531. * Defines the cell index used by the particle to be rendered from a sprite.
  55532. */
  55533. this.cellIndex = 0;
  55534. this._currentFrameCounter = 0;
  55535. if (!this.particleSystem.isAnimationSheetEnabled) {
  55536. return;
  55537. }
  55538. this.updateCellInfoFromSystem();
  55539. }
  55540. Particle.prototype.updateCellInfoFromSystem = function () {
  55541. this.cellIndex = this.particleSystem.startSpriteCellID;
  55542. if (this.particleSystem.spriteCellChangeSpeed == 0) {
  55543. this.updateCellIndex = this._updateCellIndexWithSpeedCalculated;
  55544. }
  55545. else {
  55546. this.updateCellIndex = this._updateCellIndexWithCustomSpeed;
  55547. }
  55548. };
  55549. Particle.prototype._updateCellIndexWithSpeedCalculated = function (scaledUpdateSpeed) {
  55550. // (ageOffset / scaledUpdateSpeed) / available cells
  55551. var numberOfScaledUpdatesPerCell = ((this.lifeTime - this.age) / scaledUpdateSpeed) / (this.particleSystem.endSpriteCellID + 1 - this.cellIndex);
  55552. this._currentFrameCounter += scaledUpdateSpeed;
  55553. if (this._currentFrameCounter >= numberOfScaledUpdatesPerCell * scaledUpdateSpeed) {
  55554. this._currentFrameCounter = 0;
  55555. this.cellIndex++;
  55556. if (this.cellIndex > this.particleSystem.endSpriteCellID) {
  55557. this.cellIndex = this.particleSystem.endSpriteCellID;
  55558. }
  55559. }
  55560. };
  55561. Particle.prototype._updateCellIndexWithCustomSpeed = function () {
  55562. if (this._currentFrameCounter >= this.particleSystem.spriteCellChangeSpeed) {
  55563. this.cellIndex++;
  55564. this._currentFrameCounter = 0;
  55565. if (this.cellIndex > this.particleSystem.endSpriteCellID) {
  55566. if (this.particleSystem.spriteCellLoop) {
  55567. this.cellIndex = this.particleSystem.startSpriteCellID;
  55568. }
  55569. else {
  55570. this.cellIndex = this.particleSystem.endSpriteCellID;
  55571. }
  55572. }
  55573. }
  55574. else {
  55575. this._currentFrameCounter++;
  55576. }
  55577. };
  55578. /**
  55579. * Copy the properties of particle to another one.
  55580. * @param other the particle to copy the information to.
  55581. */
  55582. Particle.prototype.copyTo = function (other) {
  55583. other.position.copyFrom(this.position);
  55584. other.direction.copyFrom(this.direction);
  55585. other.color.copyFrom(this.color);
  55586. other.colorStep.copyFrom(this.colorStep);
  55587. other.lifeTime = this.lifeTime;
  55588. other.age = this.age;
  55589. other.size = this.size;
  55590. other.angle = this.angle;
  55591. other.angularSpeed = this.angularSpeed;
  55592. other.particleSystem = this.particleSystem;
  55593. other.cellIndex = this.cellIndex;
  55594. };
  55595. return Particle;
  55596. }());
  55597. BABYLON.Particle = Particle;
  55598. })(BABYLON || (BABYLON = {}));
  55599. //# sourceMappingURL=babylon.particle.js.map
  55600. var BABYLON;
  55601. (function (BABYLON) {
  55602. /**
  55603. * This represents a particle system in Babylon.
  55604. * 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.
  55605. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  55606. * @example https://doc.babylonjs.com/babylon101/particles
  55607. */
  55608. var ParticleSystem = /** @class */ (function () {
  55609. /**
  55610. * Instantiates a particle system.
  55611. * 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.
  55612. * @param name The name of the particle system
  55613. * @param capacity The max number of particles alive at the same time
  55614. * @param scene The scene the particle system belongs to
  55615. * @param customEffect a custom effect used to change the way particles are rendered by default
  55616. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  55617. * @param epsilon Offset used to render the particles
  55618. */
  55619. function ParticleSystem(name, capacity, scene, customEffect, isAnimationSheetEnabled, epsilon) {
  55620. if (customEffect === void 0) { customEffect = null; }
  55621. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  55622. if (epsilon === void 0) { epsilon = 0.01; }
  55623. var _this = this;
  55624. /**
  55625. * List of animations used by the particle system.
  55626. */
  55627. this.animations = [];
  55628. /**
  55629. * The rendering group used by the Particle system to chose when to render.
  55630. */
  55631. this.renderingGroupId = 0;
  55632. /**
  55633. * The emitter represents the Mesh or position we are attaching the particle system to.
  55634. */
  55635. this.emitter = null;
  55636. /**
  55637. * The maximum number of particles to emit per frame
  55638. */
  55639. this.emitRate = 10;
  55640. /**
  55641. * If you want to launch only a few particles at once, that can be done, as well.
  55642. */
  55643. this.manualEmitCount = -1;
  55644. /**
  55645. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  55646. */
  55647. this.updateSpeed = 0.01;
  55648. /**
  55649. * The amount of time the particle system is running (depends of the overall update speed).
  55650. */
  55651. this.targetStopDuration = 0;
  55652. /**
  55653. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  55654. */
  55655. this.disposeOnStop = false;
  55656. /**
  55657. * Minimum power of emitting particles.
  55658. */
  55659. this.minEmitPower = 1;
  55660. /**
  55661. * Maximum power of emitting particles.
  55662. */
  55663. this.maxEmitPower = 1;
  55664. /**
  55665. * Minimum life time of emitting particles.
  55666. */
  55667. this.minLifeTime = 1;
  55668. /**
  55669. * Maximum life time of emitting particles.
  55670. */
  55671. this.maxLifeTime = 1;
  55672. /**
  55673. * Minimum Size of emitting particles.
  55674. */
  55675. this.minSize = 1;
  55676. /**
  55677. * Maximum Size of emitting particles.
  55678. */
  55679. this.maxSize = 1;
  55680. /**
  55681. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  55682. */
  55683. this.minAngularSpeed = 0;
  55684. /**
  55685. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  55686. */
  55687. this.maxAngularSpeed = 0;
  55688. /**
  55689. * The layer mask we are rendering the particles through.
  55690. */
  55691. this.layerMask = 0x0FFFFFFF;
  55692. /**
  55693. * This can help using your own shader to render the particle system.
  55694. * The according effect will be created
  55695. */
  55696. this.customShader = null;
  55697. /**
  55698. * By default particle system starts as soon as they are created. This prevents the
  55699. * automatic start to happen and let you decide when to start emitting particles.
  55700. */
  55701. this.preventAutoStart = false;
  55702. /**
  55703. * Callback triggered when the particle animation is ending.
  55704. */
  55705. this.onAnimationEnd = null;
  55706. /**
  55707. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  55708. */
  55709. this.blendMode = ParticleSystem.BLENDMODE_ONEONE;
  55710. /**
  55711. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  55712. * to override the particles.
  55713. */
  55714. this.forceDepthWrite = false;
  55715. /**
  55716. * You can use gravity if you want to give an orientation to your particles.
  55717. */
  55718. this.gravity = BABYLON.Vector3.Zero();
  55719. /**
  55720. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  55721. */
  55722. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  55723. /**
  55724. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  55725. */
  55726. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  55727. /**
  55728. * Color the particle will have at the end of its lifetime.
  55729. */
  55730. this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
  55731. /**
  55732. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel.
  55733. */
  55734. this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  55735. /**
  55736. * If using a spritesheet (isAnimationSheetEnabled), defines if the sprite animation should loop between startSpriteCellID and endSpriteCellID or not.
  55737. */
  55738. this.spriteCellLoop = true;
  55739. /**
  55740. * If using a spritesheet (isAnimationSheetEnabled) and spriteCellLoop defines the speed of the sprite loop.
  55741. */
  55742. this.spriteCellChangeSpeed = 0;
  55743. /**
  55744. * If using a spritesheet (isAnimationSheetEnabled) and spriteCellLoop defines the first sprite cell to display.
  55745. */
  55746. this.startSpriteCellID = 0;
  55747. /**
  55748. * If using a spritesheet (isAnimationSheetEnabled) and spriteCellLoop defines the last sprite cell to display.
  55749. */
  55750. this.endSpriteCellID = 0;
  55751. /**
  55752. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use.
  55753. */
  55754. this.spriteCellWidth = 0;
  55755. /**
  55756. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use.
  55757. */
  55758. this.spriteCellHeight = 0;
  55759. /**
  55760. * An event triggered when the system is disposed.
  55761. */
  55762. this.onDisposeObservable = new BABYLON.Observable();
  55763. this._particles = new Array();
  55764. this._stockParticles = new Array();
  55765. this._newPartsExcess = 0;
  55766. this._vertexBuffers = {};
  55767. this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
  55768. this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
  55769. this._scaledDirection = BABYLON.Vector3.Zero();
  55770. this._scaledGravity = BABYLON.Vector3.Zero();
  55771. this._currentRenderId = -1;
  55772. this._started = false;
  55773. this._stopped = false;
  55774. this._actualFrame = 0;
  55775. this._vertexBufferSize = 11;
  55776. // start of sub system methods
  55777. /**
  55778. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  55779. * Its lifetime will start back at 0.
  55780. */
  55781. this.recycleParticle = function (particle) {
  55782. var lastParticle = _this._particles.pop();
  55783. if (lastParticle !== particle) {
  55784. lastParticle.copyTo(particle);
  55785. }
  55786. _this._stockParticles.push(lastParticle);
  55787. };
  55788. this._createParticle = function () {
  55789. var particle;
  55790. if (_this._stockParticles.length !== 0) {
  55791. particle = _this._stockParticles.pop();
  55792. particle.age = 0;
  55793. particle.cellIndex = _this.startSpriteCellID;
  55794. }
  55795. else {
  55796. particle = new BABYLON.Particle(_this);
  55797. }
  55798. return particle;
  55799. };
  55800. this._emitFromParticle = function (particle) {
  55801. if (!_this.subEmitters || _this.subEmitters.length === 0) {
  55802. return;
  55803. }
  55804. var templateIndex = Math.floor(Math.random() * _this.subEmitters.length);
  55805. var subSystem = _this.subEmitters[templateIndex].clone(_this.name + "_sub", particle.position.clone());
  55806. subSystem._rootParticleSystem = _this;
  55807. _this.activeSubSystems.push(subSystem);
  55808. subSystem.start();
  55809. };
  55810. this._appendParticleVertexes = null;
  55811. this.id = name;
  55812. this.name = name;
  55813. this._capacity = capacity;
  55814. this._epsilon = epsilon;
  55815. this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  55816. if (isAnimationSheetEnabled) {
  55817. this._vertexBufferSize = 12;
  55818. }
  55819. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  55820. this._customEffect = customEffect;
  55821. scene.particleSystems.push(this);
  55822. this._createIndexBuffer();
  55823. // 11 floats per particle (x, y, z, r, g, b, a, angle, size, offsetX, offsetY) + 1 filler
  55824. this._vertexData = new Float32Array(capacity * this._vertexBufferSize * 4);
  55825. this._vertexBuffer = new BABYLON.Buffer(scene.getEngine(), this._vertexData, true, this._vertexBufferSize);
  55826. var positions = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, 0, 3);
  55827. var colors = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, 3, 4);
  55828. var options = this._vertexBuffer.createVertexBuffer("options", 7, 4);
  55829. if (this._isAnimationSheetEnabled) {
  55830. var cellIndexBuffer = this._vertexBuffer.createVertexBuffer("cellIndex", 11, 1);
  55831. this._vertexBuffers["cellIndex"] = cellIndexBuffer;
  55832. }
  55833. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  55834. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  55835. this._vertexBuffers["options"] = options;
  55836. // Default emitter type
  55837. this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  55838. this.updateFunction = function (particles) {
  55839. for (var index = 0; index < particles.length; index++) {
  55840. var particle = particles[index];
  55841. particle.age += _this._scaledUpdateSpeed;
  55842. if (particle.age >= particle.lifeTime) { // Recycle by swapping with last particle
  55843. _this._emitFromParticle(particle);
  55844. _this.recycleParticle(particle);
  55845. index--;
  55846. continue;
  55847. }
  55848. else {
  55849. particle.colorStep.scaleToRef(_this._scaledUpdateSpeed, _this._scaledColorStep);
  55850. particle.color.addInPlace(_this._scaledColorStep);
  55851. if (particle.color.a < 0)
  55852. particle.color.a = 0;
  55853. particle.angle += particle.angularSpeed * _this._scaledUpdateSpeed;
  55854. particle.direction.scaleToRef(_this._scaledUpdateSpeed, _this._scaledDirection);
  55855. particle.position.addInPlace(_this._scaledDirection);
  55856. _this.gravity.scaleToRef(_this._scaledUpdateSpeed, _this._scaledGravity);
  55857. particle.direction.addInPlace(_this._scaledGravity);
  55858. if (_this._isAnimationSheetEnabled) {
  55859. particle.updateCellIndex(_this._scaledUpdateSpeed);
  55860. }
  55861. }
  55862. }
  55863. };
  55864. }
  55865. Object.defineProperty(ParticleSystem.prototype, "direction1", {
  55866. /**
  55867. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  55868. * This only works when particleEmitterTyps is a BoxParticleEmitter
  55869. */
  55870. get: function () {
  55871. if (this.particleEmitterType.direction1) {
  55872. return this.particleEmitterType.direction1;
  55873. }
  55874. return BABYLON.Vector3.Zero();
  55875. },
  55876. set: function (value) {
  55877. if (this.particleEmitterType.direction1) {
  55878. this.particleEmitterType.direction1 = value;
  55879. }
  55880. },
  55881. enumerable: true,
  55882. configurable: true
  55883. });
  55884. Object.defineProperty(ParticleSystem.prototype, "direction2", {
  55885. /**
  55886. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  55887. * This only works when particleEmitterTyps is a BoxParticleEmitter
  55888. */
  55889. get: function () {
  55890. if (this.particleEmitterType.direction2) {
  55891. return this.particleEmitterType.direction2;
  55892. }
  55893. return BABYLON.Vector3.Zero();
  55894. },
  55895. set: function (value) {
  55896. if (this.particleEmitterType.direction2) {
  55897. this.particleEmitterType.direction2 = value;
  55898. }
  55899. },
  55900. enumerable: true,
  55901. configurable: true
  55902. });
  55903. Object.defineProperty(ParticleSystem.prototype, "minEmitBox", {
  55904. /**
  55905. * 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.
  55906. * This only works when particleEmitterTyps is a BoxParticleEmitter
  55907. */
  55908. get: function () {
  55909. if (this.particleEmitterType.minEmitBox) {
  55910. return this.particleEmitterType.minEmitBox;
  55911. }
  55912. return BABYLON.Vector3.Zero();
  55913. },
  55914. set: function (value) {
  55915. if (this.particleEmitterType.minEmitBox) {
  55916. this.particleEmitterType.minEmitBox = value;
  55917. }
  55918. },
  55919. enumerable: true,
  55920. configurable: true
  55921. });
  55922. Object.defineProperty(ParticleSystem.prototype, "maxEmitBox", {
  55923. /**
  55924. * 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.
  55925. * This only works when particleEmitterTyps is a BoxParticleEmitter
  55926. */
  55927. get: function () {
  55928. if (this.particleEmitterType.maxEmitBox) {
  55929. return this.particleEmitterType.maxEmitBox;
  55930. }
  55931. return BABYLON.Vector3.Zero();
  55932. },
  55933. set: function (value) {
  55934. if (this.particleEmitterType.maxEmitBox) {
  55935. this.particleEmitterType.maxEmitBox = value;
  55936. }
  55937. },
  55938. enumerable: true,
  55939. configurable: true
  55940. });
  55941. Object.defineProperty(ParticleSystem.prototype, "onDispose", {
  55942. /**
  55943. * Sets a callback that will be triggered when the system is disposed.
  55944. */
  55945. set: function (callback) {
  55946. if (this._onDisposeObserver) {
  55947. this.onDisposeObservable.remove(this._onDisposeObserver);
  55948. }
  55949. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  55950. },
  55951. enumerable: true,
  55952. configurable: true
  55953. });
  55954. Object.defineProperty(ParticleSystem.prototype, "isAnimationSheetEnabled", {
  55955. /**
  55956. * Gets wether an animation sprite sheet is enabled or not on the particle system.
  55957. */
  55958. get: function () {
  55959. return this._isAnimationSheetEnabled;
  55960. },
  55961. enumerable: true,
  55962. configurable: true
  55963. });
  55964. Object.defineProperty(ParticleSystem.prototype, "particles", {
  55965. //end of Sub-emitter
  55966. /**
  55967. * Gets the current list of active particles
  55968. */
  55969. get: function () {
  55970. return this._particles;
  55971. },
  55972. enumerable: true,
  55973. configurable: true
  55974. });
  55975. /**
  55976. * Returns the string "ParticleSystem"
  55977. * @returns a string containing the class name
  55978. */
  55979. ParticleSystem.prototype.getClassName = function () {
  55980. return "ParticleSystem";
  55981. };
  55982. ParticleSystem.prototype._createIndexBuffer = function () {
  55983. var indices = [];
  55984. var index = 0;
  55985. for (var count = 0; count < this._capacity; count++) {
  55986. indices.push(index);
  55987. indices.push(index + 1);
  55988. indices.push(index + 2);
  55989. indices.push(index);
  55990. indices.push(index + 2);
  55991. indices.push(index + 3);
  55992. index += 4;
  55993. }
  55994. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  55995. };
  55996. /**
  55997. * Gets the maximum number of particles active at the same time.
  55998. * @returns The max number of active particles.
  55999. */
  56000. ParticleSystem.prototype.getCapacity = function () {
  56001. return this._capacity;
  56002. };
  56003. /**
  56004. * Gets Wether there are still active particles in the system.
  56005. * @returns True if it is alive, otherwise false.
  56006. */
  56007. ParticleSystem.prototype.isAlive = function () {
  56008. return this._alive;
  56009. };
  56010. /**
  56011. * Gets Wether the system has been started.
  56012. * @returns True if it has been started, otherwise false.
  56013. */
  56014. ParticleSystem.prototype.isStarted = function () {
  56015. return this._started;
  56016. };
  56017. /**
  56018. * Starts the particle system and begins to emit.
  56019. */
  56020. ParticleSystem.prototype.start = function () {
  56021. this._started = true;
  56022. this._stopped = false;
  56023. this._actualFrame = 0;
  56024. if (this.subEmitters && this.subEmitters.length != 0) {
  56025. this.activeSubSystems = new Array();
  56026. }
  56027. };
  56028. /**
  56029. * Stops the particle system.
  56030. * @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.
  56031. */
  56032. ParticleSystem.prototype.stop = function (stopSubEmitters) {
  56033. if (stopSubEmitters === void 0) { stopSubEmitters = true; }
  56034. this._stopped = true;
  56035. if (stopSubEmitters) {
  56036. this._stopSubEmitters();
  56037. }
  56038. };
  56039. // animation sheet
  56040. /**
  56041. * Remove all active particles
  56042. */
  56043. ParticleSystem.prototype.reset = function () {
  56044. this._stockParticles = [];
  56045. this._particles = [];
  56046. };
  56047. /**
  56048. * @hidden (for internal use only)
  56049. */
  56050. ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
  56051. var offset = index * this._vertexBufferSize;
  56052. this._vertexData[offset] = particle.position.x;
  56053. this._vertexData[offset + 1] = particle.position.y;
  56054. this._vertexData[offset + 2] = particle.position.z;
  56055. this._vertexData[offset + 3] = particle.color.r;
  56056. this._vertexData[offset + 4] = particle.color.g;
  56057. this._vertexData[offset + 5] = particle.color.b;
  56058. this._vertexData[offset + 6] = particle.color.a;
  56059. this._vertexData[offset + 7] = particle.angle;
  56060. this._vertexData[offset + 8] = particle.size;
  56061. this._vertexData[offset + 9] = offsetX;
  56062. this._vertexData[offset + 10] = offsetY;
  56063. };
  56064. /**
  56065. * @hidden (for internal use only)
  56066. */
  56067. ParticleSystem.prototype._appendParticleVertexWithAnimation = function (index, particle, offsetX, offsetY) {
  56068. if (offsetX === 0)
  56069. offsetX = this._epsilon;
  56070. else if (offsetX === 1)
  56071. offsetX = 1 - this._epsilon;
  56072. if (offsetY === 0)
  56073. offsetY = this._epsilon;
  56074. else if (offsetY === 1)
  56075. offsetY = 1 - this._epsilon;
  56076. var offset = index * this._vertexBufferSize;
  56077. this._vertexData[offset] = particle.position.x;
  56078. this._vertexData[offset + 1] = particle.position.y;
  56079. this._vertexData[offset + 2] = particle.position.z;
  56080. this._vertexData[offset + 3] = particle.color.r;
  56081. this._vertexData[offset + 4] = particle.color.g;
  56082. this._vertexData[offset + 5] = particle.color.b;
  56083. this._vertexData[offset + 6] = particle.color.a;
  56084. this._vertexData[offset + 7] = particle.angle;
  56085. this._vertexData[offset + 8] = particle.size;
  56086. this._vertexData[offset + 9] = offsetX;
  56087. this._vertexData[offset + 10] = offsetY;
  56088. this._vertexData[offset + 11] = particle.cellIndex;
  56089. };
  56090. ParticleSystem.prototype._stopSubEmitters = function () {
  56091. if (!this.activeSubSystems) {
  56092. return;
  56093. }
  56094. this.activeSubSystems.forEach(function (subSystem) {
  56095. subSystem.stop(true);
  56096. });
  56097. this.activeSubSystems = new Array();
  56098. };
  56099. ParticleSystem.prototype._removeFromRoot = function () {
  56100. if (!this._rootParticleSystem) {
  56101. return;
  56102. }
  56103. var index = this._rootParticleSystem.activeSubSystems.indexOf(this);
  56104. if (index !== -1) {
  56105. this._rootParticleSystem.activeSubSystems.splice(index, 1);
  56106. }
  56107. };
  56108. // end of sub system methods
  56109. ParticleSystem.prototype._update = function (newParticles) {
  56110. // Update current
  56111. this._alive = this._particles.length > 0;
  56112. this.updateFunction(this._particles);
  56113. // Add new ones
  56114. var worldMatrix;
  56115. if (this.emitter.position) {
  56116. var emitterMesh = this.emitter;
  56117. worldMatrix = emitterMesh.getWorldMatrix();
  56118. }
  56119. else {
  56120. var emitterPosition = this.emitter;
  56121. worldMatrix = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  56122. }
  56123. var particle;
  56124. for (var index = 0; index < newParticles; index++) {
  56125. if (this._particles.length === this._capacity) {
  56126. break;
  56127. }
  56128. particle = this._createParticle();
  56129. this._particles.push(particle);
  56130. var emitPower = BABYLON.Scalar.RandomRange(this.minEmitPower, this.maxEmitPower);
  56131. if (this.startPositionFunction) {
  56132. this.startPositionFunction(worldMatrix, particle.position, particle);
  56133. }
  56134. else {
  56135. this.particleEmitterType.startPositionFunction(worldMatrix, particle.position, particle);
  56136. }
  56137. if (this.startDirectionFunction) {
  56138. this.startDirectionFunction(emitPower, worldMatrix, particle.direction, particle);
  56139. }
  56140. else {
  56141. this.particleEmitterType.startDirectionFunction(emitPower, worldMatrix, particle.direction, particle);
  56142. }
  56143. particle.lifeTime = BABYLON.Scalar.RandomRange(this.minLifeTime, this.maxLifeTime);
  56144. particle.size = BABYLON.Scalar.RandomRange(this.minSize, this.maxSize);
  56145. particle.angularSpeed = BABYLON.Scalar.RandomRange(this.minAngularSpeed, this.maxAngularSpeed);
  56146. var step = BABYLON.Scalar.RandomRange(0, 1.0);
  56147. BABYLON.Color4.LerpToRef(this.color1, this.color2, step, particle.color);
  56148. this.colorDead.subtractToRef(particle.color, this._colorDiff);
  56149. this._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  56150. }
  56151. };
  56152. ParticleSystem.prototype._getEffect = function () {
  56153. if (this._customEffect) {
  56154. return this._customEffect;
  56155. }
  56156. ;
  56157. var defines = [];
  56158. if (this._scene.clipPlane) {
  56159. defines.push("#define CLIPPLANE");
  56160. }
  56161. if (this._isAnimationSheetEnabled) {
  56162. defines.push("#define ANIMATESHEET");
  56163. }
  56164. // Effect
  56165. var join = defines.join("\n");
  56166. if (this._cachedDefines !== join) {
  56167. this._cachedDefines = join;
  56168. var attributesNamesOrOptions;
  56169. var effectCreationOption;
  56170. if (this._isAnimationSheetEnabled) {
  56171. attributesNamesOrOptions = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.ColorKind, "options", "cellIndex"];
  56172. effectCreationOption = ["invView", "view", "projection", "particlesInfos", "vClipPlane", "textureMask"];
  56173. }
  56174. else {
  56175. attributesNamesOrOptions = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.ColorKind, "options"];
  56176. effectCreationOption = ["invView", "view", "projection", "vClipPlane", "textureMask"];
  56177. }
  56178. this._effect = this._scene.getEngine().createEffect("particles", attributesNamesOrOptions, effectCreationOption, ["diffuseSampler"], join);
  56179. }
  56180. return this._effect;
  56181. };
  56182. /**
  56183. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  56184. */
  56185. ParticleSystem.prototype.animate = function () {
  56186. if (!this._started)
  56187. return;
  56188. var effect = this._getEffect();
  56189. // Check
  56190. if (!this.emitter || !effect.isReady() || !this.particleTexture || !this.particleTexture.isReady())
  56191. return;
  56192. if (this._currentRenderId === this._scene.getRenderId()) {
  56193. return;
  56194. }
  56195. this._currentRenderId = this._scene.getRenderId();
  56196. this._scaledUpdateSpeed = this.updateSpeed * this._scene.getAnimationRatio();
  56197. // determine the number of particles we need to create
  56198. var newParticles;
  56199. if (this.manualEmitCount > -1) {
  56200. newParticles = this.manualEmitCount;
  56201. this._newPartsExcess = 0;
  56202. this.manualEmitCount = 0;
  56203. }
  56204. else {
  56205. newParticles = ((this.emitRate * this._scaledUpdateSpeed) >> 0);
  56206. this._newPartsExcess += this.emitRate * this._scaledUpdateSpeed - newParticles;
  56207. }
  56208. if (this._newPartsExcess > 1.0) {
  56209. newParticles += this._newPartsExcess >> 0;
  56210. this._newPartsExcess -= this._newPartsExcess >> 0;
  56211. }
  56212. this._alive = false;
  56213. if (!this._stopped) {
  56214. this._actualFrame += this._scaledUpdateSpeed;
  56215. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration)
  56216. this.stop();
  56217. }
  56218. else {
  56219. newParticles = 0;
  56220. }
  56221. this._update(newParticles);
  56222. // Stopped?
  56223. if (this._stopped) {
  56224. if (!this._alive) {
  56225. this._started = false;
  56226. if (this.onAnimationEnd) {
  56227. this.onAnimationEnd();
  56228. }
  56229. if (this.disposeOnStop) {
  56230. this._scene._toBeDisposed.push(this);
  56231. }
  56232. }
  56233. }
  56234. // Animation sheet
  56235. if (this._isAnimationSheetEnabled) {
  56236. this._appendParticleVertexes = this._appenedParticleVertexesWithSheet;
  56237. }
  56238. else {
  56239. this._appendParticleVertexes = this._appenedParticleVertexesNoSheet;
  56240. }
  56241. // Update VBO
  56242. var offset = 0;
  56243. for (var index = 0; index < this._particles.length; index++) {
  56244. var particle = this._particles[index];
  56245. this._appendParticleVertexes(offset, particle);
  56246. offset += 4;
  56247. }
  56248. if (this._vertexBuffer) {
  56249. this._vertexBuffer.update(this._vertexData);
  56250. }
  56251. if (this.manualEmitCount === 0 && this.disposeOnStop) {
  56252. this.stop();
  56253. }
  56254. };
  56255. ParticleSystem.prototype._appenedParticleVertexesWithSheet = function (offset, particle) {
  56256. this._appendParticleVertexWithAnimation(offset++, particle, 0, 0);
  56257. this._appendParticleVertexWithAnimation(offset++, particle, 1, 0);
  56258. this._appendParticleVertexWithAnimation(offset++, particle, 1, 1);
  56259. this._appendParticleVertexWithAnimation(offset++, particle, 0, 1);
  56260. };
  56261. ParticleSystem.prototype._appenedParticleVertexesNoSheet = function (offset, particle) {
  56262. this._appendParticleVertex(offset++, particle, 0, 0);
  56263. this._appendParticleVertex(offset++, particle, 1, 0);
  56264. this._appendParticleVertex(offset++, particle, 1, 1);
  56265. this._appendParticleVertex(offset++, particle, 0, 1);
  56266. };
  56267. /**
  56268. * Rebuilds the particle system.
  56269. */
  56270. ParticleSystem.prototype.rebuild = function () {
  56271. this._createIndexBuffer();
  56272. if (this._vertexBuffer) {
  56273. this._vertexBuffer._rebuild();
  56274. }
  56275. };
  56276. /**
  56277. * Is this system ready to be used/rendered
  56278. * @return true if the system is ready
  56279. */
  56280. ParticleSystem.prototype.isReady = function () {
  56281. var effect = this._getEffect();
  56282. if (!this.emitter || !effect.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  56283. return false;
  56284. }
  56285. return true;
  56286. };
  56287. /**
  56288. * Renders the particle system in its current state.
  56289. * @returns the current number of particles
  56290. */
  56291. ParticleSystem.prototype.render = function () {
  56292. var effect = this._getEffect();
  56293. // Check
  56294. if (!this.isReady() || !this._particles.length) {
  56295. return 0;
  56296. }
  56297. var engine = this._scene.getEngine();
  56298. // Render
  56299. engine.enableEffect(effect);
  56300. engine.setState(false);
  56301. var viewMatrix = this._scene.getViewMatrix();
  56302. effect.setTexture("diffuseSampler", this.particleTexture);
  56303. effect.setMatrix("view", viewMatrix);
  56304. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  56305. if (this._isAnimationSheetEnabled && this.particleTexture) {
  56306. var baseSize = this.particleTexture.getBaseSize();
  56307. effect.setFloat3("particlesInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  56308. }
  56309. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  56310. if (this._scene.clipPlane) {
  56311. var clipPlane = this._scene.clipPlane;
  56312. var invView = viewMatrix.clone();
  56313. invView.invert();
  56314. effect.setMatrix("invView", invView);
  56315. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  56316. }
  56317. // VBOs
  56318. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  56319. // Draw order
  56320. if (this.blendMode === ParticleSystem.BLENDMODE_ONEONE) {
  56321. engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  56322. }
  56323. else {
  56324. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  56325. }
  56326. if (this.forceDepthWrite) {
  56327. engine.setDepthWrite(true);
  56328. }
  56329. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._particles.length * 6);
  56330. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  56331. return this._particles.length;
  56332. };
  56333. /**
  56334. * Disposes the particle system and free the associated resources
  56335. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  56336. */
  56337. ParticleSystem.prototype.dispose = function (disposeTexture) {
  56338. if (disposeTexture === void 0) { disposeTexture = true; }
  56339. if (this._vertexBuffer) {
  56340. this._vertexBuffer.dispose();
  56341. this._vertexBuffer = null;
  56342. }
  56343. if (this._indexBuffer) {
  56344. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  56345. this._indexBuffer = null;
  56346. }
  56347. if (disposeTexture && this.particleTexture) {
  56348. this.particleTexture.dispose();
  56349. this.particleTexture = null;
  56350. }
  56351. this._removeFromRoot();
  56352. // Remove from scene
  56353. var index = this._scene.particleSystems.indexOf(this);
  56354. if (index > -1) {
  56355. this._scene.particleSystems.splice(index, 1);
  56356. }
  56357. // Callback
  56358. this.onDisposeObservable.notifyObservers(this);
  56359. this.onDisposeObservable.clear();
  56360. };
  56361. /**
  56362. * Creates a Sphere Emitter for the particle system. (emits along the sphere radius)
  56363. * @param radius The radius of the sphere to emit from
  56364. * @returns the emitter
  56365. */
  56366. ParticleSystem.prototype.createSphereEmitter = function (radius) {
  56367. if (radius === void 0) { radius = 1; }
  56368. var particleEmitter = new BABYLON.SphereParticleEmitter(radius);
  56369. this.particleEmitterType = particleEmitter;
  56370. return particleEmitter;
  56371. };
  56372. /**
  56373. * Creates a Directed Sphere Emitter for the particle system. (emits between direction1 and direction2)
  56374. * @param radius The radius of the sphere to emit from
  56375. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  56376. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  56377. * @returns the emitter
  56378. */
  56379. ParticleSystem.prototype.createDirectedSphereEmitter = function (radius, direction1, direction2) {
  56380. if (radius === void 0) { radius = 1; }
  56381. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  56382. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  56383. var particleEmitter = new BABYLON.SphereDirectedParticleEmitter(radius, direction1, direction2);
  56384. this.particleEmitterType = particleEmitter;
  56385. return particleEmitter;
  56386. };
  56387. /**
  56388. * Creates a Cone Emitter for the particle system. (emits from the cone to the particle position)
  56389. * @param radius The radius of the cone to emit from
  56390. * @param angle The base angle of the cone
  56391. * @returns the emitter
  56392. */
  56393. ParticleSystem.prototype.createConeEmitter = function (radius, angle) {
  56394. if (radius === void 0) { radius = 1; }
  56395. if (angle === void 0) { angle = Math.PI / 4; }
  56396. var particleEmitter = new BABYLON.ConeParticleEmitter(radius, angle);
  56397. this.particleEmitterType = particleEmitter;
  56398. return particleEmitter;
  56399. };
  56400. // this method needs to be changed when breaking changes will be allowed to match the sphere and cone methods and properties direction1,2 and minEmitBox,maxEmitBox to be removed from the system.
  56401. /**
  56402. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  56403. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  56404. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  56405. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  56406. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  56407. * @returns the emitter
  56408. */
  56409. ParticleSystem.prototype.createBoxEmitter = function (direction1, direction2, minEmitBox, maxEmitBox) {
  56410. var particleEmitter = new BABYLON.BoxParticleEmitter();
  56411. this.particleEmitterType = particleEmitter;
  56412. this.direction1 = direction1;
  56413. this.direction2 = direction2;
  56414. this.minEmitBox = minEmitBox;
  56415. this.maxEmitBox = maxEmitBox;
  56416. return particleEmitter;
  56417. };
  56418. // Clone
  56419. /**
  56420. * Clones the particle system.
  56421. * @param name The name of the cloned object
  56422. * @param newEmitter The new emitter to use
  56423. * @returns the cloned particle system
  56424. */
  56425. ParticleSystem.prototype.clone = function (name, newEmitter) {
  56426. var custom = null;
  56427. var program = null;
  56428. if (this.customShader != null) {
  56429. program = this.customShader;
  56430. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  56431. custom = this._scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  56432. }
  56433. var result = new ParticleSystem(name, this._capacity, this._scene, custom);
  56434. result.customShader = program;
  56435. BABYLON.Tools.DeepCopy(this, result, ["particles", "customShader"]);
  56436. if (newEmitter === undefined) {
  56437. newEmitter = this.emitter;
  56438. }
  56439. result.emitter = newEmitter;
  56440. if (this.particleTexture) {
  56441. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  56442. }
  56443. if (!this.preventAutoStart) {
  56444. result.start();
  56445. }
  56446. return result;
  56447. };
  56448. /**
  56449. * Serializes the particle system to a JSON object.
  56450. * @returns the JSON object
  56451. */
  56452. ParticleSystem.prototype.serialize = function () {
  56453. var serializationObject = {};
  56454. serializationObject.name = this.name;
  56455. serializationObject.id = this.id;
  56456. // Emitter
  56457. if (this.emitter.position) {
  56458. var emitterMesh = this.emitter;
  56459. serializationObject.emitterId = emitterMesh.id;
  56460. }
  56461. else {
  56462. var emitterPosition = this.emitter;
  56463. serializationObject.emitter = emitterPosition.asArray();
  56464. }
  56465. serializationObject.capacity = this.getCapacity();
  56466. if (this.particleTexture) {
  56467. serializationObject.textureName = this.particleTexture.name;
  56468. }
  56469. // Animations
  56470. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  56471. // Particle system
  56472. serializationObject.minAngularSpeed = this.minAngularSpeed;
  56473. serializationObject.maxAngularSpeed = this.maxAngularSpeed;
  56474. serializationObject.minSize = this.minSize;
  56475. serializationObject.maxSize = this.maxSize;
  56476. serializationObject.minEmitPower = this.minEmitPower;
  56477. serializationObject.maxEmitPower = this.maxEmitPower;
  56478. serializationObject.minLifeTime = this.minLifeTime;
  56479. serializationObject.maxLifeTime = this.maxLifeTime;
  56480. serializationObject.emitRate = this.emitRate;
  56481. serializationObject.minEmitBox = this.minEmitBox.asArray();
  56482. serializationObject.maxEmitBox = this.maxEmitBox.asArray();
  56483. serializationObject.gravity = this.gravity.asArray();
  56484. serializationObject.direction1 = this.direction1.asArray();
  56485. serializationObject.direction2 = this.direction2.asArray();
  56486. serializationObject.color1 = this.color1.asArray();
  56487. serializationObject.color2 = this.color2.asArray();
  56488. serializationObject.colorDead = this.colorDead.asArray();
  56489. serializationObject.updateSpeed = this.updateSpeed;
  56490. serializationObject.targetStopDuration = this.targetStopDuration;
  56491. serializationObject.textureMask = this.textureMask.asArray();
  56492. serializationObject.blendMode = this.blendMode;
  56493. serializationObject.customShader = this.customShader;
  56494. serializationObject.preventAutoStart = this.preventAutoStart;
  56495. serializationObject.startSpriteCellID = this.startSpriteCellID;
  56496. serializationObject.endSpriteCellID = this.endSpriteCellID;
  56497. serializationObject.spriteCellLoop = this.spriteCellLoop;
  56498. serializationObject.spriteCellChangeSpeed = this.spriteCellChangeSpeed;
  56499. serializationObject.spriteCellWidth = this.spriteCellWidth;
  56500. serializationObject.spriteCellHeight = this.spriteCellHeight;
  56501. serializationObject.isAnimationSheetEnabled = this._isAnimationSheetEnabled;
  56502. // Emitter
  56503. if (this.particleEmitterType) {
  56504. serializationObject.particleEmitterType = this.particleEmitterType.serialize();
  56505. }
  56506. return serializationObject;
  56507. };
  56508. /**
  56509. * Parses a JSON object to create a particle system.
  56510. * @param parsedParticleSystem The JSON object to parse
  56511. * @param scene The scene to create the particle system in
  56512. * @param rootUrl The root url to use to load external dependencies like texture
  56513. * @returns the Parsed particle system
  56514. */
  56515. ParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl) {
  56516. var name = parsedParticleSystem.name;
  56517. var custom = null;
  56518. var program = null;
  56519. if (parsedParticleSystem.customShader) {
  56520. program = parsedParticleSystem.customShader;
  56521. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  56522. custom = scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  56523. }
  56524. var particleSystem = new ParticleSystem(name, parsedParticleSystem.capacity, scene, custom, parsedParticleSystem.isAnimationSheetEnabled);
  56525. particleSystem.customShader = program;
  56526. if (parsedParticleSystem.id) {
  56527. particleSystem.id = parsedParticleSystem.id;
  56528. }
  56529. // Auto start
  56530. if (parsedParticleSystem.preventAutoStart) {
  56531. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  56532. }
  56533. // Texture
  56534. if (parsedParticleSystem.textureName) {
  56535. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  56536. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  56537. }
  56538. // Emitter
  56539. if (parsedParticleSystem.emitterId) {
  56540. particleSystem.emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  56541. }
  56542. else {
  56543. particleSystem.emitter = BABYLON.Vector3.FromArray(parsedParticleSystem.emitter);
  56544. }
  56545. // Animations
  56546. if (parsedParticleSystem.animations) {
  56547. for (var animationIndex = 0; animationIndex < parsedParticleSystem.animations.length; animationIndex++) {
  56548. var parsedAnimation = parsedParticleSystem.animations[animationIndex];
  56549. particleSystem.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  56550. }
  56551. }
  56552. if (parsedParticleSystem.autoAnimate) {
  56553. scene.beginAnimation(particleSystem, parsedParticleSystem.autoAnimateFrom, parsedParticleSystem.autoAnimateTo, parsedParticleSystem.autoAnimateLoop, parsedParticleSystem.autoAnimateSpeed || 1.0);
  56554. }
  56555. // Particle system
  56556. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  56557. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  56558. particleSystem.minSize = parsedParticleSystem.minSize;
  56559. particleSystem.maxSize = parsedParticleSystem.maxSize;
  56560. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  56561. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  56562. particleSystem.minEmitPower = parsedParticleSystem.minEmitPower;
  56563. particleSystem.maxEmitPower = parsedParticleSystem.maxEmitPower;
  56564. particleSystem.emitRate = parsedParticleSystem.emitRate;
  56565. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  56566. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  56567. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  56568. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  56569. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  56570. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  56571. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  56572. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  56573. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  56574. particleSystem.targetStopDuration = parsedParticleSystem.targetStopDuration;
  56575. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  56576. particleSystem.blendMode = parsedParticleSystem.blendMode;
  56577. particleSystem.startSpriteCellID = parsedParticleSystem.startSpriteCellID;
  56578. particleSystem.endSpriteCellID = parsedParticleSystem.endSpriteCellID;
  56579. particleSystem.spriteCellLoop = parsedParticleSystem.spriteCellLoop;
  56580. particleSystem.spriteCellChangeSpeed = parsedParticleSystem.spriteCellChangeSpeed;
  56581. particleSystem.spriteCellWidth = parsedParticleSystem.spriteCellWidth;
  56582. particleSystem.spriteCellHeight = parsedParticleSystem.spriteCellHeight;
  56583. if (!particleSystem.preventAutoStart) {
  56584. particleSystem.start();
  56585. }
  56586. return particleSystem;
  56587. };
  56588. /**
  56589. * Source color is added to the destination color without alpha affecting the result.
  56590. */
  56591. ParticleSystem.BLENDMODE_ONEONE = 0;
  56592. /**
  56593. * Blend current color and particle color using particle’s alpha.
  56594. */
  56595. ParticleSystem.BLENDMODE_STANDARD = 1;
  56596. return ParticleSystem;
  56597. }());
  56598. BABYLON.ParticleSystem = ParticleSystem;
  56599. })(BABYLON || (BABYLON = {}));
  56600. //# sourceMappingURL=babylon.particleSystem.js.map
  56601. //# sourceMappingURL=babylon.IParticleEmitterType.js.map
  56602. var BABYLON;
  56603. (function (BABYLON) {
  56604. /**
  56605. * Particle emitter emitting particles from the inside of a box.
  56606. * It emits the particles randomly between 2 given directions.
  56607. */
  56608. var BoxParticleEmitter = /** @class */ (function () {
  56609. /**
  56610. * Creates a new instance BoxParticleEmitter
  56611. */
  56612. function BoxParticleEmitter() {
  56613. /**
  56614. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  56615. */
  56616. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  56617. /**
  56618. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  56619. */
  56620. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  56621. /**
  56622. * 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.
  56623. */
  56624. this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
  56625. /**
  56626. * 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.
  56627. */
  56628. this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
  56629. }
  56630. /**
  56631. * Called by the particle System when the direction is computed for the created particle.
  56632. * @param emitPower is the power of the particle (speed)
  56633. * @param worldMatrix is the world matrix of the particle system
  56634. * @param directionToUpdate is the direction vector to update with the result
  56635. * @param particle is the particle we are computed the direction for
  56636. */
  56637. BoxParticleEmitter.prototype.startDirectionFunction = function (emitPower, worldMatrix, directionToUpdate, particle) {
  56638. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  56639. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  56640. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  56641. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX * emitPower, randY * emitPower, randZ * emitPower, worldMatrix, directionToUpdate);
  56642. };
  56643. /**
  56644. * Called by the particle System when the position is computed for the created particle.
  56645. * @param worldMatrix is the world matrix of the particle system
  56646. * @param positionToUpdate is the position vector to update with the result
  56647. * @param particle is the particle we are computed the position for
  56648. */
  56649. BoxParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  56650. var randX = BABYLON.Scalar.RandomRange(this.minEmitBox.x, this.maxEmitBox.x);
  56651. var randY = BABYLON.Scalar.RandomRange(this.minEmitBox.y, this.maxEmitBox.y);
  56652. var randZ = BABYLON.Scalar.RandomRange(this.minEmitBox.z, this.maxEmitBox.z);
  56653. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  56654. };
  56655. /**
  56656. * Clones the current emitter and returns a copy of it
  56657. * @returns the new emitter
  56658. */
  56659. BoxParticleEmitter.prototype.clone = function () {
  56660. var newOne = new BoxParticleEmitter();
  56661. BABYLON.Tools.DeepCopy(this, newOne);
  56662. return newOne;
  56663. };
  56664. /**
  56665. * Called by the {BABYLON.GPUParticleSystem} to setup the update shader
  56666. * @param effect defines the update shader
  56667. */
  56668. BoxParticleEmitter.prototype.applyToShader = function (effect) {
  56669. effect.setVector3("direction1", this.direction1);
  56670. effect.setVector3("direction2", this.direction2);
  56671. effect.setVector3("minEmitBox", this.minEmitBox);
  56672. effect.setVector3("maxEmitBox", this.maxEmitBox);
  56673. };
  56674. /**
  56675. * Returns a string to use to update the GPU particles update shader
  56676. * @returns a string containng the defines string
  56677. */
  56678. BoxParticleEmitter.prototype.getEffectDefines = function () {
  56679. return "#define BOXEMITTER";
  56680. };
  56681. /**
  56682. * Returns the string "BoxEmitter"
  56683. * @returns a string containing the class name
  56684. */
  56685. BoxParticleEmitter.prototype.getClassName = function () {
  56686. return "BoxEmitter";
  56687. };
  56688. /**
  56689. * Serializes the particle system to a JSON object.
  56690. * @returns the JSON object
  56691. */
  56692. BoxParticleEmitter.prototype.serialize = function () {
  56693. var serializationObject = {};
  56694. serializationObject.type = this.getClassName();
  56695. serializationObject.direction1 = this.direction1.asArray();
  56696. ;
  56697. serializationObject.direction2 = this.direction2.asArray();
  56698. ;
  56699. serializationObject.minEmitBox = this.minEmitBox.asArray();
  56700. ;
  56701. serializationObject.maxEmitBox = this.maxEmitBox.asArray();
  56702. ;
  56703. return serializationObject;
  56704. };
  56705. /**
  56706. * Parse properties from a JSON object
  56707. * @param serializationObject defines the JSON object
  56708. */
  56709. BoxParticleEmitter.prototype.parse = function (serializationObject) {
  56710. this.direction1.copyFrom(serializationObject.direction1);
  56711. this.direction2.copyFrom(serializationObject.direction2);
  56712. this.minEmitBox.copyFrom(serializationObject.minEmitBox);
  56713. this.maxEmitBox.copyFrom(serializationObject.maxEmitBox);
  56714. };
  56715. return BoxParticleEmitter;
  56716. }());
  56717. BABYLON.BoxParticleEmitter = BoxParticleEmitter;
  56718. })(BABYLON || (BABYLON = {}));
  56719. //# sourceMappingURL=babylon.boxParticleEmitter.js.map
  56720. var BABYLON;
  56721. (function (BABYLON) {
  56722. /**
  56723. * Particle emitter emitting particles from the inside of a cone.
  56724. * It emits the particles alongside the cone volume from the base to the particle.
  56725. * The emission direction might be randomized.
  56726. */
  56727. var ConeParticleEmitter = /** @class */ (function () {
  56728. /**
  56729. * Creates a new instance ConeParticleEmitter
  56730. * @param radius the radius of the emission cone (1 by default)
  56731. * @param angles the cone base angle (PI by default)
  56732. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  56733. */
  56734. function ConeParticleEmitter(radius,
  56735. /**
  56736. * The radius of the emission cone.
  56737. */
  56738. angle,
  56739. /**
  56740. * The cone base angle.
  56741. */
  56742. directionRandomizer) {
  56743. if (radius === void 0) { radius = 1; }
  56744. if (angle === void 0) { angle = Math.PI; }
  56745. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  56746. this.angle = angle;
  56747. this.directionRandomizer = directionRandomizer;
  56748. this.radius = radius;
  56749. }
  56750. Object.defineProperty(ConeParticleEmitter.prototype, "radius", {
  56751. /**
  56752. * Gets the radius of the emission cone.
  56753. */
  56754. get: function () {
  56755. return this._radius;
  56756. },
  56757. /**
  56758. * Sets the radius of the emission cone.
  56759. */
  56760. set: function (value) {
  56761. this._radius = value;
  56762. if (this.angle !== 0) {
  56763. this._height = value / Math.tan(this.angle / 2);
  56764. }
  56765. else {
  56766. this._height = 1;
  56767. }
  56768. },
  56769. enumerable: true,
  56770. configurable: true
  56771. });
  56772. /**
  56773. * Called by the particle System when the direction is computed for the created particle.
  56774. * @param emitPower is the power of the particle (speed)
  56775. * @param worldMatrix is the world matrix of the particle system
  56776. * @param directionToUpdate is the direction vector to update with the result
  56777. * @param particle is the particle we are computed the direction for
  56778. */
  56779. ConeParticleEmitter.prototype.startDirectionFunction = function (emitPower, worldMatrix, directionToUpdate, particle) {
  56780. if (this.angle === 0) {
  56781. BABYLON.Vector3.TransformNormalFromFloatsToRef(0, emitPower, 0, worldMatrix, directionToUpdate);
  56782. }
  56783. else {
  56784. // measure the direction Vector from the emitter to the particle.
  56785. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  56786. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  56787. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  56788. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  56789. direction.x += randX;
  56790. direction.y += randY;
  56791. direction.z += randZ;
  56792. direction.normalize();
  56793. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x * emitPower, direction.y * emitPower, direction.z * emitPower, worldMatrix, directionToUpdate);
  56794. }
  56795. };
  56796. /**
  56797. * Called by the particle System when the position is computed for the created particle.
  56798. * @param worldMatrix is the world matrix of the particle system
  56799. * @param positionToUpdate is the position vector to update with the result
  56800. * @param particle is the particle we are computed the position for
  56801. */
  56802. ConeParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  56803. var s = BABYLON.Scalar.RandomRange(0, Math.PI * 2);
  56804. var h = BABYLON.Scalar.RandomRange(0, 1);
  56805. // Better distribution in a cone at normal angles.
  56806. h = 1 - h * h;
  56807. var radius = BABYLON.Scalar.RandomRange(0, this._radius);
  56808. radius = radius * h;
  56809. var randX = radius * Math.sin(s);
  56810. var randZ = radius * Math.cos(s);
  56811. var randY = h * this._height;
  56812. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  56813. };
  56814. /**
  56815. * Clones the current emitter and returns a copy of it
  56816. * @returns the new emitter
  56817. */
  56818. ConeParticleEmitter.prototype.clone = function () {
  56819. var newOne = new ConeParticleEmitter(this.radius, this.angle, this.directionRandomizer);
  56820. BABYLON.Tools.DeepCopy(this, newOne);
  56821. return newOne;
  56822. };
  56823. /**
  56824. * Called by the {BABYLON.GPUParticleSystem} to setup the update shader
  56825. * @param effect defines the update shader
  56826. */
  56827. ConeParticleEmitter.prototype.applyToShader = function (effect) {
  56828. effect.setFloat("radius", this.radius);
  56829. effect.setFloat("angle", this.angle);
  56830. effect.setFloat("height", this._height);
  56831. effect.setFloat("directionRandomizer", this.directionRandomizer);
  56832. };
  56833. /**
  56834. * Returns a string to use to update the GPU particles update shader
  56835. * @returns a string containng the defines string
  56836. */
  56837. ConeParticleEmitter.prototype.getEffectDefines = function () {
  56838. return "#define CONEEMITTER";
  56839. };
  56840. /**
  56841. * Returns the string "BoxEmitter"
  56842. * @returns a string containing the class name
  56843. */
  56844. ConeParticleEmitter.prototype.getClassName = function () {
  56845. return "ConeEmitter";
  56846. };
  56847. /**
  56848. * Serializes the particle system to a JSON object.
  56849. * @returns the JSON object
  56850. */
  56851. ConeParticleEmitter.prototype.serialize = function () {
  56852. var serializationObject = {};
  56853. serializationObject.type = this.getClassName();
  56854. serializationObject.radius = this.radius;
  56855. serializationObject.angle = this.angle;
  56856. serializationObject.directionRandomizer = this.directionRandomizer;
  56857. return serializationObject;
  56858. };
  56859. /**
  56860. * Parse properties from a JSON object
  56861. * @param serializationObject defines the JSON object
  56862. */
  56863. ConeParticleEmitter.prototype.parse = function (serializationObject) {
  56864. this.radius = serializationObject.radius;
  56865. this.angle = serializationObject.angle;
  56866. this.directionRandomizer = serializationObject.directionRandomizer;
  56867. };
  56868. return ConeParticleEmitter;
  56869. }());
  56870. BABYLON.ConeParticleEmitter = ConeParticleEmitter;
  56871. })(BABYLON || (BABYLON = {}));
  56872. //# sourceMappingURL=babylon.coneParticleEmitter.js.map
  56873. var BABYLON;
  56874. (function (BABYLON) {
  56875. /**
  56876. * Particle emitter emitting particles from the inside of a sphere.
  56877. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  56878. */
  56879. var SphereParticleEmitter = /** @class */ (function () {
  56880. /**
  56881. * Creates a new instance SphereParticleEmitter
  56882. * @param radius the radius of the emission sphere (1 by default)
  56883. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  56884. */
  56885. function SphereParticleEmitter(
  56886. /**
  56887. * The radius of the emission sphere.
  56888. */
  56889. radius,
  56890. /**
  56891. * How much to randomize the particle direction [0-1].
  56892. */
  56893. directionRandomizer) {
  56894. if (radius === void 0) { radius = 1; }
  56895. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  56896. this.radius = radius;
  56897. this.directionRandomizer = directionRandomizer;
  56898. }
  56899. /**
  56900. * Called by the particle System when the direction is computed for the created particle.
  56901. * @param emitPower is the power of the particle (speed)
  56902. * @param worldMatrix is the world matrix of the particle system
  56903. * @param directionToUpdate is the direction vector to update with the result
  56904. * @param particle is the particle we are computed the direction for
  56905. */
  56906. SphereParticleEmitter.prototype.startDirectionFunction = function (emitPower, worldMatrix, directionToUpdate, particle) {
  56907. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  56908. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  56909. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  56910. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  56911. direction.x += randX;
  56912. direction.y += randY;
  56913. direction.z += randZ;
  56914. direction.normalize();
  56915. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x * emitPower, direction.y * emitPower, direction.z * emitPower, worldMatrix, directionToUpdate);
  56916. };
  56917. /**
  56918. * Called by the particle System when the position is computed for the created particle.
  56919. * @param worldMatrix is the world matrix of the particle system
  56920. * @param positionToUpdate is the position vector to update with the result
  56921. * @param particle is the particle we are computed the position for
  56922. */
  56923. SphereParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  56924. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  56925. var theta = BABYLON.Scalar.RandomRange(0, Math.PI);
  56926. var randRadius = BABYLON.Scalar.RandomRange(0, this.radius);
  56927. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  56928. var randY = randRadius * Math.cos(theta);
  56929. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  56930. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  56931. };
  56932. /**
  56933. * Clones the current emitter and returns a copy of it
  56934. * @returns the new emitter
  56935. */
  56936. SphereParticleEmitter.prototype.clone = function () {
  56937. var newOne = new SphereParticleEmitter(this.radius, this.directionRandomizer);
  56938. BABYLON.Tools.DeepCopy(this, newOne);
  56939. return newOne;
  56940. };
  56941. /**
  56942. * Called by the {BABYLON.GPUParticleSystem} to setup the update shader
  56943. * @param effect defines the update shader
  56944. */
  56945. SphereParticleEmitter.prototype.applyToShader = function (effect) {
  56946. effect.setFloat("radius", this.radius);
  56947. effect.setFloat("directionRandomizer", this.directionRandomizer);
  56948. };
  56949. /**
  56950. * Returns a string to use to update the GPU particles update shader
  56951. * @returns a string containng the defines string
  56952. */
  56953. SphereParticleEmitter.prototype.getEffectDefines = function () {
  56954. return "#define SPHEREEMITTER";
  56955. };
  56956. /**
  56957. * Returns the string "SphereParticleEmitter"
  56958. * @returns a string containing the class name
  56959. */
  56960. SphereParticleEmitter.prototype.getClassName = function () {
  56961. return "SphereParticleEmitter";
  56962. };
  56963. /**
  56964. * Serializes the particle system to a JSON object.
  56965. * @returns the JSON object
  56966. */
  56967. SphereParticleEmitter.prototype.serialize = function () {
  56968. var serializationObject = {};
  56969. serializationObject.type = this.getClassName();
  56970. serializationObject.radius = this.radius;
  56971. serializationObject.directionRandomizer = this.directionRandomizer;
  56972. return serializationObject;
  56973. };
  56974. /**
  56975. * Parse properties from a JSON object
  56976. * @param serializationObject defines the JSON object
  56977. */
  56978. SphereParticleEmitter.prototype.parse = function (serializationObject) {
  56979. this.radius = serializationObject.radius;
  56980. this.directionRandomizer = serializationObject.directionRandomizer;
  56981. };
  56982. return SphereParticleEmitter;
  56983. }());
  56984. BABYLON.SphereParticleEmitter = SphereParticleEmitter;
  56985. /**
  56986. * Particle emitter emitting particles from the inside of a sphere.
  56987. * It emits the particles randomly between two vectors.
  56988. */
  56989. var SphereDirectedParticleEmitter = /** @class */ (function (_super) {
  56990. __extends(SphereDirectedParticleEmitter, _super);
  56991. /**
  56992. * Creates a new instance SphereDirectedParticleEmitter
  56993. * @param radius the radius of the emission sphere (1 by default)
  56994. * @param direction1 the min limit of the emission direction (up vector by default)
  56995. * @param direction2 the max limit of the emission direction (up vector by default)
  56996. */
  56997. function SphereDirectedParticleEmitter(radius,
  56998. /**
  56999. * The min limit of the emission direction.
  57000. */
  57001. direction1,
  57002. /**
  57003. * The max limit of the emission direction.
  57004. */
  57005. direction2) {
  57006. if (radius === void 0) { radius = 1; }
  57007. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  57008. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  57009. var _this = _super.call(this, radius) || this;
  57010. _this.direction1 = direction1;
  57011. _this.direction2 = direction2;
  57012. return _this;
  57013. }
  57014. /**
  57015. * Called by the particle System when the direction is computed for the created particle.
  57016. * @param emitPower is the power of the particle (speed)
  57017. * @param worldMatrix is the world matrix of the particle system
  57018. * @param directionToUpdate is the direction vector to update with the result
  57019. * @param particle is the particle we are computed the direction for
  57020. */
  57021. SphereDirectedParticleEmitter.prototype.startDirectionFunction = function (emitPower, worldMatrix, directionToUpdate, particle) {
  57022. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  57023. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  57024. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  57025. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX * emitPower, randY * emitPower, randZ * emitPower, worldMatrix, directionToUpdate);
  57026. };
  57027. /**
  57028. * Clones the current emitter and returns a copy of it
  57029. * @returns the new emitter
  57030. */
  57031. SphereDirectedParticleEmitter.prototype.clone = function () {
  57032. var newOne = new SphereDirectedParticleEmitter(this.radius, this.direction1, this.direction2);
  57033. BABYLON.Tools.DeepCopy(this, newOne);
  57034. return newOne;
  57035. };
  57036. /**
  57037. * Called by the {BABYLON.GPUParticleSystem} to setup the update shader
  57038. * @param effect defines the update shader
  57039. */
  57040. SphereDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  57041. effect.setFloat("radius", this.radius);
  57042. effect.setVector3("direction1", this.direction1);
  57043. effect.setVector3("direction2", this.direction2);
  57044. };
  57045. /**
  57046. * Returns a string to use to update the GPU particles update shader
  57047. * @returns a string containng the defines string
  57048. */
  57049. SphereDirectedParticleEmitter.prototype.getEffectDefines = function () {
  57050. return "#define SPHEREEMITTER\n#define DIRECTEDSPHEREEMITTER";
  57051. };
  57052. /**
  57053. * Returns the string "SphereDirectedParticleEmitter"
  57054. * @returns a string containing the class name
  57055. */
  57056. SphereDirectedParticleEmitter.prototype.getClassName = function () {
  57057. return "SphereDirectedParticleEmitter";
  57058. };
  57059. /**
  57060. * Serializes the particle system to a JSON object.
  57061. * @returns the JSON object
  57062. */
  57063. SphereDirectedParticleEmitter.prototype.serialize = function () {
  57064. var serializationObject = _super.prototype.serialize.call(this);
  57065. ;
  57066. serializationObject.direction1 = this.direction1.asArray();
  57067. ;
  57068. serializationObject.direction2 = this.direction2.asArray();
  57069. ;
  57070. return serializationObject;
  57071. };
  57072. /**
  57073. * Parse properties from a JSON object
  57074. * @param serializationObject defines the JSON object
  57075. */
  57076. SphereDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  57077. _super.prototype.parse.call(this, serializationObject);
  57078. this.direction1.copyFrom(serializationObject.direction1);
  57079. this.direction2.copyFrom(serializationObject.direction2);
  57080. };
  57081. return SphereDirectedParticleEmitter;
  57082. }(SphereParticleEmitter));
  57083. BABYLON.SphereDirectedParticleEmitter = SphereDirectedParticleEmitter;
  57084. })(BABYLON || (BABYLON = {}));
  57085. //# sourceMappingURL=babylon.sphereParticleEmitter.js.map
  57086. var __assign = (this && this.__assign) || Object.assign || function(t) {
  57087. for (var s, i = 1, n = arguments.length; i < n; i++) {
  57088. s = arguments[i];
  57089. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  57090. t[p] = s[p];
  57091. }
  57092. return t;
  57093. };
  57094. var BABYLON;
  57095. (function (BABYLON) {
  57096. /**
  57097. * This represents a GPU particle system in Babylon
  57098. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  57099. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  57100. */
  57101. var GPUParticleSystem = /** @class */ (function () {
  57102. /**
  57103. * Instantiates a GPU particle system.
  57104. * 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.
  57105. * @param name The name of the particle system
  57106. * @param capacity The max number of particles alive at the same time
  57107. * @param scene The scene the particle system belongs to
  57108. */
  57109. function GPUParticleSystem(name, options, scene) {
  57110. /**
  57111. * The emitter represents the Mesh or position we are attaching the particle system to.
  57112. */
  57113. this.emitter = null;
  57114. /**
  57115. * The rendering group used by the Particle system to chose when to render.
  57116. */
  57117. this.renderingGroupId = 0;
  57118. /**
  57119. * The layer mask we are rendering the particles through.
  57120. */
  57121. this.layerMask = 0x0FFFFFFF;
  57122. this._targetIndex = 0;
  57123. this._currentRenderId = -1;
  57124. this._started = false;
  57125. this._stopped = false;
  57126. this._timeDelta = 0;
  57127. this._attributesStrideSize = 14;
  57128. this._actualFrame = 0;
  57129. /**
  57130. * List of animations used by the particle system.
  57131. */
  57132. this.animations = [];
  57133. /**
  57134. * An event triggered when the system is disposed.
  57135. */
  57136. this.onDisposeObservable = new BABYLON.Observable();
  57137. /**
  57138. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  57139. */
  57140. this.updateSpeed = 0.01;
  57141. /**
  57142. * The amount of time the particle system is running (depends of the overall update speed).
  57143. */
  57144. this.targetStopDuration = 0;
  57145. /**
  57146. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  57147. */
  57148. this.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
  57149. /**
  57150. * Minimum life time of emitting particles.
  57151. */
  57152. this.minLifeTime = 1;
  57153. /**
  57154. * Maximum life time of emitting particles.
  57155. */
  57156. this.maxLifeTime = 1;
  57157. /**
  57158. * Minimum Size of emitting particles.
  57159. */
  57160. this.minSize = 1;
  57161. /**
  57162. * Maximum Size of emitting particles.
  57163. */
  57164. this.maxSize = 1;
  57165. /**
  57166. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  57167. */
  57168. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  57169. /**
  57170. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  57171. */
  57172. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  57173. /**
  57174. * Color the particle will have at the end of its lifetime.
  57175. */
  57176. this.colorDead = new BABYLON.Color4(0, 0, 0, 0);
  57177. /**
  57178. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  57179. */
  57180. this.emitRate = 100;
  57181. /**
  57182. * You can use gravity if you want to give an orientation to your particles.
  57183. */
  57184. this.gravity = BABYLON.Vector3.Zero();
  57185. /**
  57186. * Minimum power of emitting particles.
  57187. */
  57188. this.minEmitPower = 1;
  57189. /**
  57190. * Maximum power of emitting particles.
  57191. */
  57192. this.maxEmitPower = 1;
  57193. /**
  57194. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  57195. * to override the particles.
  57196. */
  57197. this.forceDepthWrite = false;
  57198. this.id = name;
  57199. this.name = name;
  57200. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  57201. this._engine = this._scene.getEngine();
  57202. var fullOptions = __assign({ capacity: 50000, randomTextureSize: this._engine.getCaps().maxTextureSize }, options);
  57203. this._capacity = fullOptions.capacity;
  57204. this._activeCount = fullOptions.capacity;
  57205. this._currentActiveCount = 0;
  57206. this._scene.particleSystems.push(this);
  57207. this._updateEffectOptions = {
  57208. attributes: ["position", "age", "life", "seed", "size", "color", "direction"],
  57209. uniformsNames: ["currentCount", "timeDelta", "generalRandoms", "emitterWM", "lifeTime", "color1", "color2", "sizeRange", "gravity", "emitPower",
  57210. "direction1", "direction2", "minEmitBox", "maxEmitBox", "radius", "directionRandomizer", "height", "angle", "stopFactor"],
  57211. uniformBuffersNames: [],
  57212. samplers: ["randomSampler"],
  57213. defines: "",
  57214. fallbacks: null,
  57215. onCompiled: null,
  57216. onError: null,
  57217. indexParameters: null,
  57218. maxSimultaneousLights: 0,
  57219. transformFeedbackVaryings: ["outPosition", "outAge", "outLife", "outSeed", "outSize", "outColor", "outDirection"]
  57220. };
  57221. // Random data
  57222. var maxTextureSize = Math.min(this._engine.getCaps().maxTextureSize, fullOptions.randomTextureSize);
  57223. var d = [];
  57224. for (var i = 0; i < maxTextureSize; ++i) {
  57225. d.push(Math.random());
  57226. d.push(Math.random());
  57227. d.push(Math.random());
  57228. d.push(Math.random());
  57229. }
  57230. this._randomTexture = new BABYLON.RawTexture(new Float32Array(d), maxTextureSize, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA32F, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE, BABYLON.Engine.TEXTURETYPE_FLOAT);
  57231. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  57232. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  57233. this._randomTextureSize = maxTextureSize;
  57234. this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  57235. }
  57236. Object.defineProperty(GPUParticleSystem, "IsSupported", {
  57237. /**
  57238. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  57239. */
  57240. get: function () {
  57241. if (!BABYLON.Engine.LastCreatedEngine) {
  57242. return false;
  57243. }
  57244. return BABYLON.Engine.LastCreatedEngine.webGLVersion > 1;
  57245. },
  57246. enumerable: true,
  57247. configurable: true
  57248. });
  57249. Object.defineProperty(GPUParticleSystem.prototype, "direction1", {
  57250. /**
  57251. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  57252. * This only works when particleEmitterTyps is a BoxParticleEmitter
  57253. */
  57254. get: function () {
  57255. if (this.particleEmitterType.direction1) {
  57256. return this.particleEmitterType.direction1;
  57257. }
  57258. return BABYLON.Vector3.Zero();
  57259. },
  57260. set: function (value) {
  57261. if (this.particleEmitterType.direction1) {
  57262. this.particleEmitterType.direction1 = value;
  57263. }
  57264. },
  57265. enumerable: true,
  57266. configurable: true
  57267. });
  57268. Object.defineProperty(GPUParticleSystem.prototype, "direction2", {
  57269. /**
  57270. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  57271. * This only works when particleEmitterTyps is a BoxParticleEmitter
  57272. */
  57273. get: function () {
  57274. if (this.particleEmitterType.direction2) {
  57275. return this.particleEmitterType.direction2;
  57276. }
  57277. return BABYLON.Vector3.Zero();
  57278. },
  57279. set: function (value) {
  57280. if (this.particleEmitterType.direction2) {
  57281. this.particleEmitterType.direction2 = value;
  57282. }
  57283. },
  57284. enumerable: true,
  57285. configurable: true
  57286. });
  57287. Object.defineProperty(GPUParticleSystem.prototype, "minEmitBox", {
  57288. /**
  57289. * 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.
  57290. * This only works when particleEmitterTyps is a BoxParticleEmitter
  57291. */
  57292. get: function () {
  57293. if (this.particleEmitterType.minEmitBox) {
  57294. return this.particleEmitterType.minEmitBox;
  57295. }
  57296. return BABYLON.Vector3.Zero();
  57297. },
  57298. set: function (value) {
  57299. if (this.particleEmitterType.minEmitBox) {
  57300. this.particleEmitterType.minEmitBox = value;
  57301. }
  57302. },
  57303. enumerable: true,
  57304. configurable: true
  57305. });
  57306. Object.defineProperty(GPUParticleSystem.prototype, "maxEmitBox", {
  57307. /**
  57308. * 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.
  57309. * This only works when particleEmitterTyps is a BoxParticleEmitter
  57310. */
  57311. get: function () {
  57312. if (this.particleEmitterType.maxEmitBox) {
  57313. return this.particleEmitterType.maxEmitBox;
  57314. }
  57315. return BABYLON.Vector3.Zero();
  57316. },
  57317. set: function (value) {
  57318. if (this.particleEmitterType.maxEmitBox) {
  57319. this.particleEmitterType.maxEmitBox = value;
  57320. }
  57321. },
  57322. enumerable: true,
  57323. configurable: true
  57324. });
  57325. /**
  57326. * Gets the maximum number of particles active at the same time.
  57327. * @returns The max number of active particles.
  57328. */
  57329. GPUParticleSystem.prototype.getCapacity = function () {
  57330. return this._capacity;
  57331. };
  57332. Object.defineProperty(GPUParticleSystem.prototype, "activeParticleCount", {
  57333. /**
  57334. * Gets or set the number of active particles
  57335. */
  57336. get: function () {
  57337. return this._activeCount;
  57338. },
  57339. set: function (value) {
  57340. this._activeCount = Math.min(value, this._capacity);
  57341. },
  57342. enumerable: true,
  57343. configurable: true
  57344. });
  57345. /**
  57346. * Is this system ready to be used/rendered
  57347. * @return true if the system is ready
  57348. */
  57349. GPUParticleSystem.prototype.isReady = function () {
  57350. if (!this._updateEffect) {
  57351. this._recreateUpdateEffect();
  57352. this._recreateRenderEffect();
  57353. return false;
  57354. }
  57355. if (!this.emitter || !this._updateEffect.isReady() || !this._renderEffect.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  57356. return false;
  57357. }
  57358. return true;
  57359. };
  57360. /**
  57361. * Gets Wether the system has been started.
  57362. * @returns True if it has been started, otherwise false.
  57363. */
  57364. GPUParticleSystem.prototype.isStarted = function () {
  57365. return this._started;
  57366. };
  57367. /**
  57368. * Starts the particle system and begins to emit.
  57369. */
  57370. GPUParticleSystem.prototype.start = function () {
  57371. this._started = true;
  57372. this._stopped = false;
  57373. };
  57374. /**
  57375. * Stops the particle system.
  57376. */
  57377. GPUParticleSystem.prototype.stop = function () {
  57378. this._stopped = true;
  57379. };
  57380. /**
  57381. * Remove all active particles
  57382. */
  57383. GPUParticleSystem.prototype.reset = function () {
  57384. this._releaseBuffers();
  57385. this._releaseVAOs();
  57386. this._currentActiveCount = 0;
  57387. this._targetIndex = 0;
  57388. };
  57389. /**
  57390. * Returns the string "GPUParticleSystem"
  57391. * @returns a string containing the class name
  57392. */
  57393. GPUParticleSystem.prototype.getClassName = function () {
  57394. return "GPUParticleSystem";
  57395. };
  57396. GPUParticleSystem.prototype._createUpdateVAO = function (source) {
  57397. var updateVertexBuffers = {};
  57398. updateVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3);
  57399. updateVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1);
  57400. updateVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1);
  57401. updateVertexBuffers["seed"] = source.createVertexBuffer("seed", 5, 1);
  57402. updateVertexBuffers["size"] = source.createVertexBuffer("size", 6, 1);
  57403. updateVertexBuffers["color"] = source.createVertexBuffer("color", 7, 4);
  57404. updateVertexBuffers["direction"] = source.createVertexBuffer("direction", 11, 3);
  57405. var vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);
  57406. this._engine.bindArrayBuffer(null);
  57407. return vao;
  57408. };
  57409. GPUParticleSystem.prototype._createRenderVAO = function (source, spriteSource) {
  57410. var renderVertexBuffers = {};
  57411. renderVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3, this._attributesStrideSize, true);
  57412. renderVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1, this._attributesStrideSize, true);
  57413. renderVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1, this._attributesStrideSize, true);
  57414. renderVertexBuffers["size"] = source.createVertexBuffer("size", 6, 1, this._attributesStrideSize, true);
  57415. renderVertexBuffers["color"] = source.createVertexBuffer("color", 7, 4, this._attributesStrideSize, true);
  57416. renderVertexBuffers["offset"] = spriteSource.createVertexBuffer("offset", 0, 2);
  57417. renderVertexBuffers["uv"] = spriteSource.createVertexBuffer("uv", 2, 2);
  57418. var vao = this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._renderEffect);
  57419. this._engine.bindArrayBuffer(null);
  57420. return vao;
  57421. };
  57422. GPUParticleSystem.prototype._initialize = function (force) {
  57423. if (force === void 0) { force = false; }
  57424. if (this._buffer0 && !force) {
  57425. return;
  57426. }
  57427. var engine = this._scene.getEngine();
  57428. var data = new Array();
  57429. for (var particleIndex = 0; particleIndex < this._capacity; particleIndex++) {
  57430. // position
  57431. data.push(0.0);
  57432. data.push(0.0);
  57433. data.push(0.0);
  57434. // Age and life
  57435. data.push(0.0); // create the particle as a dead one to create a new one at start
  57436. data.push(0.0);
  57437. // Seed
  57438. data.push(Math.random());
  57439. // Size
  57440. data.push(0.0);
  57441. // color
  57442. data.push(0.0);
  57443. data.push(0.0);
  57444. data.push(0.0);
  57445. data.push(0.0);
  57446. // direction
  57447. data.push(0.0);
  57448. data.push(0.0);
  57449. data.push(0.0);
  57450. }
  57451. // Sprite data
  57452. var spriteData = new Float32Array([0.5, 0.5, 1, 1,
  57453. -0.5, 0.5, 0, 1,
  57454. -0.5, -0.5, 0, 0,
  57455. 0.5, -0.5, 1, 0]);
  57456. // Buffers
  57457. this._buffer0 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  57458. this._buffer1 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  57459. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 4);
  57460. // Update VAO
  57461. this._updateVAO = [];
  57462. this._updateVAO.push(this._createUpdateVAO(this._buffer0));
  57463. this._updateVAO.push(this._createUpdateVAO(this._buffer1));
  57464. // Render VAO
  57465. this._renderVAO = [];
  57466. this._renderVAO.push(this._createRenderVAO(this._buffer1, this._spriteBuffer));
  57467. this._renderVAO.push(this._createRenderVAO(this._buffer0, this._spriteBuffer));
  57468. // Links
  57469. this._sourceBuffer = this._buffer0;
  57470. this._targetBuffer = this._buffer1;
  57471. };
  57472. /** @hidden */
  57473. GPUParticleSystem.prototype._recreateUpdateEffect = function () {
  57474. var defines = this.particleEmitterType ? this.particleEmitterType.getEffectDefines() : "";
  57475. if (this._updateEffect && this._updateEffectOptions.defines === defines) {
  57476. return;
  57477. }
  57478. this._updateEffectOptions.defines = defines;
  57479. this._updateEffect = new BABYLON.Effect("gpuUpdateParticles", this._updateEffectOptions, this._scene.getEngine());
  57480. };
  57481. /** @hidden */
  57482. GPUParticleSystem.prototype._recreateRenderEffect = function () {
  57483. var defines = "";
  57484. if (this._scene.clipPlane) {
  57485. defines = "\n#define CLIPPLANE";
  57486. }
  57487. if (this._renderEffect && this._renderEffect.defines === defines) {
  57488. return;
  57489. }
  57490. this._renderEffect = new BABYLON.Effect("gpuRenderParticles", ["position", "age", "life", "size", "color", "offset", "uv"], ["view", "projection", "colorDead", "invView", "vClipPlane"], ["textureSampler"], this._scene.getEngine(), defines);
  57491. };
  57492. /**
  57493. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  57494. */
  57495. GPUParticleSystem.prototype.animate = function () {
  57496. this._timeDelta = this.updateSpeed * this._scene.getAnimationRatio();
  57497. this._actualFrame += this._timeDelta;
  57498. if (!this._stopped) {
  57499. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  57500. this.stop();
  57501. }
  57502. }
  57503. };
  57504. /**
  57505. * Renders the particle system in its current state.
  57506. * @returns the current number of particles
  57507. */
  57508. GPUParticleSystem.prototype.render = function () {
  57509. if (!this._started) {
  57510. return 0;
  57511. }
  57512. this._recreateUpdateEffect();
  57513. this._recreateRenderEffect();
  57514. if (!this.isReady()) {
  57515. return 0;
  57516. }
  57517. if (this._currentRenderId === this._scene.getRenderId()) {
  57518. return 0;
  57519. }
  57520. this._currentRenderId = this._scene.getRenderId();
  57521. // Get everything ready to render
  57522. this._initialize();
  57523. this._currentActiveCount = Math.min(this._activeCount, this._currentActiveCount + (this.emitRate * this._timeDelta) | 0);
  57524. // Enable update effect
  57525. this._engine.enableEffect(this._updateEffect);
  57526. this._engine.setState(false);
  57527. this._updateEffect.setFloat("currentCount", this._currentActiveCount);
  57528. this._updateEffect.setFloat("timeDelta", this._timeDelta);
  57529. this._updateEffect.setFloat("stopFactor", this._stopped ? 0 : 1);
  57530. this._updateEffect.setFloat3("generalRandoms", Math.random(), Math.random(), Math.random());
  57531. this._updateEffect.setTexture("randomSampler", this._randomTexture);
  57532. this._updateEffect.setFloat2("lifeTime", this.minLifeTime, this.maxLifeTime);
  57533. this._updateEffect.setFloat2("emitPower", this.minEmitPower, this.maxEmitPower);
  57534. this._updateEffect.setDirectColor4("color1", this.color1);
  57535. this._updateEffect.setDirectColor4("color2", this.color2);
  57536. this._updateEffect.setFloat2("sizeRange", this.minSize, this.maxSize);
  57537. this._updateEffect.setVector3("gravity", this.gravity);
  57538. if (this.particleEmitterType) {
  57539. this.particleEmitterType.applyToShader(this._updateEffect);
  57540. }
  57541. var emitterWM;
  57542. if (this.emitter.position) {
  57543. var emitterMesh = this.emitter;
  57544. emitterWM = emitterMesh.getWorldMatrix();
  57545. }
  57546. else {
  57547. var emitterPosition = this.emitter;
  57548. emitterWM = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  57549. }
  57550. this._updateEffect.setMatrix("emitterWM", emitterWM);
  57551. // Bind source VAO
  57552. this._engine.bindVertexArrayObject(this._updateVAO[this._targetIndex], null);
  57553. // Update
  57554. this._engine.bindTransformFeedbackBuffer(this._targetBuffer.getBuffer());
  57555. this._engine.setRasterizerState(false);
  57556. this._engine.beginTransformFeedback();
  57557. this._engine.drawArraysType(BABYLON.Material.PointListDrawMode, 0, this._currentActiveCount);
  57558. this._engine.endTransformFeedback();
  57559. this._engine.setRasterizerState(true);
  57560. this._engine.bindTransformFeedbackBuffer(null);
  57561. // Enable render effect
  57562. this._engine.enableEffect(this._renderEffect);
  57563. var viewMatrix = this._scene.getViewMatrix();
  57564. this._renderEffect.setMatrix("view", viewMatrix);
  57565. this._renderEffect.setMatrix("projection", this._scene.getProjectionMatrix());
  57566. this._renderEffect.setTexture("textureSampler", this.particleTexture);
  57567. this._renderEffect.setDirectColor4("colorDead", this.colorDead);
  57568. if (this._scene.clipPlane) {
  57569. var clipPlane = this._scene.clipPlane;
  57570. var invView = viewMatrix.clone();
  57571. invView.invert();
  57572. this._renderEffect.setMatrix("invView", invView);
  57573. this._renderEffect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  57574. }
  57575. // Draw order
  57576. if (this.blendMode === BABYLON.ParticleSystem.BLENDMODE_ONEONE) {
  57577. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  57578. }
  57579. else {
  57580. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  57581. }
  57582. if (this.forceDepthWrite) {
  57583. this._engine.setDepthWrite(true);
  57584. }
  57585. // Bind source VAO
  57586. this._engine.bindVertexArrayObject(this._renderVAO[this._targetIndex], null);
  57587. // Render
  57588. this._engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._currentActiveCount);
  57589. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  57590. // Switch VAOs
  57591. this._targetIndex++;
  57592. if (this._targetIndex === 2) {
  57593. this._targetIndex = 0;
  57594. }
  57595. // Switch buffers
  57596. var tmpBuffer = this._sourceBuffer;
  57597. this._sourceBuffer = this._targetBuffer;
  57598. this._targetBuffer = tmpBuffer;
  57599. return this._currentActiveCount;
  57600. };
  57601. /**
  57602. * Rebuilds the particle system
  57603. */
  57604. GPUParticleSystem.prototype.rebuild = function () {
  57605. this._initialize(true);
  57606. };
  57607. GPUParticleSystem.prototype._releaseBuffers = function () {
  57608. if (this._buffer0) {
  57609. this._buffer0.dispose();
  57610. this._buffer0 = null;
  57611. }
  57612. if (this._buffer1) {
  57613. this._buffer1.dispose();
  57614. this._buffer1 = null;
  57615. }
  57616. if (this._spriteBuffer) {
  57617. this._spriteBuffer.dispose();
  57618. this._spriteBuffer = null;
  57619. }
  57620. };
  57621. GPUParticleSystem.prototype._releaseVAOs = function () {
  57622. if (!this._updateVAO) {
  57623. return;
  57624. }
  57625. for (var index = 0; index < this._updateVAO.length; index++) {
  57626. this._engine.releaseVertexArrayObject(this._updateVAO[index]);
  57627. }
  57628. this._updateVAO = [];
  57629. for (var index = 0; index < this._renderVAO.length; index++) {
  57630. this._engine.releaseVertexArrayObject(this._renderVAO[index]);
  57631. }
  57632. this._renderVAO = [];
  57633. };
  57634. /**
  57635. * Disposes the particle system and free the associated resources
  57636. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  57637. */
  57638. GPUParticleSystem.prototype.dispose = function (disposeTexture) {
  57639. if (disposeTexture === void 0) { disposeTexture = true; }
  57640. var index = this._scene.particleSystems.indexOf(this);
  57641. if (index > -1) {
  57642. this._scene.particleSystems.splice(index, 1);
  57643. }
  57644. this._releaseBuffers();
  57645. this._releaseVAOs();
  57646. if (this._randomTexture) {
  57647. this._randomTexture.dispose();
  57648. this._randomTexture = null;
  57649. }
  57650. if (disposeTexture && this.particleTexture) {
  57651. this.particleTexture.dispose();
  57652. this.particleTexture = null;
  57653. }
  57654. // Callback
  57655. this.onDisposeObservable.notifyObservers(this);
  57656. this.onDisposeObservable.clear();
  57657. };
  57658. /**
  57659. * Clones the particle system.
  57660. * @param name The name of the cloned object
  57661. * @param newEmitter The new emitter to use
  57662. * @returns the cloned particle system
  57663. */
  57664. GPUParticleSystem.prototype.clone = function (name, newEmitter) {
  57665. var result = new GPUParticleSystem(name, { capacity: this._capacity, randomTextureSize: this._randomTextureSize }, this._scene);
  57666. BABYLON.Tools.DeepCopy(this, result);
  57667. if (newEmitter === undefined) {
  57668. newEmitter = this.emitter;
  57669. }
  57670. result.emitter = newEmitter;
  57671. if (this.particleTexture) {
  57672. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  57673. }
  57674. return result;
  57675. };
  57676. /**
  57677. * Serializes the particle system to a JSON object.
  57678. * @returns the JSON object
  57679. */
  57680. GPUParticleSystem.prototype.serialize = function () {
  57681. var serializationObject = {};
  57682. serializationObject.name = this.name;
  57683. serializationObject.id = this.id;
  57684. // Emitter
  57685. if (this.emitter.position) {
  57686. var emitterMesh = this.emitter;
  57687. serializationObject.emitterId = emitterMesh.id;
  57688. }
  57689. else {
  57690. var emitterPosition = this.emitter;
  57691. serializationObject.emitter = emitterPosition.asArray();
  57692. }
  57693. serializationObject.capacity = this.getCapacity();
  57694. if (this.particleTexture) {
  57695. serializationObject.textureName = this.particleTexture.name;
  57696. }
  57697. // Animations
  57698. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  57699. // Particle system
  57700. serializationObject.activeParticleCount = this.activeParticleCount;
  57701. serializationObject.randomTextureSize = this._randomTextureSize;
  57702. serializationObject.minSize = this.minSize;
  57703. serializationObject.maxSize = this.maxSize;
  57704. serializationObject.minEmitPower = this.minEmitPower;
  57705. serializationObject.maxEmitPower = this.maxEmitPower;
  57706. serializationObject.minLifeTime = this.minLifeTime;
  57707. serializationObject.maxLifeTime = this.maxLifeTime;
  57708. serializationObject.emitRate = this.emitRate;
  57709. serializationObject.gravity = this.gravity.asArray();
  57710. serializationObject.color1 = this.color1.asArray();
  57711. serializationObject.color2 = this.color2.asArray();
  57712. serializationObject.colorDead = this.colorDead.asArray();
  57713. serializationObject.updateSpeed = this.updateSpeed;
  57714. serializationObject.targetStopDuration = this.targetStopDuration;
  57715. serializationObject.blendMode = this.blendMode;
  57716. // Emitter
  57717. if (this.particleEmitterType) {
  57718. serializationObject.particleEmitterType = this.particleEmitterType.serialize();
  57719. }
  57720. return serializationObject;
  57721. };
  57722. /**
  57723. * Parses a JSON object to create a GPU particle system.
  57724. * @param parsedParticleSystem The JSON object to parse
  57725. * @param scene The scene to create the particle system in
  57726. * @param rootUrl The root url to use to load external dependencies like texture
  57727. * @returns the parsed GPU particle system
  57728. */
  57729. GPUParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl) {
  57730. var name = parsedParticleSystem.name;
  57731. var particleSystem = new GPUParticleSystem(name, { capacity: parsedParticleSystem.capacity, randomTextureSize: parsedParticleSystem.randomTextureSize }, scene);
  57732. if (parsedParticleSystem.id) {
  57733. particleSystem.id = parsedParticleSystem.id;
  57734. }
  57735. // Texture
  57736. if (parsedParticleSystem.textureName) {
  57737. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  57738. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  57739. }
  57740. // Emitter
  57741. if (parsedParticleSystem.emitterId) {
  57742. particleSystem.emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  57743. }
  57744. else {
  57745. particleSystem.emitter = BABYLON.Vector3.FromArray(parsedParticleSystem.emitter);
  57746. }
  57747. // Animations
  57748. if (parsedParticleSystem.animations) {
  57749. for (var animationIndex = 0; animationIndex < parsedParticleSystem.animations.length; animationIndex++) {
  57750. var parsedAnimation = parsedParticleSystem.animations[animationIndex];
  57751. particleSystem.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  57752. }
  57753. }
  57754. // Particle system
  57755. particleSystem.activeParticleCount = parsedParticleSystem.activeParticleCount;
  57756. particleSystem.minSize = parsedParticleSystem.minSize;
  57757. particleSystem.maxSize = parsedParticleSystem.maxSize;
  57758. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  57759. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  57760. particleSystem.minEmitPower = parsedParticleSystem.minEmitPower;
  57761. particleSystem.maxEmitPower = parsedParticleSystem.maxEmitPower;
  57762. particleSystem.emitRate = parsedParticleSystem.emitRate;
  57763. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  57764. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  57765. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  57766. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  57767. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  57768. particleSystem.targetStopDuration = parsedParticleSystem.targetStopDuration;
  57769. particleSystem.blendMode = parsedParticleSystem.blendMode;
  57770. // Emitter
  57771. if (parsedParticleSystem.particleEmitterType) {
  57772. var emitterType = void 0;
  57773. switch (parsedParticleSystem.particleEmitterType.type) {
  57774. case "SphereEmitter":
  57775. emitterType = new BABYLON.SphereParticleEmitter();
  57776. break;
  57777. case "SphereDirectedParticleEmitter":
  57778. emitterType = new BABYLON.SphereDirectedParticleEmitter();
  57779. break;
  57780. case "ConeEmitter":
  57781. emitterType = new BABYLON.ConeParticleEmitter();
  57782. break;
  57783. case "BoxEmitter":
  57784. default:
  57785. emitterType = new BABYLON.BoxParticleEmitter();
  57786. break;
  57787. }
  57788. emitterType.parse(parsedParticleSystem.particleEmitterType);
  57789. particleSystem.particleEmitterType = emitterType;
  57790. }
  57791. return particleSystem;
  57792. };
  57793. return GPUParticleSystem;
  57794. }());
  57795. BABYLON.GPUParticleSystem = GPUParticleSystem;
  57796. })(BABYLON || (BABYLON = {}));
  57797. //# sourceMappingURL=babylon.gpuParticleSystem.js.map
  57798. var BABYLON;
  57799. (function (BABYLON) {
  57800. /**
  57801. * Represents one particle of a solid particle system.
  57802. */
  57803. var SolidParticle = /** @class */ (function () {
  57804. /**
  57805. * Creates a Solid Particle object.
  57806. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  57807. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  57808. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  57809. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  57810. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  57811. * @param shapeId (integer) is the model shape identifier in the SPS.
  57812. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  57813. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  57814. */
  57815. function SolidParticle(particleIndex, positionIndex, indiceIndex, model, shapeId, idxInShape, sps, modelBoundingInfo) {
  57816. if (modelBoundingInfo === void 0) { modelBoundingInfo = null; }
  57817. /**
  57818. * particle global index
  57819. */
  57820. this.idx = 0;
  57821. /**
  57822. * The color of the particle
  57823. */
  57824. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  57825. /**
  57826. * The world space position of the particle.
  57827. */
  57828. this.position = BABYLON.Vector3.Zero();
  57829. /**
  57830. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  57831. */
  57832. this.rotation = BABYLON.Vector3.Zero();
  57833. /**
  57834. * The scaling of the particle.
  57835. */
  57836. this.scaling = BABYLON.Vector3.One();
  57837. /**
  57838. * The uvs of the particle.
  57839. */
  57840. this.uvs = new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  57841. /**
  57842. * The current speed of the particle.
  57843. */
  57844. this.velocity = BABYLON.Vector3.Zero();
  57845. /**
  57846. * The pivot point in the particle local space.
  57847. */
  57848. this.pivot = BABYLON.Vector3.Zero();
  57849. /**
  57850. * Must the particle be translated from its pivot point in its local space ?
  57851. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  57852. * Default : false
  57853. */
  57854. this.translateFromPivot = false;
  57855. /**
  57856. * Is the particle active or not ?
  57857. */
  57858. this.alive = true;
  57859. /**
  57860. * Is the particle visible or not ?
  57861. */
  57862. this.isVisible = true;
  57863. /**
  57864. * Index of this particle in the global "positions" array (Internal use)
  57865. */
  57866. this._pos = 0;
  57867. /**
  57868. * Index of this particle in the global "indices" array (Internal use)
  57869. */
  57870. this._ind = 0;
  57871. /**
  57872. * ModelShape id of this particle
  57873. */
  57874. this.shapeId = 0;
  57875. /**
  57876. * Index of the particle in its shape id (Internal use)
  57877. */
  57878. this.idxInShape = 0;
  57879. /**
  57880. * Still set as invisible in order to skip useless computations (Internal use)
  57881. */
  57882. this._stillInvisible = false;
  57883. /**
  57884. * Last computed particle rotation matrix
  57885. */
  57886. this._rotationMatrix = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];
  57887. /**
  57888. * Parent particle Id, if any.
  57889. * Default null.
  57890. */
  57891. this.parentId = null;
  57892. /**
  57893. * Internal global position in the SPS.
  57894. */
  57895. this._globalPosition = BABYLON.Vector3.Zero();
  57896. this.idx = particleIndex;
  57897. this._pos = positionIndex;
  57898. this._ind = indiceIndex;
  57899. this._model = model;
  57900. this.shapeId = shapeId;
  57901. this.idxInShape = idxInShape;
  57902. this._sps = sps;
  57903. if (modelBoundingInfo) {
  57904. this._modelBoundingInfo = modelBoundingInfo;
  57905. this._boundingInfo = new BABYLON.BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);
  57906. }
  57907. }
  57908. Object.defineProperty(SolidParticle.prototype, "scale", {
  57909. /**
  57910. * Legacy support, changed scale to scaling
  57911. */
  57912. get: function () {
  57913. return this.scaling;
  57914. },
  57915. /**
  57916. * Legacy support, changed scale to scaling
  57917. */
  57918. set: function (scale) {
  57919. this.scaling = scale;
  57920. },
  57921. enumerable: true,
  57922. configurable: true
  57923. });
  57924. Object.defineProperty(SolidParticle.prototype, "quaternion", {
  57925. /**
  57926. * Legacy support, changed quaternion to rotationQuaternion
  57927. */
  57928. get: function () {
  57929. return this.rotationQuaternion;
  57930. },
  57931. /**
  57932. * Legacy support, changed quaternion to rotationQuaternion
  57933. */
  57934. set: function (q) {
  57935. this.rotationQuaternion = q;
  57936. },
  57937. enumerable: true,
  57938. configurable: true
  57939. });
  57940. /**
  57941. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  57942. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  57943. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  57944. * @returns true if it intersects
  57945. */
  57946. SolidParticle.prototype.intersectsMesh = function (target) {
  57947. if (!this._boundingInfo || !target._boundingInfo) {
  57948. return false;
  57949. }
  57950. if (this._sps._bSphereOnly) {
  57951. return BABYLON.BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target._boundingInfo.boundingSphere);
  57952. }
  57953. return this._boundingInfo.intersects(target._boundingInfo, false);
  57954. };
  57955. return SolidParticle;
  57956. }());
  57957. BABYLON.SolidParticle = SolidParticle;
  57958. /**
  57959. * Represents the shape of the model used by one particle of a solid particle system.
  57960. * SPS internal tool, don't use it manually.
  57961. */
  57962. var ModelShape = /** @class */ (function () {
  57963. /**
  57964. * 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.
  57965. * SPS internal tool, don't use it manually.
  57966. * @hidden
  57967. */
  57968. function ModelShape(id, shape, indicesLength, shapeUV, posFunction, vtxFunction) {
  57969. /**
  57970. * length of the shape in the model indices array (internal use)
  57971. */
  57972. this._indicesLength = 0;
  57973. this.shapeID = id;
  57974. this._shape = shape;
  57975. this._indicesLength = indicesLength;
  57976. this._shapeUV = shapeUV;
  57977. this._positionFunction = posFunction;
  57978. this._vertexFunction = vtxFunction;
  57979. }
  57980. return ModelShape;
  57981. }());
  57982. BABYLON.ModelShape = ModelShape;
  57983. /**
  57984. * Represents a Depth Sorted Particle in the solid particle system.
  57985. */
  57986. var DepthSortedParticle = /** @class */ (function () {
  57987. function DepthSortedParticle() {
  57988. /**
  57989. * Index of the particle in the "indices" array
  57990. */
  57991. this.ind = 0;
  57992. /**
  57993. * Length of the particle shape in the "indices" array
  57994. */
  57995. this.indicesLength = 0;
  57996. /**
  57997. * Squared distance from the particle to the camera
  57998. */
  57999. this.sqDistance = 0.0;
  58000. }
  58001. return DepthSortedParticle;
  58002. }());
  58003. BABYLON.DepthSortedParticle = DepthSortedParticle;
  58004. })(BABYLON || (BABYLON = {}));
  58005. //# sourceMappingURL=babylon.solidParticle.js.map
  58006. var BABYLON;
  58007. (function (BABYLON) {
  58008. /**
  58009. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  58010. *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.
  58011. * The SPS is also a particle system. It provides some methods to manage the particles.
  58012. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  58013. *
  58014. * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
  58015. */
  58016. var SolidParticleSystem = /** @class */ (function () {
  58017. /**
  58018. * Creates a SPS (Solid Particle System) object.
  58019. * @param name (String) is the SPS name, this will be the underlying mesh name.
  58020. * @param scene (Scene) is the scene in which the SPS is added.
  58021. * @param updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  58022. * @param isPickable (optional boolean, default false) : if the solid particles must be pickable.
  58023. * @param enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  58024. * @param particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  58025. * @param boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  58026. * @param bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  58027. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  58028. */
  58029. function SolidParticleSystem(name, scene, options) {
  58030. /**
  58031. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  58032. * Example : var p = SPS.particles[i];
  58033. */
  58034. this.particles = new Array();
  58035. /**
  58036. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  58037. */
  58038. this.nbParticles = 0;
  58039. /**
  58040. * If the particles must ever face the camera (default false). Useful for planar particles.
  58041. */
  58042. this.billboard = false;
  58043. /**
  58044. * Recompute normals when adding a shape
  58045. */
  58046. this.recomputeNormals = true;
  58047. /**
  58048. * This a counter ofr your own usage. It's not set by any SPS functions.
  58049. */
  58050. this.counter = 0;
  58051. /**
  58052. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  58053. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
  58054. */
  58055. this.vars = {};
  58056. /**
  58057. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  58058. */
  58059. this._bSphereOnly = false;
  58060. /**
  58061. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  58062. */
  58063. this._bSphereRadiusFactor = 1.0;
  58064. this._positions = new Array();
  58065. this._indices = new Array();
  58066. this._normals = new Array();
  58067. this._colors = new Array();
  58068. this._uvs = new Array();
  58069. this._index = 0; // indices index
  58070. this._updatable = true;
  58071. this._pickable = false;
  58072. this._isVisibilityBoxLocked = false;
  58073. this._alwaysVisible = false;
  58074. this._depthSort = false;
  58075. this._shapeCounter = 0;
  58076. this._copy = new BABYLON.SolidParticle(0, 0, 0, null, 0, 0, this);
  58077. this._color = new BABYLON.Color4(0, 0, 0, 0);
  58078. this._computeParticleColor = true;
  58079. this._computeParticleTexture = true;
  58080. this._computeParticleRotation = true;
  58081. this._computeParticleVertex = false;
  58082. this._computeBoundingBox = false;
  58083. this._depthSortParticles = true;
  58084. this._cam_axisZ = BABYLON.Vector3.Zero();
  58085. this._cam_axisY = BABYLON.Vector3.Zero();
  58086. this._cam_axisX = BABYLON.Vector3.Zero();
  58087. this._axisZ = BABYLON.Axis.Z;
  58088. this._camDir = BABYLON.Vector3.Zero();
  58089. this._camInvertedPosition = BABYLON.Vector3.Zero();
  58090. this._rotMatrix = new BABYLON.Matrix();
  58091. this._invertMatrix = new BABYLON.Matrix();
  58092. this._rotated = BABYLON.Vector3.Zero();
  58093. this._quaternion = new BABYLON.Quaternion();
  58094. this._vertex = BABYLON.Vector3.Zero();
  58095. this._normal = BABYLON.Vector3.Zero();
  58096. this._yaw = 0.0;
  58097. this._pitch = 0.0;
  58098. this._roll = 0.0;
  58099. this._halfroll = 0.0;
  58100. this._halfpitch = 0.0;
  58101. this._halfyaw = 0.0;
  58102. this._sinRoll = 0.0;
  58103. this._cosRoll = 0.0;
  58104. this._sinPitch = 0.0;
  58105. this._cosPitch = 0.0;
  58106. this._sinYaw = 0.0;
  58107. this._cosYaw = 0.0;
  58108. this._mustUnrotateFixedNormals = false;
  58109. this._minimum = BABYLON.Vector3.Zero();
  58110. this._maximum = BABYLON.Vector3.Zero();
  58111. this._minBbox = BABYLON.Vector3.Zero();
  58112. this._maxBbox = BABYLON.Vector3.Zero();
  58113. this._particlesIntersect = false;
  58114. this._depthSortFunction = function (p1, p2) {
  58115. return (p2.sqDistance - p1.sqDistance);
  58116. };
  58117. this._needs32Bits = false;
  58118. this._pivotBackTranslation = BABYLON.Vector3.Zero();
  58119. this._scaledPivot = BABYLON.Vector3.Zero();
  58120. this._particleHasParent = false;
  58121. this.name = name;
  58122. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  58123. this._camera = scene.activeCamera;
  58124. this._pickable = options ? options.isPickable : false;
  58125. this._depthSort = options ? options.enableDepthSort : false;
  58126. this._particlesIntersect = options ? options.particleIntersection : false;
  58127. this._bSphereOnly = options ? options.boundingSphereOnly : false;
  58128. this._bSphereRadiusFactor = (options && options.bSphereRadiusFactor) ? options.bSphereRadiusFactor : 1.0;
  58129. if (options && options.updatable) {
  58130. this._updatable = options.updatable;
  58131. }
  58132. else {
  58133. this._updatable = true;
  58134. }
  58135. if (this._pickable) {
  58136. this.pickedParticles = [];
  58137. }
  58138. if (this._depthSort) {
  58139. this.depthSortedParticles = [];
  58140. }
  58141. }
  58142. /**
  58143. * Builds the SPS underlying mesh. Returns a standard Mesh.
  58144. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  58145. * @returns the created mesh
  58146. */
  58147. SolidParticleSystem.prototype.buildMesh = function () {
  58148. if (this.nbParticles === 0) {
  58149. var triangle = BABYLON.MeshBuilder.CreateDisc("", { radius: 1, tessellation: 3 }, this._scene);
  58150. this.addShape(triangle, 1);
  58151. triangle.dispose();
  58152. }
  58153. this._indices32 = (this._needs32Bits) ? new Uint32Array(this._indices) : new Uint16Array(this._indices);
  58154. this._positions32 = new Float32Array(this._positions);
  58155. this._uvs32 = new Float32Array(this._uvs);
  58156. this._colors32 = new Float32Array(this._colors);
  58157. if (this.recomputeNormals) {
  58158. BABYLON.VertexData.ComputeNormals(this._positions32, this._indices32, this._normals);
  58159. }
  58160. this._normals32 = new Float32Array(this._normals);
  58161. this._fixedNormal32 = new Float32Array(this._normals);
  58162. if (this._mustUnrotateFixedNormals) { // the particles could be created already rotated in the mesh with a positionFunction
  58163. this._unrotateFixedNormals();
  58164. }
  58165. var vertexData = new BABYLON.VertexData();
  58166. vertexData.indices = (this._depthSort) ? this._indices : this._indices32;
  58167. vertexData.set(this._positions32, BABYLON.VertexBuffer.PositionKind);
  58168. vertexData.set(this._normals32, BABYLON.VertexBuffer.NormalKind);
  58169. if (this._uvs32) {
  58170. vertexData.set(this._uvs32, BABYLON.VertexBuffer.UVKind);
  58171. ;
  58172. }
  58173. if (this._colors32) {
  58174. vertexData.set(this._colors32, BABYLON.VertexBuffer.ColorKind);
  58175. }
  58176. var mesh = new BABYLON.Mesh(this.name, this._scene);
  58177. vertexData.applyToMesh(mesh, this._updatable);
  58178. this.mesh = mesh;
  58179. this.mesh.isPickable = this._pickable;
  58180. // free memory
  58181. if (!this._depthSort) {
  58182. this._indices = null;
  58183. }
  58184. this._positions = null;
  58185. this._normals = null;
  58186. this._uvs = null;
  58187. this._colors = null;
  58188. if (!this._updatable) {
  58189. this.particles.length = 0;
  58190. }
  58191. return mesh;
  58192. };
  58193. /**
  58194. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  58195. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  58196. * Thus the particles generated from `digest()` have their property `position` set yet.
  58197. * @param mesh ( Mesh ) is the mesh to be digested
  58198. * @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
  58199. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  58200. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  58201. * @returns the current SPS
  58202. */
  58203. SolidParticleSystem.prototype.digest = function (mesh, options) {
  58204. var size = (options && options.facetNb) || 1;
  58205. var number = (options && options.number) || 0;
  58206. var delta = (options && options.delta) || 0;
  58207. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  58208. var meshInd = mesh.getIndices();
  58209. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  58210. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  58211. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  58212. var f = 0; // facet counter
  58213. var totalFacets = meshInd.length / 3; // a facet is a triangle, so 3 indices
  58214. // compute size from number
  58215. if (number) {
  58216. number = (number > totalFacets) ? totalFacets : number;
  58217. size = Math.round(totalFacets / number);
  58218. delta = 0;
  58219. }
  58220. else {
  58221. size = (size > totalFacets) ? totalFacets : size;
  58222. }
  58223. var facetPos = []; // submesh positions
  58224. var facetInd = []; // submesh indices
  58225. var facetUV = []; // submesh UV
  58226. var facetCol = []; // submesh colors
  58227. var barycenter = BABYLON.Vector3.Zero();
  58228. var sizeO = size;
  58229. while (f < totalFacets) {
  58230. size = sizeO + Math.floor((1 + delta) * Math.random());
  58231. if (f > totalFacets - size) {
  58232. size = totalFacets - f;
  58233. }
  58234. // reset temp arrays
  58235. facetPos.length = 0;
  58236. facetInd.length = 0;
  58237. facetUV.length = 0;
  58238. facetCol.length = 0;
  58239. // iterate over "size" facets
  58240. var fi = 0;
  58241. for (var j = f * 3; j < (f + size) * 3; j++) {
  58242. facetInd.push(fi);
  58243. var i = meshInd[j];
  58244. facetPos.push(meshPos[i * 3], meshPos[i * 3 + 1], meshPos[i * 3 + 2]);
  58245. if (meshUV) {
  58246. facetUV.push(meshUV[i * 2], meshUV[i * 2 + 1]);
  58247. }
  58248. if (meshCol) {
  58249. facetCol.push(meshCol[i * 4], meshCol[i * 4 + 1], meshCol[i * 4 + 2], meshCol[i * 4 + 3]);
  58250. }
  58251. fi++;
  58252. }
  58253. // create a model shape for each single particle
  58254. var idx = this.nbParticles;
  58255. var shape = this._posToShape(facetPos);
  58256. var shapeUV = this._uvsToShapeUV(facetUV);
  58257. // compute the barycenter of the shape
  58258. var v;
  58259. for (v = 0; v < shape.length; v++) {
  58260. barycenter.addInPlace(shape[v]);
  58261. }
  58262. barycenter.scaleInPlace(1 / shape.length);
  58263. // shift the shape from its barycenter to the origin
  58264. for (v = 0; v < shape.length; v++) {
  58265. shape[v].subtractInPlace(barycenter);
  58266. }
  58267. var bInfo;
  58268. if (this._particlesIntersect) {
  58269. bInfo = new BABYLON.BoundingInfo(barycenter, barycenter);
  58270. }
  58271. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, size * 3, shapeUV, null, null);
  58272. // add the particle in the SPS
  58273. var currentPos = this._positions.length;
  58274. var currentInd = this._indices.length;
  58275. this._meshBuilder(this._index, shape, this._positions, facetInd, this._indices, facetUV, this._uvs, facetCol, this._colors, meshNor, this._normals, idx, 0, null);
  58276. this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, 0, bInfo);
  58277. // initialize the particle position
  58278. this.particles[this.nbParticles].position.addInPlace(barycenter);
  58279. this._index += shape.length;
  58280. idx++;
  58281. this.nbParticles++;
  58282. this._shapeCounter++;
  58283. f += size;
  58284. }
  58285. return this;
  58286. };
  58287. // unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  58288. SolidParticleSystem.prototype._unrotateFixedNormals = function () {
  58289. var index = 0;
  58290. var idx = 0;
  58291. for (var p = 0; p < this.particles.length; p++) {
  58292. this._particle = this.particles[p];
  58293. this._shape = this._particle._model._shape;
  58294. if (this._particle.rotationQuaternion) {
  58295. this._quaternion.copyFrom(this._particle.rotationQuaternion);
  58296. }
  58297. else {
  58298. this._yaw = this._particle.rotation.y;
  58299. this._pitch = this._particle.rotation.x;
  58300. this._roll = this._particle.rotation.z;
  58301. this._quaternionRotationYPR();
  58302. }
  58303. this._quaternionToRotationMatrix();
  58304. this._rotMatrix.invertToRef(this._invertMatrix);
  58305. for (var pt = 0; pt < this._shape.length; pt++) {
  58306. idx = index + pt * 3;
  58307. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._normals32[idx], this._normals32[idx + 1], this._normals32[idx + 2], this._invertMatrix, this._normal);
  58308. this._fixedNormal32[idx] = this._normal.x;
  58309. this._fixedNormal32[idx + 1] = this._normal.y;
  58310. this._fixedNormal32[idx + 2] = this._normal.z;
  58311. }
  58312. index = idx + 3;
  58313. }
  58314. };
  58315. //reset copy
  58316. SolidParticleSystem.prototype._resetCopy = function () {
  58317. this._copy.position.x = 0;
  58318. this._copy.position.y = 0;
  58319. this._copy.position.z = 0;
  58320. this._copy.rotation.x = 0;
  58321. this._copy.rotation.y = 0;
  58322. this._copy.rotation.z = 0;
  58323. this._copy.rotationQuaternion = null;
  58324. this._copy.scaling.x = 1.0;
  58325. this._copy.scaling.y = 1.0;
  58326. this._copy.scaling.z = 1.0;
  58327. this._copy.uvs.x = 0;
  58328. this._copy.uvs.y = 0;
  58329. this._copy.uvs.z = 1.0;
  58330. this._copy.uvs.w = 1.0;
  58331. this._copy.color = null;
  58332. this._copy.translateFromPivot = false;
  58333. };
  58334. // _meshBuilder : inserts the shape model in the global SPS mesh
  58335. SolidParticleSystem.prototype._meshBuilder = function (p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, meshNor, normals, idx, idxInShape, options) {
  58336. var i;
  58337. var u = 0;
  58338. var c = 0;
  58339. var n = 0;
  58340. this._resetCopy();
  58341. if (options && options.positionFunction) { // call to custom positionFunction
  58342. options.positionFunction(this._copy, idx, idxInShape);
  58343. this._mustUnrotateFixedNormals = true;
  58344. }
  58345. if (this._copy.rotationQuaternion) {
  58346. this._quaternion.copyFrom(this._copy.rotationQuaternion);
  58347. }
  58348. else {
  58349. this._yaw = this._copy.rotation.y;
  58350. this._pitch = this._copy.rotation.x;
  58351. this._roll = this._copy.rotation.z;
  58352. this._quaternionRotationYPR();
  58353. }
  58354. this._quaternionToRotationMatrix();
  58355. this._scaledPivot.x = this._copy.pivot.x * this._copy.scaling.x;
  58356. this._scaledPivot.y = this._copy.pivot.y * this._copy.scaling.y;
  58357. this._scaledPivot.z = this._copy.pivot.z * this._copy.scaling.z;
  58358. if (this._copy.translateFromPivot) {
  58359. this._pivotBackTranslation.copyFromFloats(0.0, 0.0, 0.0);
  58360. }
  58361. else {
  58362. this._pivotBackTranslation.copyFrom(this._scaledPivot);
  58363. }
  58364. for (i = 0; i < shape.length; i++) {
  58365. this._vertex.x = shape[i].x;
  58366. this._vertex.y = shape[i].y;
  58367. this._vertex.z = shape[i].z;
  58368. if (options && options.vertexFunction) {
  58369. options.vertexFunction(this._copy, this._vertex, i);
  58370. }
  58371. this._vertex.x *= this._copy.scaling.x;
  58372. this._vertex.y *= this._copy.scaling.y;
  58373. this._vertex.z *= this._copy.scaling.z;
  58374. this._vertex.x -= this._scaledPivot.x;
  58375. this._vertex.y -= this._scaledPivot.y;
  58376. this._vertex.z -= this._scaledPivot.z;
  58377. BABYLON.Vector3.TransformCoordinatesToRef(this._vertex, this._rotMatrix, this._rotated);
  58378. this._rotated.addInPlace(this._pivotBackTranslation);
  58379. positions.push(this._copy.position.x + this._rotated.x, this._copy.position.y + this._rotated.y, this._copy.position.z + this._rotated.z);
  58380. if (meshUV) {
  58381. uvs.push((this._copy.uvs.z - this._copy.uvs.x) * meshUV[u] + this._copy.uvs.x, (this._copy.uvs.w - this._copy.uvs.y) * meshUV[u + 1] + this._copy.uvs.y);
  58382. u += 2;
  58383. }
  58384. if (this._copy.color) {
  58385. this._color = this._copy.color;
  58386. }
  58387. else if (meshCol && meshCol[c] !== undefined) {
  58388. this._color.r = meshCol[c];
  58389. this._color.g = meshCol[c + 1];
  58390. this._color.b = meshCol[c + 2];
  58391. this._color.a = meshCol[c + 3];
  58392. }
  58393. else {
  58394. this._color.r = 1.0;
  58395. this._color.g = 1.0;
  58396. this._color.b = 1.0;
  58397. this._color.a = 1.0;
  58398. }
  58399. colors.push(this._color.r, this._color.g, this._color.b, this._color.a);
  58400. c += 4;
  58401. if (!this.recomputeNormals && meshNor) {
  58402. this._normal.x = meshNor[n];
  58403. this._normal.y = meshNor[n + 1];
  58404. this._normal.z = meshNor[n + 2];
  58405. BABYLON.Vector3.TransformNormalToRef(this._normal, this._rotMatrix, this._normal);
  58406. normals.push(this._normal.x, this._normal.y, this._normal.z);
  58407. n += 3;
  58408. }
  58409. }
  58410. for (i = 0; i < meshInd.length; i++) {
  58411. var current_ind = p + meshInd[i];
  58412. indices.push(current_ind);
  58413. if (current_ind > 65535) {
  58414. this._needs32Bits = true;
  58415. }
  58416. }
  58417. if (this._pickable) {
  58418. var nbfaces = meshInd.length / 3;
  58419. for (i = 0; i < nbfaces; i++) {
  58420. this.pickedParticles.push({ idx: idx, faceId: i });
  58421. }
  58422. }
  58423. if (this._depthSort) {
  58424. this.depthSortedParticles.push(new BABYLON.DepthSortedParticle());
  58425. }
  58426. return this._copy;
  58427. };
  58428. // returns a shape array from positions array
  58429. SolidParticleSystem.prototype._posToShape = function (positions) {
  58430. var shape = [];
  58431. for (var i = 0; i < positions.length; i += 3) {
  58432. shape.push(new BABYLON.Vector3(positions[i], positions[i + 1], positions[i + 2]));
  58433. }
  58434. return shape;
  58435. };
  58436. // returns a shapeUV array from a Vector4 uvs
  58437. SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) {
  58438. var shapeUV = [];
  58439. if (uvs) {
  58440. for (var i = 0; i < uvs.length; i++)
  58441. shapeUV.push(uvs[i]);
  58442. }
  58443. return shapeUV;
  58444. };
  58445. // adds a new particle object in the particles array
  58446. SolidParticleSystem.prototype._addParticle = function (idx, idxpos, idxind, model, shapeId, idxInShape, bInfo) {
  58447. if (bInfo === void 0) { bInfo = null; }
  58448. var sp = new BABYLON.SolidParticle(idx, idxpos, idxind, model, shapeId, idxInShape, this, bInfo);
  58449. this.particles.push(sp);
  58450. return sp;
  58451. };
  58452. /**
  58453. * Adds some particles to the SPS from the model shape. Returns the shape id.
  58454. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
  58455. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  58456. * @param nb (positive integer) the number of particles to be created from this model
  58457. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  58458. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  58459. * @returns the number of shapes in the system
  58460. */
  58461. SolidParticleSystem.prototype.addShape = function (mesh, nb, options) {
  58462. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  58463. var meshInd = mesh.getIndices();
  58464. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  58465. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  58466. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  58467. var bbInfo;
  58468. if (this._particlesIntersect) {
  58469. bbInfo = mesh.getBoundingInfo();
  58470. }
  58471. var shape = this._posToShape(meshPos);
  58472. var shapeUV = this._uvsToShapeUV(meshUV);
  58473. var posfunc = options ? options.positionFunction : null;
  58474. var vtxfunc = options ? options.vertexFunction : null;
  58475. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, meshInd.length, shapeUV, posfunc, vtxfunc);
  58476. // particles
  58477. var sp;
  58478. var currentCopy;
  58479. var idx = this.nbParticles;
  58480. for (var i = 0; i < nb; i++) {
  58481. var currentPos = this._positions.length;
  58482. var currentInd = this._indices.length;
  58483. currentCopy = this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, meshNor, this._normals, idx, i, options);
  58484. if (this._updatable) {
  58485. sp = this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, i, bbInfo);
  58486. sp.position.copyFrom(currentCopy.position);
  58487. sp.rotation.copyFrom(currentCopy.rotation);
  58488. if (currentCopy.rotationQuaternion && sp.rotationQuaternion) {
  58489. sp.rotationQuaternion.copyFrom(currentCopy.rotationQuaternion);
  58490. }
  58491. if (currentCopy.color && sp.color) {
  58492. sp.color.copyFrom(currentCopy.color);
  58493. }
  58494. sp.scaling.copyFrom(currentCopy.scaling);
  58495. sp.uvs.copyFrom(currentCopy.uvs);
  58496. }
  58497. this._index += shape.length;
  58498. idx++;
  58499. }
  58500. this.nbParticles += nb;
  58501. this._shapeCounter++;
  58502. return this._shapeCounter - 1;
  58503. };
  58504. // rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  58505. SolidParticleSystem.prototype._rebuildParticle = function (particle) {
  58506. this._resetCopy();
  58507. if (particle._model._positionFunction) { // recall to stored custom positionFunction
  58508. particle._model._positionFunction(this._copy, particle.idx, particle.idxInShape);
  58509. }
  58510. if (this._copy.rotationQuaternion) {
  58511. this._quaternion.copyFrom(this._copy.rotationQuaternion);
  58512. }
  58513. else {
  58514. this._yaw = this._copy.rotation.y;
  58515. this._pitch = this._copy.rotation.x;
  58516. this._roll = this._copy.rotation.z;
  58517. this._quaternionRotationYPR();
  58518. }
  58519. this._quaternionToRotationMatrix();
  58520. this._scaledPivot.x = this._particle.pivot.x * this._particle.scaling.x;
  58521. this._scaledPivot.y = this._particle.pivot.y * this._particle.scaling.y;
  58522. this._scaledPivot.z = this._particle.pivot.z * this._particle.scaling.z;
  58523. if (this._copy.translateFromPivot) {
  58524. this._pivotBackTranslation.copyFromFloats(0.0, 0.0, 0.0);
  58525. }
  58526. else {
  58527. this._pivotBackTranslation.copyFrom(this._scaledPivot);
  58528. }
  58529. this._shape = particle._model._shape;
  58530. for (var pt = 0; pt < this._shape.length; pt++) {
  58531. this._vertex.x = this._shape[pt].x;
  58532. this._vertex.y = this._shape[pt].y;
  58533. this._vertex.z = this._shape[pt].z;
  58534. if (particle._model._vertexFunction) {
  58535. particle._model._vertexFunction(this._copy, this._vertex, pt); // recall to stored vertexFunction
  58536. }
  58537. this._vertex.x *= this._copy.scaling.x;
  58538. this._vertex.y *= this._copy.scaling.y;
  58539. this._vertex.z *= this._copy.scaling.z;
  58540. this._vertex.x -= this._scaledPivot.x;
  58541. this._vertex.y -= this._scaledPivot.y;
  58542. this._vertex.z -= this._scaledPivot.z;
  58543. BABYLON.Vector3.TransformCoordinatesToRef(this._vertex, this._rotMatrix, this._rotated);
  58544. this._rotated.addInPlace(this._pivotBackTranslation);
  58545. this._positions32[particle._pos + pt * 3] = this._copy.position.x + this._rotated.x;
  58546. this._positions32[particle._pos + pt * 3 + 1] = this._copy.position.y + this._rotated.y;
  58547. this._positions32[particle._pos + pt * 3 + 2] = this._copy.position.z + this._rotated.z;
  58548. }
  58549. particle.position.x = 0.0;
  58550. particle.position.y = 0.0;
  58551. particle.position.z = 0.0;
  58552. particle.rotation.x = 0.0;
  58553. particle.rotation.y = 0.0;
  58554. particle.rotation.z = 0.0;
  58555. particle.rotationQuaternion = null;
  58556. particle.scaling.x = 1.0;
  58557. particle.scaling.y = 1.0;
  58558. particle.scaling.z = 1.0;
  58559. particle.uvs.x = 0.0;
  58560. particle.uvs.y = 0.0;
  58561. particle.uvs.z = 1.0;
  58562. particle.uvs.w = 1.0;
  58563. particle.pivot.x = 0.0;
  58564. particle.pivot.y = 0.0;
  58565. particle.pivot.z = 0.0;
  58566. particle.translateFromPivot = false;
  58567. particle.parentId = null;
  58568. };
  58569. /**
  58570. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  58571. * @returns the SPS.
  58572. */
  58573. SolidParticleSystem.prototype.rebuildMesh = function () {
  58574. for (var p = 0; p < this.particles.length; p++) {
  58575. this._rebuildParticle(this.particles[p]);
  58576. }
  58577. this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions32, false, false);
  58578. return this;
  58579. };
  58580. /**
  58581. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  58582. * This method calls `updateParticle()` for each particle of the SPS.
  58583. * For an animated SPS, it is usually called within the render loop.
  58584. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  58585. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  58586. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  58587. * @returns the SPS.
  58588. */
  58589. SolidParticleSystem.prototype.setParticles = function (start, end, update) {
  58590. if (start === void 0) { start = 0; }
  58591. if (end === void 0) { end = this.nbParticles - 1; }
  58592. if (update === void 0) { update = true; }
  58593. if (!this._updatable) {
  58594. return this;
  58595. }
  58596. // custom beforeUpdate
  58597. this.beforeUpdateParticles(start, end, update);
  58598. this._cam_axisX.x = 1.0;
  58599. this._cam_axisX.y = 0.0;
  58600. this._cam_axisX.z = 0.0;
  58601. this._cam_axisY.x = 0.0;
  58602. this._cam_axisY.y = 1.0;
  58603. this._cam_axisY.z = 0.0;
  58604. this._cam_axisZ.x = 0.0;
  58605. this._cam_axisZ.y = 0.0;
  58606. this._cam_axisZ.z = 1.0;
  58607. // cases when the World Matrix is to be computed first
  58608. if (this.billboard || this._depthSort) {
  58609. this.mesh.computeWorldMatrix(true);
  58610. this.mesh._worldMatrix.invertToRef(this._invertMatrix);
  58611. }
  58612. // if the particles will always face the camera
  58613. if (this.billboard) {
  58614. // compute the camera position and un-rotate it by the current mesh rotation
  58615. this._camera.getDirectionToRef(this._axisZ, this._camDir);
  58616. BABYLON.Vector3.TransformNormalToRef(this._camDir, this._invertMatrix, this._cam_axisZ);
  58617. this._cam_axisZ.normalize();
  58618. // same for camera up vector extracted from the cam view matrix
  58619. var view = this._camera.getViewMatrix(true);
  58620. BABYLON.Vector3.TransformNormalFromFloatsToRef(view.m[1], view.m[5], view.m[9], this._invertMatrix, this._cam_axisY);
  58621. BABYLON.Vector3.CrossToRef(this._cam_axisY, this._cam_axisZ, this._cam_axisX);
  58622. this._cam_axisY.normalize();
  58623. this._cam_axisX.normalize();
  58624. }
  58625. // if depthSort, compute the camera global position in the mesh local system
  58626. if (this._depthSort) {
  58627. BABYLON.Vector3.TransformCoordinatesToRef(this._camera.globalPosition, this._invertMatrix, this._camInvertedPosition); // then un-rotate the camera
  58628. }
  58629. BABYLON.Matrix.IdentityToRef(this._rotMatrix);
  58630. var idx = 0; // current position index in the global array positions32
  58631. var index = 0; // position start index in the global array positions32 of the current particle
  58632. var colidx = 0; // current color index in the global array colors32
  58633. var colorIndex = 0; // color start index in the global array colors32 of the current particle
  58634. var uvidx = 0; // current uv index in the global array uvs32
  58635. var uvIndex = 0; // uv start index in the global array uvs32 of the current particle
  58636. var pt = 0; // current index in the particle model shape
  58637. if (this.mesh.isFacetDataEnabled) {
  58638. this._computeBoundingBox = true;
  58639. }
  58640. end = (end >= this.nbParticles) ? this.nbParticles - 1 : end;
  58641. if (this._computeBoundingBox) {
  58642. if (start == 0 && end == this.nbParticles - 1) { // all the particles are updated, then recompute the BBox from scratch
  58643. BABYLON.Vector3.FromFloatsToRef(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, this._minimum);
  58644. BABYLON.Vector3.FromFloatsToRef(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE, this._maximum);
  58645. }
  58646. else { // only some particles are updated, then use the current existing BBox basis. Note : it can only increase.
  58647. if (this.mesh._boundingInfo) {
  58648. this._minimum.copyFrom(this.mesh._boundingInfo.boundingBox.minimum);
  58649. this._maximum.copyFrom(this.mesh._boundingInfo.boundingBox.maximum);
  58650. }
  58651. }
  58652. }
  58653. // particle loop
  58654. index = this.particles[start]._pos;
  58655. var vpos = (index / 3) | 0;
  58656. colorIndex = vpos * 4;
  58657. uvIndex = vpos * 2;
  58658. for (var p = start; p <= end; p++) {
  58659. this._particle = this.particles[p];
  58660. this._shape = this._particle._model._shape;
  58661. this._shapeUV = this._particle._model._shapeUV;
  58662. // call to custom user function to update the particle properties
  58663. this.updateParticle(this._particle);
  58664. // camera-particle distance for depth sorting
  58665. if (this._depthSort && this._depthSortParticles) {
  58666. var dsp = this.depthSortedParticles[p];
  58667. dsp.ind = this._particle._ind;
  58668. dsp.indicesLength = this._particle._model._indicesLength;
  58669. dsp.sqDistance = BABYLON.Vector3.DistanceSquared(this._particle.position, this._camInvertedPosition);
  58670. }
  58671. // skip the computations for inactive or already invisible particles
  58672. if (!this._particle.alive || (this._particle._stillInvisible && !this._particle.isVisible)) {
  58673. // increment indexes for the next particle
  58674. pt = this._shape.length;
  58675. index += pt * 3;
  58676. colorIndex += pt * 4;
  58677. uvIndex += pt * 2;
  58678. continue;
  58679. }
  58680. if (this._particle.isVisible) {
  58681. this._particle._stillInvisible = false; // un-mark permanent invisibility
  58682. this._particleHasParent = (this._particle.parentId !== null);
  58683. this._scaledPivot.x = this._particle.pivot.x * this._particle.scaling.x;
  58684. this._scaledPivot.y = this._particle.pivot.y * this._particle.scaling.y;
  58685. this._scaledPivot.z = this._particle.pivot.z * this._particle.scaling.z;
  58686. // particle rotation matrix
  58687. if (this.billboard) {
  58688. this._particle.rotation.x = 0.0;
  58689. this._particle.rotation.y = 0.0;
  58690. }
  58691. if (this._computeParticleRotation || this.billboard) {
  58692. if (this._particle.rotationQuaternion) {
  58693. this._quaternion.copyFrom(this._particle.rotationQuaternion);
  58694. }
  58695. else {
  58696. this._yaw = this._particle.rotation.y;
  58697. this._pitch = this._particle.rotation.x;
  58698. this._roll = this._particle.rotation.z;
  58699. this._quaternionRotationYPR();
  58700. }
  58701. this._quaternionToRotationMatrix();
  58702. }
  58703. if (this._particleHasParent) {
  58704. this._parent = this.particles[this._particle.parentId];
  58705. this._rotated.x = this._particle.position.x * this._parent._rotationMatrix[0] + this._particle.position.y * this._parent._rotationMatrix[3] + this._particle.position.z * this._parent._rotationMatrix[6];
  58706. this._rotated.y = this._particle.position.x * this._parent._rotationMatrix[1] + this._particle.position.y * this._parent._rotationMatrix[4] + this._particle.position.z * this._parent._rotationMatrix[7];
  58707. this._rotated.z = this._particle.position.x * this._parent._rotationMatrix[2] + this._particle.position.y * this._parent._rotationMatrix[5] + this._particle.position.z * this._parent._rotationMatrix[8];
  58708. this._particle._globalPosition.x = this._parent._globalPosition.x + this._rotated.x;
  58709. this._particle._globalPosition.y = this._parent._globalPosition.y + this._rotated.y;
  58710. this._particle._globalPosition.z = this._parent._globalPosition.z + this._rotated.z;
  58711. if (this._computeParticleRotation || this.billboard) {
  58712. this._particle._rotationMatrix[0] = this._rotMatrix.m[0] * this._parent._rotationMatrix[0] + this._rotMatrix.m[1] * this._parent._rotationMatrix[3] + this._rotMatrix.m[2] * this._parent._rotationMatrix[6];
  58713. this._particle._rotationMatrix[1] = this._rotMatrix.m[0] * this._parent._rotationMatrix[1] + this._rotMatrix.m[1] * this._parent._rotationMatrix[4] + this._rotMatrix.m[2] * this._parent._rotationMatrix[7];
  58714. this._particle._rotationMatrix[2] = this._rotMatrix.m[0] * this._parent._rotationMatrix[2] + this._rotMatrix.m[1] * this._parent._rotationMatrix[5] + this._rotMatrix.m[2] * this._parent._rotationMatrix[8];
  58715. this._particle._rotationMatrix[3] = this._rotMatrix.m[4] * this._parent._rotationMatrix[0] + this._rotMatrix.m[5] * this._parent._rotationMatrix[3] + this._rotMatrix.m[6] * this._parent._rotationMatrix[6];
  58716. this._particle._rotationMatrix[4] = this._rotMatrix.m[4] * this._parent._rotationMatrix[1] + this._rotMatrix.m[5] * this._parent._rotationMatrix[4] + this._rotMatrix.m[6] * this._parent._rotationMatrix[7];
  58717. this._particle._rotationMatrix[5] = this._rotMatrix.m[4] * this._parent._rotationMatrix[2] + this._rotMatrix.m[5] * this._parent._rotationMatrix[5] + this._rotMatrix.m[6] * this._parent._rotationMatrix[8];
  58718. this._particle._rotationMatrix[6] = this._rotMatrix.m[8] * this._parent._rotationMatrix[0] + this._rotMatrix.m[9] * this._parent._rotationMatrix[3] + this._rotMatrix.m[10] * this._parent._rotationMatrix[6];
  58719. this._particle._rotationMatrix[7] = this._rotMatrix.m[8] * this._parent._rotationMatrix[1] + this._rotMatrix.m[9] * this._parent._rotationMatrix[4] + this._rotMatrix.m[10] * this._parent._rotationMatrix[7];
  58720. this._particle._rotationMatrix[8] = this._rotMatrix.m[8] * this._parent._rotationMatrix[2] + this._rotMatrix.m[9] * this._parent._rotationMatrix[5] + this._rotMatrix.m[10] * this._parent._rotationMatrix[8];
  58721. }
  58722. }
  58723. else {
  58724. this._particle._globalPosition.x = this._particle.position.x;
  58725. this._particle._globalPosition.y = this._particle.position.y;
  58726. this._particle._globalPosition.z = this._particle.position.z;
  58727. if (this._computeParticleRotation || this.billboard) {
  58728. this._particle._rotationMatrix[0] = this._rotMatrix.m[0];
  58729. this._particle._rotationMatrix[1] = this._rotMatrix.m[1];
  58730. this._particle._rotationMatrix[2] = this._rotMatrix.m[2];
  58731. this._particle._rotationMatrix[3] = this._rotMatrix.m[4];
  58732. this._particle._rotationMatrix[4] = this._rotMatrix.m[5];
  58733. this._particle._rotationMatrix[5] = this._rotMatrix.m[6];
  58734. this._particle._rotationMatrix[6] = this._rotMatrix.m[8];
  58735. this._particle._rotationMatrix[7] = this._rotMatrix.m[9];
  58736. this._particle._rotationMatrix[8] = this._rotMatrix.m[10];
  58737. }
  58738. }
  58739. if (this._particle.translateFromPivot) {
  58740. this._pivotBackTranslation.x = 0.0;
  58741. this._pivotBackTranslation.y = 0.0;
  58742. this._pivotBackTranslation.z = 0.0;
  58743. }
  58744. else {
  58745. this._pivotBackTranslation.x = this._scaledPivot.x;
  58746. this._pivotBackTranslation.y = this._scaledPivot.y;
  58747. this._pivotBackTranslation.z = this._scaledPivot.z;
  58748. }
  58749. // particle vertex loop
  58750. for (pt = 0; pt < this._shape.length; pt++) {
  58751. idx = index + pt * 3;
  58752. colidx = colorIndex + pt * 4;
  58753. uvidx = uvIndex + pt * 2;
  58754. this._vertex.x = this._shape[pt].x;
  58755. this._vertex.y = this._shape[pt].y;
  58756. this._vertex.z = this._shape[pt].z;
  58757. if (this._computeParticleVertex) {
  58758. this.updateParticleVertex(this._particle, this._vertex, pt);
  58759. }
  58760. // positions
  58761. this._vertex.x *= this._particle.scaling.x;
  58762. this._vertex.y *= this._particle.scaling.y;
  58763. this._vertex.z *= this._particle.scaling.z;
  58764. this._vertex.x -= this._scaledPivot.x;
  58765. this._vertex.y -= this._scaledPivot.y;
  58766. this._vertex.z -= this._scaledPivot.z;
  58767. this._rotated.x = this._vertex.x * this._particle._rotationMatrix[0] + this._vertex.y * this._particle._rotationMatrix[3] + this._vertex.z * this._particle._rotationMatrix[6];
  58768. this._rotated.y = this._vertex.x * this._particle._rotationMatrix[1] + this._vertex.y * this._particle._rotationMatrix[4] + this._vertex.z * this._particle._rotationMatrix[7];
  58769. this._rotated.z = this._vertex.x * this._particle._rotationMatrix[2] + this._vertex.y * this._particle._rotationMatrix[5] + this._vertex.z * this._particle._rotationMatrix[8];
  58770. this._rotated.x += this._pivotBackTranslation.x;
  58771. this._rotated.y += this._pivotBackTranslation.y;
  58772. this._rotated.z += this._pivotBackTranslation.z;
  58773. this._positions32[idx] = this._particle._globalPosition.x + this._cam_axisX.x * this._rotated.x + this._cam_axisY.x * this._rotated.y + this._cam_axisZ.x * this._rotated.z;
  58774. this._positions32[idx + 1] = this._particle._globalPosition.y + this._cam_axisX.y * this._rotated.x + this._cam_axisY.y * this._rotated.y + this._cam_axisZ.y * this._rotated.z;
  58775. this._positions32[idx + 2] = this._particle._globalPosition.z + this._cam_axisX.z * this._rotated.x + this._cam_axisY.z * this._rotated.y + this._cam_axisZ.z * this._rotated.z;
  58776. if (this._computeBoundingBox) {
  58777. if (this._positions32[idx] < this._minimum.x) {
  58778. this._minimum.x = this._positions32[idx];
  58779. }
  58780. if (this._positions32[idx] > this._maximum.x) {
  58781. this._maximum.x = this._positions32[idx];
  58782. }
  58783. if (this._positions32[idx + 1] < this._minimum.y) {
  58784. this._minimum.y = this._positions32[idx + 1];
  58785. }
  58786. if (this._positions32[idx + 1] > this._maximum.y) {
  58787. this._maximum.y = this._positions32[idx + 1];
  58788. }
  58789. if (this._positions32[idx + 2] < this._minimum.z) {
  58790. this._minimum.z = this._positions32[idx + 2];
  58791. }
  58792. if (this._positions32[idx + 2] > this._maximum.z) {
  58793. this._maximum.z = this._positions32[idx + 2];
  58794. }
  58795. }
  58796. // normals : if the particles can't be morphed then just rotate the normals, what is much more faster than ComputeNormals()
  58797. if (!this._computeParticleVertex) {
  58798. this._normal.x = this._fixedNormal32[idx];
  58799. this._normal.y = this._fixedNormal32[idx + 1];
  58800. this._normal.z = this._fixedNormal32[idx + 2];
  58801. this._rotated.x = this._normal.x * this._particle._rotationMatrix[0] + this._normal.y * this._particle._rotationMatrix[3] + this._normal.z * this._particle._rotationMatrix[6];
  58802. this._rotated.y = this._normal.x * this._particle._rotationMatrix[1] + this._normal.y * this._particle._rotationMatrix[4] + this._normal.z * this._particle._rotationMatrix[7];
  58803. this._rotated.z = this._normal.x * this._particle._rotationMatrix[2] + this._normal.y * this._particle._rotationMatrix[5] + this._normal.z * this._particle._rotationMatrix[8];
  58804. this._normals32[idx] = this._cam_axisX.x * this._rotated.x + this._cam_axisY.x * this._rotated.y + this._cam_axisZ.x * this._rotated.z;
  58805. this._normals32[idx + 1] = this._cam_axisX.y * this._rotated.x + this._cam_axisY.y * this._rotated.y + this._cam_axisZ.y * this._rotated.z;
  58806. this._normals32[idx + 2] = this._cam_axisX.z * this._rotated.x + this._cam_axisY.z * this._rotated.y + this._cam_axisZ.z * this._rotated.z;
  58807. }
  58808. if (this._computeParticleColor && this._particle.color) {
  58809. this._colors32[colidx] = this._particle.color.r;
  58810. this._colors32[colidx + 1] = this._particle.color.g;
  58811. this._colors32[colidx + 2] = this._particle.color.b;
  58812. this._colors32[colidx + 3] = this._particle.color.a;
  58813. }
  58814. if (this._computeParticleTexture) {
  58815. this._uvs32[uvidx] = this._shapeUV[pt * 2] * (this._particle.uvs.z - this._particle.uvs.x) + this._particle.uvs.x;
  58816. this._uvs32[uvidx + 1] = this._shapeUV[pt * 2 + 1] * (this._particle.uvs.w - this._particle.uvs.y) + this._particle.uvs.y;
  58817. }
  58818. }
  58819. }
  58820. // particle just set invisible : scaled to zero and positioned at the origin
  58821. else {
  58822. this._particle._stillInvisible = true; // mark the particle as invisible
  58823. for (pt = 0; pt < this._shape.length; pt++) {
  58824. idx = index + pt * 3;
  58825. colidx = colorIndex + pt * 4;
  58826. uvidx = uvIndex + pt * 2;
  58827. this._positions32[idx] = 0.0;
  58828. this._positions32[idx + 1] = 0.0;
  58829. this._positions32[idx + 2] = 0.0;
  58830. this._normals32[idx] = 0.0;
  58831. this._normals32[idx + 1] = 0.0;
  58832. this._normals32[idx + 2] = 0.0;
  58833. if (this._computeParticleColor && this._particle.color) {
  58834. this._colors32[colidx] = this._particle.color.r;
  58835. this._colors32[colidx + 1] = this._particle.color.g;
  58836. this._colors32[colidx + 2] = this._particle.color.b;
  58837. this._colors32[colidx + 3] = this._particle.color.a;
  58838. }
  58839. if (this._computeParticleTexture) {
  58840. this._uvs32[uvidx] = this._shapeUV[pt * 2] * (this._particle.uvs.z - this._particle.uvs.x) + this._particle.uvs.x;
  58841. this._uvs32[uvidx + 1] = this._shapeUV[pt * 2 + 1] * (this._particle.uvs.w - this._particle.uvs.y) + this._particle.uvs.y;
  58842. }
  58843. }
  58844. }
  58845. // if the particle intersections must be computed : update the bbInfo
  58846. if (this._particlesIntersect) {
  58847. var bInfo = this._particle._boundingInfo;
  58848. var bBox = bInfo.boundingBox;
  58849. var bSphere = bInfo.boundingSphere;
  58850. if (!this._bSphereOnly) {
  58851. // place, scale and rotate the particle bbox within the SPS local system, then update it
  58852. for (var b = 0; b < bBox.vectors.length; b++) {
  58853. this._vertex.x = this._particle._modelBoundingInfo.boundingBox.vectors[b].x * this._particle.scaling.x;
  58854. this._vertex.y = this._particle._modelBoundingInfo.boundingBox.vectors[b].y * this._particle.scaling.y;
  58855. this._vertex.z = this._particle._modelBoundingInfo.boundingBox.vectors[b].z * this._particle.scaling.z;
  58856. this._rotated.x = this._vertex.x * this._particle._rotationMatrix[0] + this._vertex.y * this._particle._rotationMatrix[3] + this._vertex.z * this._particle._rotationMatrix[6];
  58857. this._rotated.y = this._vertex.x * this._particle._rotationMatrix[1] + this._vertex.y * this._particle._rotationMatrix[4] + this._vertex.z * this._particle._rotationMatrix[7];
  58858. this._rotated.z = this._vertex.x * this._particle._rotationMatrix[2] + this._vertex.y * this._particle._rotationMatrix[5] + this._vertex.z * this._particle._rotationMatrix[8];
  58859. bBox.vectors[b].x = this._particle.position.x + this._cam_axisX.x * this._rotated.x + this._cam_axisY.x * this._rotated.y + this._cam_axisZ.x * this._rotated.z;
  58860. bBox.vectors[b].y = this._particle.position.y + this._cam_axisX.y * this._rotated.x + this._cam_axisY.y * this._rotated.y + this._cam_axisZ.y * this._rotated.z;
  58861. bBox.vectors[b].z = this._particle.position.z + this._cam_axisX.z * this._rotated.x + this._cam_axisY.z * this._rotated.y + this._cam_axisZ.z * this._rotated.z;
  58862. }
  58863. bBox._update(this.mesh._worldMatrix);
  58864. }
  58865. // place and scale the particle bouding sphere in the SPS local system, then update it
  58866. this._minBbox.x = this._particle._modelBoundingInfo.minimum.x * this._particle.scaling.x;
  58867. this._minBbox.y = this._particle._modelBoundingInfo.minimum.y * this._particle.scaling.y;
  58868. this._minBbox.z = this._particle._modelBoundingInfo.minimum.z * this._particle.scaling.z;
  58869. this._maxBbox.x = this._particle._modelBoundingInfo.maximum.x * this._particle.scaling.x;
  58870. this._maxBbox.y = this._particle._modelBoundingInfo.maximum.y * this._particle.scaling.y;
  58871. this._maxBbox.z = this._particle._modelBoundingInfo.maximum.z * this._particle.scaling.z;
  58872. bSphere.center.x = this._particle._globalPosition.x + (this._minBbox.x + this._maxBbox.x) * 0.5;
  58873. bSphere.center.y = this._particle._globalPosition.y + (this._minBbox.y + this._maxBbox.y) * 0.5;
  58874. bSphere.center.z = this._particle._globalPosition.z + (this._minBbox.z + this._maxBbox.z) * 0.5;
  58875. bSphere.radius = this._bSphereRadiusFactor * 0.5 * Math.sqrt((this._maxBbox.x - this._minBbox.x) * (this._maxBbox.x - this._minBbox.x) + (this._maxBbox.y - this._minBbox.y) * (this._maxBbox.y - this._minBbox.y) + (this._maxBbox.z - this._minBbox.z) * (this._maxBbox.z - this._minBbox.z));
  58876. bSphere._update(this.mesh._worldMatrix);
  58877. }
  58878. // increment indexes for the next particle
  58879. index = idx + 3;
  58880. colorIndex = colidx + 4;
  58881. uvIndex = uvidx + 2;
  58882. }
  58883. // if the VBO must be updated
  58884. if (update) {
  58885. if (this._computeParticleColor) {
  58886. this.mesh.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this._colors32, false, false);
  58887. }
  58888. if (this._computeParticleTexture) {
  58889. this.mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, this._uvs32, false, false);
  58890. }
  58891. this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions32, false, false);
  58892. if (!this.mesh.areNormalsFrozen || this.mesh.isFacetDataEnabled) {
  58893. if (this._computeParticleVertex || this.mesh.isFacetDataEnabled) {
  58894. // recompute the normals only if the particles can be morphed, update then also the normal reference array _fixedNormal32[]
  58895. var params = this.mesh.isFacetDataEnabled ? this.mesh.getFacetDataParameters() : null;
  58896. BABYLON.VertexData.ComputeNormals(this._positions32, this._indices32, this._normals32, params);
  58897. for (var i = 0; i < this._normals32.length; i++) {
  58898. this._fixedNormal32[i] = this._normals32[i];
  58899. }
  58900. }
  58901. if (!this.mesh.areNormalsFrozen) {
  58902. this.mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this._normals32, false, false);
  58903. }
  58904. }
  58905. if (this._depthSort && this._depthSortParticles) {
  58906. this.depthSortedParticles.sort(this._depthSortFunction);
  58907. var dspl = this.depthSortedParticles.length;
  58908. var sorted = 0;
  58909. var lind = 0;
  58910. var sind = 0;
  58911. var sid = 0;
  58912. for (sorted = 0; sorted < dspl; sorted++) {
  58913. lind = this.depthSortedParticles[sorted].indicesLength;
  58914. sind = this.depthSortedParticles[sorted].ind;
  58915. for (var i = 0; i < lind; i++) {
  58916. this._indices32[sid] = this._indices[sind + i];
  58917. sid++;
  58918. }
  58919. }
  58920. this.mesh.updateIndices(this._indices32);
  58921. }
  58922. }
  58923. if (this._computeBoundingBox) {
  58924. this.mesh._boundingInfo = new BABYLON.BoundingInfo(this._minimum, this._maximum);
  58925. this.mesh._boundingInfo.update(this.mesh._worldMatrix);
  58926. }
  58927. this.afterUpdateParticles(start, end, update);
  58928. return this;
  58929. };
  58930. SolidParticleSystem.prototype._quaternionRotationYPR = function () {
  58931. this._halfroll = this._roll * 0.5;
  58932. this._halfpitch = this._pitch * 0.5;
  58933. this._halfyaw = this._yaw * 0.5;
  58934. this._sinRoll = Math.sin(this._halfroll);
  58935. this._cosRoll = Math.cos(this._halfroll);
  58936. this._sinPitch = Math.sin(this._halfpitch);
  58937. this._cosPitch = Math.cos(this._halfpitch);
  58938. this._sinYaw = Math.sin(this._halfyaw);
  58939. this._cosYaw = Math.cos(this._halfyaw);
  58940. this._quaternion.x = this._cosYaw * this._sinPitch * this._cosRoll + this._sinYaw * this._cosPitch * this._sinRoll;
  58941. this._quaternion.y = this._sinYaw * this._cosPitch * this._cosRoll - this._cosYaw * this._sinPitch * this._sinRoll;
  58942. this._quaternion.z = this._cosYaw * this._cosPitch * this._sinRoll - this._sinYaw * this._sinPitch * this._cosRoll;
  58943. this._quaternion.w = this._cosYaw * this._cosPitch * this._cosRoll + this._sinYaw * this._sinPitch * this._sinRoll;
  58944. };
  58945. SolidParticleSystem.prototype._quaternionToRotationMatrix = function () {
  58946. this._rotMatrix.m[0] = 1.0 - (2.0 * (this._quaternion.y * this._quaternion.y + this._quaternion.z * this._quaternion.z));
  58947. this._rotMatrix.m[1] = 2.0 * (this._quaternion.x * this._quaternion.y + this._quaternion.z * this._quaternion.w);
  58948. this._rotMatrix.m[2] = 2.0 * (this._quaternion.z * this._quaternion.x - this._quaternion.y * this._quaternion.w);
  58949. this._rotMatrix.m[3] = 0;
  58950. this._rotMatrix.m[4] = 2.0 * (this._quaternion.x * this._quaternion.y - this._quaternion.z * this._quaternion.w);
  58951. this._rotMatrix.m[5] = 1.0 - (2.0 * (this._quaternion.z * this._quaternion.z + this._quaternion.x * this._quaternion.x));
  58952. this._rotMatrix.m[6] = 2.0 * (this._quaternion.y * this._quaternion.z + this._quaternion.x * this._quaternion.w);
  58953. this._rotMatrix.m[7] = 0;
  58954. this._rotMatrix.m[8] = 2.0 * (this._quaternion.z * this._quaternion.x + this._quaternion.y * this._quaternion.w);
  58955. this._rotMatrix.m[9] = 2.0 * (this._quaternion.y * this._quaternion.z - this._quaternion.x * this._quaternion.w);
  58956. this._rotMatrix.m[10] = 1.0 - (2.0 * (this._quaternion.y * this._quaternion.y + this._quaternion.x * this._quaternion.x));
  58957. this._rotMatrix.m[11] = 0;
  58958. this._rotMatrix.m[12] = 0;
  58959. this._rotMatrix.m[13] = 0;
  58960. this._rotMatrix.m[14] = 0;
  58961. this._rotMatrix.m[15] = 1.0;
  58962. };
  58963. /**
  58964. * Disposes the SPS.
  58965. */
  58966. SolidParticleSystem.prototype.dispose = function () {
  58967. this.mesh.dispose();
  58968. this.vars = null;
  58969. // drop references to internal big arrays for the GC
  58970. this._positions = null;
  58971. this._indices = null;
  58972. this._normals = null;
  58973. this._uvs = null;
  58974. this._colors = null;
  58975. this._indices32 = null;
  58976. this._positions32 = null;
  58977. this._normals32 = null;
  58978. this._fixedNormal32 = null;
  58979. this._uvs32 = null;
  58980. this._colors32 = null;
  58981. this.pickedParticles = null;
  58982. };
  58983. /**
  58984. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  58985. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  58986. * @returns the SPS.
  58987. */
  58988. SolidParticleSystem.prototype.refreshVisibleSize = function () {
  58989. if (!this._isVisibilityBoxLocked) {
  58990. this.mesh.refreshBoundingInfo();
  58991. }
  58992. return this;
  58993. };
  58994. /**
  58995. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  58996. * @param size the size (float) of the visibility box
  58997. * note : this doesn't lock the SPS mesh bounding box.
  58998. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  58999. */
  59000. SolidParticleSystem.prototype.setVisibilityBox = function (size) {
  59001. var vis = size / 2;
  59002. this.mesh._boundingInfo = new BABYLON.BoundingInfo(new BABYLON.Vector3(-vis, -vis, -vis), new BABYLON.Vector3(vis, vis, vis));
  59003. };
  59004. Object.defineProperty(SolidParticleSystem.prototype, "isAlwaysVisible", {
  59005. /**
  59006. * Gets whether the SPS as always visible or not
  59007. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  59008. */
  59009. get: function () {
  59010. return this._alwaysVisible;
  59011. },
  59012. /**
  59013. * Sets the SPS as always visible or not
  59014. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  59015. */
  59016. set: function (val) {
  59017. this._alwaysVisible = val;
  59018. this.mesh.alwaysSelectAsActiveMesh = val;
  59019. },
  59020. enumerable: true,
  59021. configurable: true
  59022. });
  59023. Object.defineProperty(SolidParticleSystem.prototype, "isVisibilityBoxLocked", {
  59024. /**
  59025. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  59026. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  59027. */
  59028. get: function () {
  59029. return this._isVisibilityBoxLocked;
  59030. },
  59031. /**
  59032. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  59033. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  59034. */
  59035. set: function (val) {
  59036. this._isVisibilityBoxLocked = val;
  59037. var boundingInfo = this.mesh.getBoundingInfo();
  59038. boundingInfo.isLocked = val;
  59039. },
  59040. enumerable: true,
  59041. configurable: true
  59042. });
  59043. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleRotation", {
  59044. /**
  59045. * Gets if `setParticles()` computes the particle rotations or not.
  59046. * Default value : true. The SPS is faster when it's set to false.
  59047. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  59048. */
  59049. get: function () {
  59050. return this._computeParticleRotation;
  59051. },
  59052. /**
  59053. * Tells to `setParticles()` to compute the particle rotations or not.
  59054. * Default value : true. The SPS is faster when it's set to false.
  59055. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  59056. */
  59057. set: function (val) {
  59058. this._computeParticleRotation = val;
  59059. },
  59060. enumerable: true,
  59061. configurable: true
  59062. });
  59063. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleColor", {
  59064. /**
  59065. * Gets if `setParticles()` computes the particle colors or not.
  59066. * Default value : true. The SPS is faster when it's set to false.
  59067. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  59068. */
  59069. get: function () {
  59070. return this._computeParticleColor;
  59071. },
  59072. /**
  59073. * Tells to `setParticles()` to compute the particle colors or not.
  59074. * Default value : true. The SPS is faster when it's set to false.
  59075. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  59076. */
  59077. set: function (val) {
  59078. this._computeParticleColor = val;
  59079. },
  59080. enumerable: true,
  59081. configurable: true
  59082. });
  59083. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleTexture", {
  59084. /**
  59085. * Gets if `setParticles()` computes the particle textures or not.
  59086. * Default value : true. The SPS is faster when it's set to false.
  59087. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  59088. */
  59089. get: function () {
  59090. return this._computeParticleTexture;
  59091. },
  59092. set: function (val) {
  59093. this._computeParticleTexture = val;
  59094. },
  59095. enumerable: true,
  59096. configurable: true
  59097. });
  59098. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleVertex", {
  59099. /**
  59100. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  59101. * Default value : false. The SPS is faster when it's set to false.
  59102. * Note : the particle custom vertex positions aren't stored values.
  59103. */
  59104. get: function () {
  59105. return this._computeParticleVertex;
  59106. },
  59107. /**
  59108. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  59109. * Default value : false. The SPS is faster when it's set to false.
  59110. * Note : the particle custom vertex positions aren't stored values.
  59111. */
  59112. set: function (val) {
  59113. this._computeParticleVertex = val;
  59114. },
  59115. enumerable: true,
  59116. configurable: true
  59117. });
  59118. Object.defineProperty(SolidParticleSystem.prototype, "computeBoundingBox", {
  59119. /**
  59120. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  59121. */
  59122. get: function () {
  59123. return this._computeBoundingBox;
  59124. },
  59125. /**
  59126. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  59127. */
  59128. set: function (val) {
  59129. this._computeBoundingBox = val;
  59130. },
  59131. enumerable: true,
  59132. configurable: true
  59133. });
  59134. Object.defineProperty(SolidParticleSystem.prototype, "depthSortParticles", {
  59135. /**
  59136. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  59137. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  59138. * Default : `true`
  59139. */
  59140. get: function () {
  59141. return this._depthSortParticles;
  59142. },
  59143. /**
  59144. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  59145. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  59146. * Default : `true`
  59147. */
  59148. set: function (val) {
  59149. this._depthSortParticles = val;
  59150. },
  59151. enumerable: true,
  59152. configurable: true
  59153. });
  59154. // =======================================================================
  59155. // Particle behavior logic
  59156. // these following methods may be overwritten by the user to fit his needs
  59157. /**
  59158. * This function does nothing. It may be overwritten to set all the particle first values.
  59159. * The SPS doesn't call this function, you may have to call it by your own.
  59160. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  59161. */
  59162. SolidParticleSystem.prototype.initParticles = function () {
  59163. };
  59164. /**
  59165. * This function does nothing. It may be overwritten to recycle a particle.
  59166. * The SPS doesn't call this function, you may have to call it by your own.
  59167. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  59168. * @param particle The particle to recycle
  59169. * @returns the recycled particle
  59170. */
  59171. SolidParticleSystem.prototype.recycleParticle = function (particle) {
  59172. return particle;
  59173. };
  59174. /**
  59175. * Updates a particle : this function should be overwritten by the user.
  59176. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  59177. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  59178. * @example : just set a particle position or velocity and recycle conditions
  59179. * @param particle The particle to update
  59180. * @returns the updated particle
  59181. */
  59182. SolidParticleSystem.prototype.updateParticle = function (particle) {
  59183. return particle;
  59184. };
  59185. /**
  59186. * Updates a vertex of a particle : it can be overwritten by the user.
  59187. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  59188. * @param particle the current particle
  59189. * @param vertex the current index of the current particle
  59190. * @param pt the index of the current vertex in the particle shape
  59191. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
  59192. * @example : just set a vertex particle position
  59193. * @returns the updated vertex
  59194. */
  59195. SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, pt) {
  59196. return vertex;
  59197. };
  59198. /**
  59199. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  59200. * This does nothing and may be overwritten by the user.
  59201. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  59202. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  59203. * @param update the boolean update value actually passed to setParticles()
  59204. */
  59205. SolidParticleSystem.prototype.beforeUpdateParticles = function (start, stop, update) {
  59206. };
  59207. /**
  59208. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  59209. * This will be passed three parameters.
  59210. * This does nothing and may be overwritten by the user.
  59211. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  59212. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  59213. * @param update the boolean update value actually passed to setParticles()
  59214. */
  59215. SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) {
  59216. };
  59217. return SolidParticleSystem;
  59218. }());
  59219. BABYLON.SolidParticleSystem = SolidParticleSystem;
  59220. })(BABYLON || (BABYLON = {}));
  59221. //# sourceMappingURL=babylon.solidParticleSystem.js.map
  59222. var BABYLON;
  59223. (function (BABYLON) {
  59224. var ShaderMaterial = /** @class */ (function (_super) {
  59225. __extends(ShaderMaterial, _super);
  59226. function ShaderMaterial(name, scene, shaderPath, options) {
  59227. var _this = _super.call(this, name, scene) || this;
  59228. _this._textures = {};
  59229. _this._textureArrays = {};
  59230. _this._floats = {};
  59231. _this._ints = {};
  59232. _this._floatsArrays = {};
  59233. _this._colors3 = {};
  59234. _this._colors3Arrays = {};
  59235. _this._colors4 = {};
  59236. _this._vectors2 = {};
  59237. _this._vectors3 = {};
  59238. _this._vectors4 = {};
  59239. _this._matrices = {};
  59240. _this._matrices3x3 = {};
  59241. _this._matrices2x2 = {};
  59242. _this._vectors2Arrays = {};
  59243. _this._vectors3Arrays = {};
  59244. _this._cachedWorldViewMatrix = new BABYLON.Matrix();
  59245. _this._shaderPath = shaderPath;
  59246. options.needAlphaBlending = options.needAlphaBlending || false;
  59247. options.needAlphaTesting = options.needAlphaTesting || false;
  59248. options.attributes = options.attributes || ["position", "normal", "uv"];
  59249. options.uniforms = options.uniforms || ["worldViewProjection"];
  59250. options.uniformBuffers = options.uniformBuffers || [];
  59251. options.samplers = options.samplers || [];
  59252. options.defines = options.defines || [];
  59253. _this._options = options;
  59254. return _this;
  59255. }
  59256. ShaderMaterial.prototype.getClassName = function () {
  59257. return "ShaderMaterial";
  59258. };
  59259. ShaderMaterial.prototype.needAlphaBlending = function () {
  59260. return this._options.needAlphaBlending;
  59261. };
  59262. ShaderMaterial.prototype.needAlphaTesting = function () {
  59263. return this._options.needAlphaTesting;
  59264. };
  59265. ShaderMaterial.prototype._checkUniform = function (uniformName) {
  59266. if (this._options.uniforms.indexOf(uniformName) === -1) {
  59267. this._options.uniforms.push(uniformName);
  59268. }
  59269. };
  59270. ShaderMaterial.prototype.setTexture = function (name, texture) {
  59271. if (this._options.samplers.indexOf(name) === -1) {
  59272. this._options.samplers.push(name);
  59273. }
  59274. this._textures[name] = texture;
  59275. return this;
  59276. };
  59277. ShaderMaterial.prototype.setTextureArray = function (name, textures) {
  59278. if (this._options.samplers.indexOf(name) === -1) {
  59279. this._options.samplers.push(name);
  59280. }
  59281. this._checkUniform(name);
  59282. this._textureArrays[name] = textures;
  59283. return this;
  59284. };
  59285. ShaderMaterial.prototype.setFloat = function (name, value) {
  59286. this._checkUniform(name);
  59287. this._floats[name] = value;
  59288. return this;
  59289. };
  59290. ShaderMaterial.prototype.setInt = function (name, value) {
  59291. this._checkUniform(name);
  59292. this._ints[name] = value;
  59293. return this;
  59294. };
  59295. ShaderMaterial.prototype.setFloats = function (name, value) {
  59296. this._checkUniform(name);
  59297. this._floatsArrays[name] = value;
  59298. return this;
  59299. };
  59300. ShaderMaterial.prototype.setColor3 = function (name, value) {
  59301. this._checkUniform(name);
  59302. this._colors3[name] = value;
  59303. return this;
  59304. };
  59305. ShaderMaterial.prototype.setColor3Array = function (name, value) {
  59306. this._checkUniform(name);
  59307. this._colors3Arrays[name] = value.reduce(function (arr, color) {
  59308. color.toArray(arr, arr.length);
  59309. return arr;
  59310. }, []);
  59311. return this;
  59312. };
  59313. ShaderMaterial.prototype.setColor4 = function (name, value) {
  59314. this._checkUniform(name);
  59315. this._colors4[name] = value;
  59316. return this;
  59317. };
  59318. ShaderMaterial.prototype.setVector2 = function (name, value) {
  59319. this._checkUniform(name);
  59320. this._vectors2[name] = value;
  59321. return this;
  59322. };
  59323. ShaderMaterial.prototype.setVector3 = function (name, value) {
  59324. this._checkUniform(name);
  59325. this._vectors3[name] = value;
  59326. return this;
  59327. };
  59328. ShaderMaterial.prototype.setVector4 = function (name, value) {
  59329. this._checkUniform(name);
  59330. this._vectors4[name] = value;
  59331. return this;
  59332. };
  59333. ShaderMaterial.prototype.setMatrix = function (name, value) {
  59334. this._checkUniform(name);
  59335. this._matrices[name] = value;
  59336. return this;
  59337. };
  59338. ShaderMaterial.prototype.setMatrix3x3 = function (name, value) {
  59339. this._checkUniform(name);
  59340. this._matrices3x3[name] = value;
  59341. return this;
  59342. };
  59343. ShaderMaterial.prototype.setMatrix2x2 = function (name, value) {
  59344. this._checkUniform(name);
  59345. this._matrices2x2[name] = value;
  59346. return this;
  59347. };
  59348. ShaderMaterial.prototype.setArray2 = function (name, value) {
  59349. this._checkUniform(name);
  59350. this._vectors2Arrays[name] = value;
  59351. return this;
  59352. };
  59353. ShaderMaterial.prototype.setArray3 = function (name, value) {
  59354. this._checkUniform(name);
  59355. this._vectors3Arrays[name] = value;
  59356. return this;
  59357. };
  59358. ShaderMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  59359. if (!mesh) {
  59360. return true;
  59361. }
  59362. if (this._effect && (this._effect.defines.indexOf("#define INSTANCES") !== -1) !== useInstances) {
  59363. return false;
  59364. }
  59365. return false;
  59366. };
  59367. ShaderMaterial.prototype.isReady = function (mesh, useInstances) {
  59368. var scene = this.getScene();
  59369. var engine = scene.getEngine();
  59370. if (!this.checkReadyOnEveryCall) {
  59371. if (this._renderId === scene.getRenderId()) {
  59372. if (this._checkCache(scene, mesh, useInstances)) {
  59373. return true;
  59374. }
  59375. }
  59376. }
  59377. // Instances
  59378. var defines = [];
  59379. var attribs = [];
  59380. var fallbacks = new BABYLON.EffectFallbacks();
  59381. if (useInstances) {
  59382. defines.push("#define INSTANCES");
  59383. }
  59384. for (var index = 0; index < this._options.defines.length; index++) {
  59385. defines.push(this._options.defines[index]);
  59386. }
  59387. for (var index = 0; index < this._options.attributes.length; index++) {
  59388. attribs.push(this._options.attributes[index]);
  59389. }
  59390. if (mesh && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  59391. attribs.push(BABYLON.VertexBuffer.ColorKind);
  59392. defines.push("#define VERTEXCOLOR");
  59393. }
  59394. // Bones
  59395. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  59396. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  59397. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  59398. if (mesh.numBoneInfluencers > 4) {
  59399. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  59400. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  59401. }
  59402. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  59403. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  59404. fallbacks.addCPUSkinningFallback(0, mesh);
  59405. if (this._options.uniforms.indexOf("mBones") === -1) {
  59406. this._options.uniforms.push("mBones");
  59407. }
  59408. }
  59409. else {
  59410. defines.push("#define NUM_BONE_INFLUENCERS 0");
  59411. }
  59412. // Textures
  59413. for (var name in this._textures) {
  59414. if (!this._textures[name].isReady()) {
  59415. return false;
  59416. }
  59417. }
  59418. // Alpha test
  59419. if (mesh && this._shouldTurnAlphaTestOn(mesh)) {
  59420. defines.push("#define ALPHATEST");
  59421. }
  59422. var previousEffect = this._effect;
  59423. var join = defines.join("\n");
  59424. this._effect = engine.createEffect(this._shaderPath, {
  59425. attributes: attribs,
  59426. uniformsNames: this._options.uniforms,
  59427. uniformBuffersNames: this._options.uniformBuffers,
  59428. samplers: this._options.samplers,
  59429. defines: join,
  59430. fallbacks: fallbacks,
  59431. onCompiled: this.onCompiled,
  59432. onError: this.onError
  59433. }, engine);
  59434. if (!this._effect.isReady()) {
  59435. return false;
  59436. }
  59437. if (previousEffect !== this._effect) {
  59438. scene.resetCachedMaterial();
  59439. }
  59440. this._renderId = scene.getRenderId();
  59441. return true;
  59442. };
  59443. ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  59444. var scene = this.getScene();
  59445. if (!this._effect) {
  59446. return;
  59447. }
  59448. if (this._options.uniforms.indexOf("world") !== -1) {
  59449. this._effect.setMatrix("world", world);
  59450. }
  59451. if (this._options.uniforms.indexOf("worldView") !== -1) {
  59452. world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
  59453. this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
  59454. }
  59455. if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
  59456. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  59457. }
  59458. };
  59459. ShaderMaterial.prototype.bind = function (world, mesh) {
  59460. // Std values
  59461. this.bindOnlyWorldMatrix(world);
  59462. if (this._effect && this.getScene().getCachedMaterial() !== this) {
  59463. if (this._options.uniforms.indexOf("view") !== -1) {
  59464. this._effect.setMatrix("view", this.getScene().getViewMatrix());
  59465. }
  59466. if (this._options.uniforms.indexOf("projection") !== -1) {
  59467. this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
  59468. }
  59469. if (this._options.uniforms.indexOf("viewProjection") !== -1) {
  59470. this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  59471. }
  59472. // Bones
  59473. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
  59474. var name;
  59475. // Texture
  59476. for (name in this._textures) {
  59477. this._effect.setTexture(name, this._textures[name]);
  59478. }
  59479. // Texture arrays
  59480. for (name in this._textureArrays) {
  59481. this._effect.setTextureArray(name, this._textureArrays[name]);
  59482. }
  59483. // Int
  59484. for (name in this._ints) {
  59485. this._effect.setInt(name, this._ints[name]);
  59486. }
  59487. // Float
  59488. for (name in this._floats) {
  59489. this._effect.setFloat(name, this._floats[name]);
  59490. }
  59491. // Floats
  59492. for (name in this._floatsArrays) {
  59493. this._effect.setArray(name, this._floatsArrays[name]);
  59494. }
  59495. // Color3
  59496. for (name in this._colors3) {
  59497. this._effect.setColor3(name, this._colors3[name]);
  59498. }
  59499. for (name in this._colors3Arrays) {
  59500. this._effect.setArray3(name, this._colors3Arrays[name]);
  59501. }
  59502. // Color4
  59503. for (name in this._colors4) {
  59504. var color = this._colors4[name];
  59505. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  59506. }
  59507. // Vector2
  59508. for (name in this._vectors2) {
  59509. this._effect.setVector2(name, this._vectors2[name]);
  59510. }
  59511. // Vector3
  59512. for (name in this._vectors3) {
  59513. this._effect.setVector3(name, this._vectors3[name]);
  59514. }
  59515. // Vector4
  59516. for (name in this._vectors4) {
  59517. this._effect.setVector4(name, this._vectors4[name]);
  59518. }
  59519. // Matrix
  59520. for (name in this._matrices) {
  59521. this._effect.setMatrix(name, this._matrices[name]);
  59522. }
  59523. // Matrix 3x3
  59524. for (name in this._matrices3x3) {
  59525. this._effect.setMatrix3x3(name, this._matrices3x3[name]);
  59526. }
  59527. // Matrix 2x2
  59528. for (name in this._matrices2x2) {
  59529. this._effect.setMatrix2x2(name, this._matrices2x2[name]);
  59530. }
  59531. // Vector2Array
  59532. for (name in this._vectors2Arrays) {
  59533. this._effect.setArray2(name, this._vectors2Arrays[name]);
  59534. }
  59535. // Vector3Array
  59536. for (name in this._vectors3Arrays) {
  59537. this._effect.setArray3(name, this._vectors3Arrays[name]);
  59538. }
  59539. }
  59540. this._afterBind(mesh);
  59541. };
  59542. ShaderMaterial.prototype.getActiveTextures = function () {
  59543. var activeTextures = _super.prototype.getActiveTextures.call(this);
  59544. for (var name in this._textures) {
  59545. activeTextures.push(this._textures[name]);
  59546. }
  59547. for (var name in this._textureArrays) {
  59548. var array = this._textureArrays[name];
  59549. for (var index = 0; index < array.length; index++) {
  59550. activeTextures.push(array[index]);
  59551. }
  59552. }
  59553. return activeTextures;
  59554. };
  59555. ShaderMaterial.prototype.hasTexture = function (texture) {
  59556. if (_super.prototype.hasTexture.call(this, texture)) {
  59557. return true;
  59558. }
  59559. for (var name in this._textures) {
  59560. if (this._textures[name] === texture) {
  59561. return true;
  59562. }
  59563. }
  59564. for (var name in this._textureArrays) {
  59565. var array = this._textureArrays[name];
  59566. for (var index = 0; index < array.length; index++) {
  59567. if (array[index] === texture) {
  59568. return true;
  59569. }
  59570. }
  59571. }
  59572. return false;
  59573. };
  59574. ShaderMaterial.prototype.clone = function (name) {
  59575. var newShaderMaterial = new ShaderMaterial(name, this.getScene(), this._shaderPath, this._options);
  59576. return newShaderMaterial;
  59577. };
  59578. ShaderMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  59579. if (forceDisposeTextures) {
  59580. var name;
  59581. for (name in this._textures) {
  59582. this._textures[name].dispose();
  59583. }
  59584. for (name in this._textureArrays) {
  59585. var array = this._textureArrays[name];
  59586. for (var index = 0; index < array.length; index++) {
  59587. array[index].dispose();
  59588. }
  59589. }
  59590. }
  59591. this._textures = {};
  59592. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  59593. };
  59594. ShaderMaterial.prototype.serialize = function () {
  59595. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  59596. serializationObject.customType = "BABYLON.ShaderMaterial";
  59597. serializationObject.options = this._options;
  59598. serializationObject.shaderPath = this._shaderPath;
  59599. var name;
  59600. // Texture
  59601. serializationObject.textures = {};
  59602. for (name in this._textures) {
  59603. serializationObject.textures[name] = this._textures[name].serialize();
  59604. }
  59605. // Texture arrays
  59606. serializationObject.textureArrays = {};
  59607. for (name in this._textureArrays) {
  59608. serializationObject.textureArrays[name] = [];
  59609. var array = this._textureArrays[name];
  59610. for (var index = 0; index < array.length; index++) {
  59611. serializationObject.textureArrays[name].push(array[index].serialize());
  59612. }
  59613. }
  59614. // Float
  59615. serializationObject.floats = {};
  59616. for (name in this._floats) {
  59617. serializationObject.floats[name] = this._floats[name];
  59618. }
  59619. // Float s
  59620. serializationObject.FloatArrays = {};
  59621. for (name in this._floatsArrays) {
  59622. serializationObject.FloatArrays[name] = this._floatsArrays[name];
  59623. }
  59624. // Color3
  59625. serializationObject.colors3 = {};
  59626. for (name in this._colors3) {
  59627. serializationObject.colors3[name] = this._colors3[name].asArray();
  59628. }
  59629. // Color3 array
  59630. serializationObject.colors3Arrays = {};
  59631. for (name in this._colors3Arrays) {
  59632. serializationObject.colors3Arrays[name] = this._colors3Arrays[name];
  59633. }
  59634. // Color4
  59635. serializationObject.colors4 = {};
  59636. for (name in this._colors4) {
  59637. serializationObject.colors4[name] = this._colors4[name].asArray();
  59638. }
  59639. // Vector2
  59640. serializationObject.vectors2 = {};
  59641. for (name in this._vectors2) {
  59642. serializationObject.vectors2[name] = this._vectors2[name].asArray();
  59643. }
  59644. // Vector3
  59645. serializationObject.vectors3 = {};
  59646. for (name in this._vectors3) {
  59647. serializationObject.vectors3[name] = this._vectors3[name].asArray();
  59648. }
  59649. // Vector4
  59650. serializationObject.vectors4 = {};
  59651. for (name in this._vectors4) {
  59652. serializationObject.vectors4[name] = this._vectors4[name].asArray();
  59653. }
  59654. // Matrix
  59655. serializationObject.matrices = {};
  59656. for (name in this._matrices) {
  59657. serializationObject.matrices[name] = this._matrices[name].asArray();
  59658. }
  59659. // Matrix 3x3
  59660. serializationObject.matrices3x3 = {};
  59661. for (name in this._matrices3x3) {
  59662. serializationObject.matrices3x3[name] = this._matrices3x3[name];
  59663. }
  59664. // Matrix 2x2
  59665. serializationObject.matrices2x2 = {};
  59666. for (name in this._matrices2x2) {
  59667. serializationObject.matrices2x2[name] = this._matrices2x2[name];
  59668. }
  59669. // Vector2Array
  59670. serializationObject.vectors2Arrays = {};
  59671. for (name in this._vectors2Arrays) {
  59672. serializationObject.vectors2Arrays[name] = this._vectors2Arrays[name];
  59673. }
  59674. // Vector3Array
  59675. serializationObject.vectors3Arrays = {};
  59676. for (name in this._vectors3Arrays) {
  59677. serializationObject.vectors3Arrays[name] = this._vectors3Arrays[name];
  59678. }
  59679. return serializationObject;
  59680. };
  59681. ShaderMaterial.Parse = function (source, scene, rootUrl) {
  59682. var material = BABYLON.SerializationHelper.Parse(function () { return new ShaderMaterial(source.name, scene, source.shaderPath, source.options); }, source, scene, rootUrl);
  59683. var name;
  59684. // Texture
  59685. for (name in source.textures) {
  59686. material.setTexture(name, BABYLON.Texture.Parse(source.textures[name], scene, rootUrl));
  59687. }
  59688. // Texture arrays
  59689. for (name in source.textureArrays) {
  59690. var array = source.textureArrays[name];
  59691. var textureArray = new Array();
  59692. for (var index = 0; index < array.length; index++) {
  59693. textureArray.push(BABYLON.Texture.Parse(array[index], scene, rootUrl));
  59694. }
  59695. material.setTextureArray(name, textureArray);
  59696. }
  59697. // Float
  59698. for (name in source.floats) {
  59699. material.setFloat(name, source.floats[name]);
  59700. }
  59701. // Float s
  59702. for (name in source.floatsArrays) {
  59703. material.setFloats(name, source.floatsArrays[name]);
  59704. }
  59705. // Color3
  59706. for (name in source.colors3) {
  59707. material.setColor3(name, BABYLON.Color3.FromArray(source.colors3[name]));
  59708. }
  59709. // Color3 arrays
  59710. for (name in source.colors3Arrays) {
  59711. var colors = source.colors3Arrays[name].reduce(function (arr, num, i) {
  59712. if (i % 3 === 0) {
  59713. arr.push([num]);
  59714. }
  59715. else {
  59716. arr[arr.length - 1].push(num);
  59717. }
  59718. return arr;
  59719. }, []).map(function (color) { return BABYLON.Color3.FromArray(color); });
  59720. material.setColor3Array(name, colors);
  59721. }
  59722. // Color4
  59723. for (name in source.colors4) {
  59724. material.setColor4(name, BABYLON.Color4.FromArray(source.colors4[name]));
  59725. }
  59726. // Vector2
  59727. for (name in source.vectors2) {
  59728. material.setVector2(name, BABYLON.Vector2.FromArray(source.vectors2[name]));
  59729. }
  59730. // Vector3
  59731. for (name in source.vectors3) {
  59732. material.setVector3(name, BABYLON.Vector3.FromArray(source.vectors3[name]));
  59733. }
  59734. // Vector4
  59735. for (name in source.vectors4) {
  59736. material.setVector4(name, BABYLON.Vector4.FromArray(source.vectors4[name]));
  59737. }
  59738. // Matrix
  59739. for (name in source.matrices) {
  59740. material.setMatrix(name, BABYLON.Matrix.FromArray(source.matrices[name]));
  59741. }
  59742. // Matrix 3x3
  59743. for (name in source.matrices3x3) {
  59744. material.setMatrix3x3(name, source.matrices3x3[name]);
  59745. }
  59746. // Matrix 2x2
  59747. for (name in source.matrices2x2) {
  59748. material.setMatrix2x2(name, source.matrices2x2[name]);
  59749. }
  59750. // Vector2Array
  59751. for (name in source.vectors2Arrays) {
  59752. material.setArray2(name, source.vectors2Arrays[name]);
  59753. }
  59754. // Vector3Array
  59755. for (name in source.vectors3Arrays) {
  59756. material.setArray3(name, source.vectors3Arrays[name]);
  59757. }
  59758. return material;
  59759. };
  59760. return ShaderMaterial;
  59761. }(BABYLON.Material));
  59762. BABYLON.ShaderMaterial = ShaderMaterial;
  59763. })(BABYLON || (BABYLON = {}));
  59764. //# sourceMappingURL=babylon.shaderMaterial.js.map
  59765. var BABYLON;
  59766. (function (BABYLON) {
  59767. var GroundMesh = /** @class */ (function (_super) {
  59768. __extends(GroundMesh, _super);
  59769. function GroundMesh(name, scene) {
  59770. var _this = _super.call(this, name, scene) || this;
  59771. _this.generateOctree = false;
  59772. return _this;
  59773. }
  59774. GroundMesh.prototype.getClassName = function () {
  59775. return "GroundMesh";
  59776. };
  59777. Object.defineProperty(GroundMesh.prototype, "subdivisions", {
  59778. get: function () {
  59779. return Math.min(this._subdivisionsX, this._subdivisionsY);
  59780. },
  59781. enumerable: true,
  59782. configurable: true
  59783. });
  59784. Object.defineProperty(GroundMesh.prototype, "subdivisionsX", {
  59785. get: function () {
  59786. return this._subdivisionsX;
  59787. },
  59788. enumerable: true,
  59789. configurable: true
  59790. });
  59791. Object.defineProperty(GroundMesh.prototype, "subdivisionsY", {
  59792. get: function () {
  59793. return this._subdivisionsY;
  59794. },
  59795. enumerable: true,
  59796. configurable: true
  59797. });
  59798. GroundMesh.prototype.optimize = function (chunksCount, octreeBlocksSize) {
  59799. if (octreeBlocksSize === void 0) { octreeBlocksSize = 32; }
  59800. this._subdivisionsX = chunksCount;
  59801. this._subdivisionsY = chunksCount;
  59802. this.subdivide(chunksCount);
  59803. this.createOrUpdateSubmeshesOctree(octreeBlocksSize);
  59804. };
  59805. /**
  59806. * Returns a height (y) value in the Worl system :
  59807. * the ground altitude at the coordinates (x, z) expressed in the World system.
  59808. * Returns the ground y position if (x, z) are outside the ground surface.
  59809. */
  59810. GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
  59811. var world = this.getWorldMatrix();
  59812. var invMat = BABYLON.Tmp.Matrix[5];
  59813. world.invertToRef(invMat);
  59814. var tmpVect = BABYLON.Tmp.Vector3[8];
  59815. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space
  59816. x = tmpVect.x;
  59817. z = tmpVect.z;
  59818. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  59819. return this.position.y;
  59820. }
  59821. if (!this._heightQuads || this._heightQuads.length == 0) {
  59822. this._initHeightQuads();
  59823. this._computeHeightQuads();
  59824. }
  59825. var facet = this._getFacetAt(x, z);
  59826. var y = -(facet.x * x + facet.z * z + facet.w) / facet.y;
  59827. // return y in the World system
  59828. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);
  59829. return tmpVect.y;
  59830. };
  59831. /**
  59832. * Returns a normalized vector (Vector3) orthogonal to the ground
  59833. * at the ground coordinates (x, z) expressed in the World system.
  59834. * Returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  59835. */
  59836. GroundMesh.prototype.getNormalAtCoordinates = function (x, z) {
  59837. var normal = new BABYLON.Vector3(0.0, 1.0, 0.0);
  59838. this.getNormalAtCoordinatesToRef(x, z, normal);
  59839. return normal;
  59840. };
  59841. /**
  59842. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  59843. * at the ground coordinates (x, z) expressed in the World system.
  59844. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  59845. * Returns the GroundMesh.
  59846. */
  59847. GroundMesh.prototype.getNormalAtCoordinatesToRef = function (x, z, ref) {
  59848. var world = this.getWorldMatrix();
  59849. var tmpMat = BABYLON.Tmp.Matrix[5];
  59850. world.invertToRef(tmpMat);
  59851. var tmpVect = BABYLON.Tmp.Vector3[8];
  59852. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space
  59853. x = tmpVect.x;
  59854. z = tmpVect.z;
  59855. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  59856. return this;
  59857. }
  59858. if (!this._heightQuads || this._heightQuads.length == 0) {
  59859. this._initHeightQuads();
  59860. this._computeHeightQuads();
  59861. }
  59862. var facet = this._getFacetAt(x, z);
  59863. BABYLON.Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);
  59864. return this;
  59865. };
  59866. /**
  59867. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  59868. * if the ground has been updated.
  59869. * This can be used in the render loop.
  59870. * Returns the GroundMesh.
  59871. */
  59872. GroundMesh.prototype.updateCoordinateHeights = function () {
  59873. if (!this._heightQuads || this._heightQuads.length == 0) {
  59874. this._initHeightQuads();
  59875. }
  59876. this._computeHeightQuads();
  59877. return this;
  59878. };
  59879. // Returns the element "facet" from the heightQuads array relative to (x, z) local coordinates
  59880. GroundMesh.prototype._getFacetAt = function (x, z) {
  59881. // retrieve col and row from x, z coordinates in the ground local system
  59882. var col = Math.floor((x + this._maxX) * this._subdivisionsX / this._width);
  59883. var row = Math.floor(-(z + this._maxZ) * this._subdivisionsY / this._height + this._subdivisionsY);
  59884. var quad = this._heightQuads[row * this._subdivisionsX + col];
  59885. var facet;
  59886. if (z < quad.slope.x * x + quad.slope.y) {
  59887. facet = quad.facet1;
  59888. }
  59889. else {
  59890. facet = quad.facet2;
  59891. }
  59892. return facet;
  59893. };
  59894. // Creates and populates the heightMap array with "facet" elements :
  59895. // a quad is two triangular facets separated by a slope, so a "facet" element is 1 slope + 2 facets
  59896. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  59897. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  59898. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  59899. // Returns the GroundMesh.
  59900. GroundMesh.prototype._initHeightQuads = function () {
  59901. var subdivisionsX = this._subdivisionsX;
  59902. var subdivisionsY = this._subdivisionsY;
  59903. this._heightQuads = new Array();
  59904. for (var row = 0; row < subdivisionsY; row++) {
  59905. for (var col = 0; col < subdivisionsX; col++) {
  59906. 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) };
  59907. this._heightQuads[row * subdivisionsX + col] = quad;
  59908. }
  59909. }
  59910. return this;
  59911. };
  59912. // Compute each quad element values and update the the heightMap array :
  59913. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  59914. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  59915. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  59916. // Returns the GroundMesh.
  59917. GroundMesh.prototype._computeHeightQuads = function () {
  59918. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  59919. if (!positions) {
  59920. return this;
  59921. }
  59922. var v1 = BABYLON.Tmp.Vector3[3];
  59923. var v2 = BABYLON.Tmp.Vector3[2];
  59924. var v3 = BABYLON.Tmp.Vector3[1];
  59925. var v4 = BABYLON.Tmp.Vector3[0];
  59926. var v1v2 = BABYLON.Tmp.Vector3[4];
  59927. var v1v3 = BABYLON.Tmp.Vector3[5];
  59928. var v1v4 = BABYLON.Tmp.Vector3[6];
  59929. var norm1 = BABYLON.Tmp.Vector3[7];
  59930. var norm2 = BABYLON.Tmp.Vector3[8];
  59931. var i = 0;
  59932. var j = 0;
  59933. var k = 0;
  59934. var cd = 0; // 2D slope coefficient : z = cd * x + h
  59935. var h = 0;
  59936. var d1 = 0; // facet plane equation : ax + by + cz + d = 0
  59937. var d2 = 0;
  59938. var subdivisionsX = this._subdivisionsX;
  59939. var subdivisionsY = this._subdivisionsY;
  59940. for (var row = 0; row < subdivisionsY; row++) {
  59941. for (var col = 0; col < subdivisionsX; col++) {
  59942. i = col * 3;
  59943. j = row * (subdivisionsX + 1) * 3;
  59944. k = (row + 1) * (subdivisionsX + 1) * 3;
  59945. v1.x = positions[j + i];
  59946. v1.y = positions[j + i + 1];
  59947. v1.z = positions[j + i + 2];
  59948. v2.x = positions[j + i + 3];
  59949. v2.y = positions[j + i + 4];
  59950. v2.z = positions[j + i + 5];
  59951. v3.x = positions[k + i];
  59952. v3.y = positions[k + i + 1];
  59953. v3.z = positions[k + i + 2];
  59954. v4.x = positions[k + i + 3];
  59955. v4.y = positions[k + i + 4];
  59956. v4.z = positions[k + i + 5];
  59957. // 2D slope V1V4
  59958. cd = (v4.z - v1.z) / (v4.x - v1.x);
  59959. h = v1.z - cd * v1.x; // v1 belongs to the slope
  59960. // facet equations :
  59961. // we compute each facet normal vector
  59962. // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0
  59963. // we compute the value d by applying the equation to v1 which belongs to the plane
  59964. // then we store the facet equation in a Vector4
  59965. v2.subtractToRef(v1, v1v2);
  59966. v3.subtractToRef(v1, v1v3);
  59967. v4.subtractToRef(v1, v1v4);
  59968. BABYLON.Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class
  59969. BABYLON.Vector3.CrossToRef(v1v2, v1v4, norm2);
  59970. norm1.normalize();
  59971. norm2.normalize();
  59972. d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);
  59973. d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);
  59974. var quad = this._heightQuads[row * subdivisionsX + col];
  59975. quad.slope.copyFromFloats(cd, h);
  59976. quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);
  59977. quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);
  59978. }
  59979. }
  59980. return this;
  59981. };
  59982. GroundMesh.prototype.serialize = function (serializationObject) {
  59983. _super.prototype.serialize.call(this, serializationObject);
  59984. serializationObject.subdivisionsX = this._subdivisionsX;
  59985. serializationObject.subdivisionsY = this._subdivisionsY;
  59986. serializationObject.minX = this._minX;
  59987. serializationObject.maxX = this._maxX;
  59988. serializationObject.minZ = this._minZ;
  59989. serializationObject.maxZ = this._maxZ;
  59990. serializationObject.width = this._width;
  59991. serializationObject.height = this._height;
  59992. };
  59993. GroundMesh.Parse = function (parsedMesh, scene) {
  59994. var result = new GroundMesh(parsedMesh.name, scene);
  59995. result._subdivisionsX = parsedMesh.subdivisionsX || 1;
  59996. result._subdivisionsY = parsedMesh.subdivisionsY || 1;
  59997. result._minX = parsedMesh.minX;
  59998. result._maxX = parsedMesh.maxX;
  59999. result._minZ = parsedMesh.minZ;
  60000. result._maxZ = parsedMesh.maxZ;
  60001. result._width = parsedMesh.width;
  60002. result._height = parsedMesh.height;
  60003. return result;
  60004. };
  60005. return GroundMesh;
  60006. }(BABYLON.Mesh));
  60007. BABYLON.GroundMesh = GroundMesh;
  60008. })(BABYLON || (BABYLON = {}));
  60009. //# sourceMappingURL=babylon.groundMesh.js.map
  60010. var BABYLON;
  60011. (function (BABYLON) {
  60012. /**
  60013. * Creates an instance based on a source mesh.
  60014. */
  60015. var InstancedMesh = /** @class */ (function (_super) {
  60016. __extends(InstancedMesh, _super);
  60017. function InstancedMesh(name, source) {
  60018. var _this = _super.call(this, name, source.getScene()) || this;
  60019. source.instances.push(_this);
  60020. _this._sourceMesh = source;
  60021. _this.position.copyFrom(source.position);
  60022. _this.rotation.copyFrom(source.rotation);
  60023. _this.scaling.copyFrom(source.scaling);
  60024. if (source.rotationQuaternion) {
  60025. _this.rotationQuaternion = source.rotationQuaternion.clone();
  60026. }
  60027. _this.infiniteDistance = source.infiniteDistance;
  60028. _this.setPivotMatrix(source.getPivotMatrix());
  60029. _this.refreshBoundingInfo();
  60030. _this._syncSubMeshes();
  60031. return _this;
  60032. }
  60033. /**
  60034. * Returns the string "InstancedMesh".
  60035. */
  60036. InstancedMesh.prototype.getClassName = function () {
  60037. return "InstancedMesh";
  60038. };
  60039. Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
  60040. // Methods
  60041. get: function () {
  60042. return this._sourceMesh.receiveShadows;
  60043. },
  60044. enumerable: true,
  60045. configurable: true
  60046. });
  60047. Object.defineProperty(InstancedMesh.prototype, "material", {
  60048. get: function () {
  60049. return this._sourceMesh.material;
  60050. },
  60051. enumerable: true,
  60052. configurable: true
  60053. });
  60054. Object.defineProperty(InstancedMesh.prototype, "visibility", {
  60055. get: function () {
  60056. return this._sourceMesh.visibility;
  60057. },
  60058. enumerable: true,
  60059. configurable: true
  60060. });
  60061. Object.defineProperty(InstancedMesh.prototype, "skeleton", {
  60062. get: function () {
  60063. return this._sourceMesh.skeleton;
  60064. },
  60065. enumerable: true,
  60066. configurable: true
  60067. });
  60068. Object.defineProperty(InstancedMesh.prototype, "renderingGroupId", {
  60069. get: function () {
  60070. return this._sourceMesh.renderingGroupId;
  60071. },
  60072. set: function (value) {
  60073. if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {
  60074. return;
  60075. }
  60076. //no-op with warning
  60077. BABYLON.Tools.Warn("Note - setting renderingGroupId of an instanced mesh has no effect on the scene");
  60078. },
  60079. enumerable: true,
  60080. configurable: true
  60081. });
  60082. /**
  60083. * Returns the total number of vertices (integer).
  60084. */
  60085. InstancedMesh.prototype.getTotalVertices = function () {
  60086. return this._sourceMesh.getTotalVertices();
  60087. };
  60088. Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
  60089. get: function () {
  60090. return this._sourceMesh;
  60091. },
  60092. enumerable: true,
  60093. configurable: true
  60094. });
  60095. /**
  60096. * Is this node ready to be used/rendered
  60097. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  60098. * @return {boolean} is it ready
  60099. */
  60100. InstancedMesh.prototype.isReady = function (completeCheck) {
  60101. if (completeCheck === void 0) { completeCheck = false; }
  60102. return this._sourceMesh.isReady(completeCheck, true);
  60103. };
  60104. /**
  60105. * Returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  60106. */
  60107. InstancedMesh.prototype.getVerticesData = function (kind, copyWhenShared) {
  60108. return this._sourceMesh.getVerticesData(kind, copyWhenShared);
  60109. };
  60110. /**
  60111. * Sets the vertex data of the mesh geometry for the requested `kind`.
  60112. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  60113. * The `data` are either a numeric array either a Float32Array.
  60114. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  60115. * 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).
  60116. * Note that a new underlying VertexBuffer object is created each call.
  60117. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  60118. *
  60119. * Possible `kind` values :
  60120. * - BABYLON.VertexBuffer.PositionKind
  60121. * - BABYLON.VertexBuffer.UVKind
  60122. * - BABYLON.VertexBuffer.UV2Kind
  60123. * - BABYLON.VertexBuffer.UV3Kind
  60124. * - BABYLON.VertexBuffer.UV4Kind
  60125. * - BABYLON.VertexBuffer.UV5Kind
  60126. * - BABYLON.VertexBuffer.UV6Kind
  60127. * - BABYLON.VertexBuffer.ColorKind
  60128. * - BABYLON.VertexBuffer.MatricesIndicesKind
  60129. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  60130. * - BABYLON.VertexBuffer.MatricesWeightsKind
  60131. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  60132. *
  60133. * Returns the Mesh.
  60134. */
  60135. InstancedMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  60136. if (this.sourceMesh) {
  60137. this.sourceMesh.setVerticesData(kind, data, updatable, stride);
  60138. }
  60139. return this.sourceMesh;
  60140. };
  60141. /**
  60142. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  60143. * If the mesh has no geometry, it is simply returned as it is.
  60144. * The `data` are either a numeric array either a Float32Array.
  60145. * No new underlying VertexBuffer object is created.
  60146. * 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.
  60147. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  60148. *
  60149. * Possible `kind` values :
  60150. * - BABYLON.VertexBuffer.PositionKind
  60151. * - BABYLON.VertexBuffer.UVKind
  60152. * - BABYLON.VertexBuffer.UV2Kind
  60153. * - BABYLON.VertexBuffer.UV3Kind
  60154. * - BABYLON.VertexBuffer.UV4Kind
  60155. * - BABYLON.VertexBuffer.UV5Kind
  60156. * - BABYLON.VertexBuffer.UV6Kind
  60157. * - BABYLON.VertexBuffer.ColorKind
  60158. * - BABYLON.VertexBuffer.MatricesIndicesKind
  60159. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  60160. * - BABYLON.VertexBuffer.MatricesWeightsKind
  60161. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  60162. *
  60163. * Returns the Mesh.
  60164. */
  60165. InstancedMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  60166. if (this.sourceMesh) {
  60167. this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);
  60168. }
  60169. return this.sourceMesh;
  60170. };
  60171. /**
  60172. * Sets the mesh indices.
  60173. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  60174. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  60175. * This method creates a new index buffer each call.
  60176. * Returns the Mesh.
  60177. */
  60178. InstancedMesh.prototype.setIndices = function (indices, totalVertices) {
  60179. if (totalVertices === void 0) { totalVertices = null; }
  60180. if (this.sourceMesh) {
  60181. this.sourceMesh.setIndices(indices, totalVertices);
  60182. }
  60183. return this.sourceMesh;
  60184. };
  60185. /**
  60186. * Boolean : True if the mesh owns the requested kind of data.
  60187. */
  60188. InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
  60189. return this._sourceMesh.isVerticesDataPresent(kind);
  60190. };
  60191. /**
  60192. * Returns an array of indices (IndicesArray).
  60193. */
  60194. InstancedMesh.prototype.getIndices = function () {
  60195. return this._sourceMesh.getIndices();
  60196. };
  60197. Object.defineProperty(InstancedMesh.prototype, "_positions", {
  60198. get: function () {
  60199. return this._sourceMesh._positions;
  60200. },
  60201. enumerable: true,
  60202. configurable: true
  60203. });
  60204. /**
  60205. * Sets a new updated BoundingInfo to the mesh.
  60206. * Returns the mesh.
  60207. */
  60208. InstancedMesh.prototype.refreshBoundingInfo = function () {
  60209. var meshBB = this._sourceMesh.getBoundingInfo();
  60210. this._boundingInfo = new BABYLON.BoundingInfo(meshBB.minimum.clone(), meshBB.maximum.clone());
  60211. this._updateBoundingInfo();
  60212. return this;
  60213. };
  60214. InstancedMesh.prototype._preActivate = function () {
  60215. if (this._currentLOD) {
  60216. this._currentLOD._preActivate();
  60217. }
  60218. return this;
  60219. };
  60220. InstancedMesh.prototype._activate = function (renderId) {
  60221. if (this._currentLOD) {
  60222. this._currentLOD._registerInstanceForRenderId(this, renderId);
  60223. }
  60224. return this;
  60225. };
  60226. /**
  60227. * Returns the current associated LOD AbstractMesh.
  60228. */
  60229. InstancedMesh.prototype.getLOD = function (camera) {
  60230. if (!camera) {
  60231. return this;
  60232. }
  60233. var boundingInfo = this.getBoundingInfo();
  60234. this._currentLOD = this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);
  60235. if (this._currentLOD === this.sourceMesh) {
  60236. return this;
  60237. }
  60238. return this._currentLOD;
  60239. };
  60240. InstancedMesh.prototype._syncSubMeshes = function () {
  60241. this.releaseSubMeshes();
  60242. if (this._sourceMesh.subMeshes) {
  60243. for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
  60244. this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
  60245. }
  60246. }
  60247. return this;
  60248. };
  60249. InstancedMesh.prototype._generatePointsArray = function () {
  60250. return this._sourceMesh._generatePointsArray();
  60251. };
  60252. /**
  60253. * Creates a new InstancedMesh from the current mesh.
  60254. * - name (string) : the cloned mesh name
  60255. * - newParent (optional Node) : the optional Node to parent the clone to.
  60256. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  60257. *
  60258. * Returns the clone.
  60259. */
  60260. InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  60261. var result = this._sourceMesh.createInstance(name);
  60262. // Deep copy
  60263. BABYLON.Tools.DeepCopy(this, result, ["name", "subMeshes", "uniqueId"], []);
  60264. // Bounding info
  60265. this.refreshBoundingInfo();
  60266. // Parent
  60267. if (newParent) {
  60268. result.parent = newParent;
  60269. }
  60270. if (!doNotCloneChildren) {
  60271. // Children
  60272. for (var index = 0; index < this.getScene().meshes.length; index++) {
  60273. var mesh = this.getScene().meshes[index];
  60274. if (mesh.parent === this) {
  60275. mesh.clone(mesh.name, result);
  60276. }
  60277. }
  60278. }
  60279. result.computeWorldMatrix(true);
  60280. return result;
  60281. };
  60282. /**
  60283. * Disposes the InstancedMesh.
  60284. * Returns nothing.
  60285. */
  60286. InstancedMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  60287. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  60288. // Remove from mesh
  60289. var index = this._sourceMesh.instances.indexOf(this);
  60290. this._sourceMesh.instances.splice(index, 1);
  60291. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  60292. };
  60293. return InstancedMesh;
  60294. }(BABYLON.AbstractMesh));
  60295. BABYLON.InstancedMesh = InstancedMesh;
  60296. })(BABYLON || (BABYLON = {}));
  60297. //# sourceMappingURL=babylon.instancedMesh.js.map
  60298. var BABYLON;
  60299. (function (BABYLON) {
  60300. var LinesMesh = /** @class */ (function (_super) {
  60301. __extends(LinesMesh, _super);
  60302. function LinesMesh(name, scene, parent, source, doNotCloneChildren, useVertexColor, useVertexAlpha) {
  60303. if (scene === void 0) { scene = null; }
  60304. if (parent === void 0) { parent = null; }
  60305. var _this = _super.call(this, name, scene, parent, source, doNotCloneChildren) || this;
  60306. _this.useVertexColor = useVertexColor;
  60307. _this.useVertexAlpha = useVertexAlpha;
  60308. _this.color = new BABYLON.Color3(1, 1, 1);
  60309. _this.alpha = 1;
  60310. if (source) {
  60311. _this.color = source.color.clone();
  60312. _this.alpha = source.alpha;
  60313. _this.useVertexColor = source.useVertexColor;
  60314. _this.useVertexAlpha = source.useVertexAlpha;
  60315. }
  60316. _this._intersectionThreshold = 0.1;
  60317. var defines = [];
  60318. var options = {
  60319. attributes: [BABYLON.VertexBuffer.PositionKind],
  60320. uniforms: ["world", "viewProjection"],
  60321. needAlphaBlending: true,
  60322. defines: defines
  60323. };
  60324. if (useVertexAlpha === false) {
  60325. options.needAlphaBlending = false;
  60326. }
  60327. if (!useVertexColor) {
  60328. options.uniforms.push("color");
  60329. }
  60330. else {
  60331. options.defines.push("#define VERTEXCOLOR");
  60332. options.attributes.push(BABYLON.VertexBuffer.ColorKind);
  60333. }
  60334. _this._colorShader = new BABYLON.ShaderMaterial("colorShader", _this.getScene(), "color", options);
  60335. return _this;
  60336. }
  60337. Object.defineProperty(LinesMesh.prototype, "intersectionThreshold", {
  60338. /**
  60339. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  60340. * This margin is expressed in world space coordinates, so its value may vary.
  60341. * Default value is 0.1
  60342. * @returns the intersection Threshold value.
  60343. */
  60344. get: function () {
  60345. return this._intersectionThreshold;
  60346. },
  60347. /**
  60348. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  60349. * This margin is expressed in world space coordinates, so its value may vary.
  60350. * @param value the new threshold to apply
  60351. */
  60352. set: function (value) {
  60353. if (this._intersectionThreshold === value) {
  60354. return;
  60355. }
  60356. this._intersectionThreshold = value;
  60357. if (this.geometry) {
  60358. this.geometry.boundingBias = new BABYLON.Vector2(0, value);
  60359. }
  60360. },
  60361. enumerable: true,
  60362. configurable: true
  60363. });
  60364. /**
  60365. * Returns the string "LineMesh"
  60366. */
  60367. LinesMesh.prototype.getClassName = function () {
  60368. return "LinesMesh";
  60369. };
  60370. Object.defineProperty(LinesMesh.prototype, "material", {
  60371. get: function () {
  60372. return this._colorShader;
  60373. },
  60374. set: function (value) {
  60375. // Do nothing
  60376. },
  60377. enumerable: true,
  60378. configurable: true
  60379. });
  60380. Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
  60381. get: function () {
  60382. return false;
  60383. },
  60384. enumerable: true,
  60385. configurable: true
  60386. });
  60387. LinesMesh.prototype.createInstance = function (name) {
  60388. throw new Error("LinesMeshes do not support createInstance.");
  60389. };
  60390. LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {
  60391. if (!this._geometry) {
  60392. return this;
  60393. }
  60394. // VBOs
  60395. this._geometry._bind(this._colorShader.getEffect());
  60396. // Color
  60397. if (!this.useVertexColor) {
  60398. this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
  60399. }
  60400. return this;
  60401. };
  60402. LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  60403. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  60404. return this;
  60405. }
  60406. var engine = this.getScene().getEngine();
  60407. // Draw order
  60408. engine.drawElementsType(BABYLON.Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount);
  60409. return this;
  60410. };
  60411. LinesMesh.prototype.dispose = function (doNotRecurse) {
  60412. this._colorShader.dispose();
  60413. _super.prototype.dispose.call(this, doNotRecurse);
  60414. };
  60415. /**
  60416. * Returns a new LineMesh object cloned from the current one.
  60417. */
  60418. LinesMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  60419. return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);
  60420. };
  60421. return LinesMesh;
  60422. }(BABYLON.Mesh));
  60423. BABYLON.LinesMesh = LinesMesh;
  60424. })(BABYLON || (BABYLON = {}));
  60425. //# sourceMappingURL=babylon.linesMesh.js.map
  60426. var BABYLON;
  60427. (function (BABYLON) {
  60428. /**
  60429. * Class containing static functions to help procedurally build meshes
  60430. */
  60431. var MeshBuilder = /** @class */ (function () {
  60432. function MeshBuilder() {
  60433. }
  60434. MeshBuilder.updateSideOrientation = function (orientation) {
  60435. if (orientation == BABYLON.Mesh.DOUBLESIDE) {
  60436. return BABYLON.Mesh.DOUBLESIDE;
  60437. }
  60438. if (orientation === undefined || orientation === null) {
  60439. return BABYLON.Mesh.FRONTSIDE;
  60440. }
  60441. return orientation;
  60442. };
  60443. /**
  60444. * Creates a box mesh
  60445. * * The parameter `size` sets the size (float) of each box side (default 1)
  60446. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value than `size`)
  60447. * * 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)
  60448. * * Please read this tutorial : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  60449. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60450. * * 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/tutorials/02._Discover_Basic_Elements#side-orientation
  60451. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60452. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#box
  60453. * @param name defines the name of the mesh
  60454. * @param options defines the options used to create the mesh
  60455. * @param scene defines the hosting scene
  60456. * @returns the box mesh
  60457. */
  60458. MeshBuilder.CreateBox = function (name, options, scene) {
  60459. if (scene === void 0) { scene = null; }
  60460. var box = new BABYLON.Mesh(name, scene);
  60461. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  60462. box._originalBuilderSideOrientation = options.sideOrientation;
  60463. var vertexData = BABYLON.VertexData.CreateBox(options);
  60464. vertexData.applyToMesh(box, options.updatable);
  60465. return box;
  60466. };
  60467. /**
  60468. * Creates a sphere mesh
  60469. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  60470. * * 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 than `diameter`)
  60471. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  60472. * * 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
  60473. * * 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)
  60474. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60475. * * 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/tutorials/02._Discover_Basic_Elements#side-orientation
  60476. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60477. * @param name defines the name of the mesh
  60478. * @param options defines the options used to create the mesh
  60479. * @param scene defines the hosting scene
  60480. * @returns the sphere mesh
  60481. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#sphere
  60482. */
  60483. MeshBuilder.CreateSphere = function (name, options, scene) {
  60484. var sphere = new BABYLON.Mesh(name, scene);
  60485. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  60486. sphere._originalBuilderSideOrientation = options.sideOrientation;
  60487. var vertexData = BABYLON.VertexData.CreateSphere(options);
  60488. vertexData.applyToMesh(sphere, options.updatable);
  60489. return sphere;
  60490. };
  60491. /**
  60492. * Creates a plane polygonal mesh. By default, this is a disc
  60493. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  60494. * * 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
  60495. * * 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
  60496. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60497. * * 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/tutorials/02._Discover_Basic_Elements#side-orientation
  60498. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60499. * @param name defines the name of the mesh
  60500. * @param options defines the options used to create the mesh
  60501. * @param scene defines the hosting scene
  60502. * @returns the plane polygonal mesh
  60503. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#disc
  60504. */
  60505. MeshBuilder.CreateDisc = function (name, options, scene) {
  60506. if (scene === void 0) { scene = null; }
  60507. var disc = new BABYLON.Mesh(name, scene);
  60508. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  60509. disc._originalBuilderSideOrientation = options.sideOrientation;
  60510. var vertexData = BABYLON.VertexData.CreateDisc(options);
  60511. vertexData.applyToMesh(disc, options.updatable);
  60512. return disc;
  60513. };
  60514. /**
  60515. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  60516. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  60517. * * 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`)
  60518. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  60519. * * 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
  60520. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60521. * * 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/tutorials/02._Discover_Basic_Elements#side-orientation
  60522. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60523. * @param name defines the name of the mesh
  60524. * @param options defines the options used to create the mesh
  60525. * @param scene defines the hosting scene
  60526. * @returns the icosahedron mesh
  60527. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#icosphere
  60528. */
  60529. MeshBuilder.CreateIcoSphere = function (name, options, scene) {
  60530. var sphere = new BABYLON.Mesh(name, scene);
  60531. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  60532. sphere._originalBuilderSideOrientation = options.sideOrientation;
  60533. var vertexData = BABYLON.VertexData.CreateIcoSphere(options);
  60534. vertexData.applyToMesh(sphere, options.updatable);
  60535. return sphere;
  60536. };
  60537. ;
  60538. /**
  60539. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  60540. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  60541. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  60542. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  60543. * * 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
  60544. * * 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
  60545. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#ribbon
  60546. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60547. * * 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/tutorials/02._Discover_Basic_Elements#side-orientation
  60548. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60549. * * 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
  60550. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  60551. * * 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
  60552. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  60553. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60554. * @param name defines the name of the mesh
  60555. * @param options defines the options used to create the mesh
  60556. * @param scene defines the hosting scene
  60557. * @returns the ribbon mesh
  60558. * @see http://doc.babylonjs.com/tutorials/Ribbon_Tutorial
  60559. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  60560. */
  60561. MeshBuilder.CreateRibbon = function (name, options, scene) {
  60562. if (scene === void 0) { scene = null; }
  60563. var pathArray = options.pathArray;
  60564. var closeArray = options.closeArray;
  60565. var closePath = options.closePath;
  60566. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  60567. var instance = options.instance;
  60568. var updatable = options.updatable;
  60569. if (instance) { // existing ribbon instance update
  60570. // positionFunction : ribbon case
  60571. // only pathArray and sideOrientation parameters are taken into account for positions update
  60572. BABYLON.Vector3.FromFloatsToRef(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, BABYLON.Tmp.Vector3[0]); // minimum
  60573. BABYLON.Vector3.FromFloatsToRef(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE, BABYLON.Tmp.Vector3[1]);
  60574. var positionFunction = function (positions) {
  60575. var minlg = pathArray[0].length;
  60576. var i = 0;
  60577. var ns = (instance._originalBuilderSideOrientation === BABYLON.Mesh.DOUBLESIDE) ? 2 : 1;
  60578. for (var si = 1; si <= ns; si++) {
  60579. for (var p = 0; p < pathArray.length; p++) {
  60580. var path = pathArray[p];
  60581. var l = path.length;
  60582. minlg = (minlg < l) ? minlg : l;
  60583. var j = 0;
  60584. while (j < minlg) {
  60585. positions[i] = path[j].x;
  60586. positions[i + 1] = path[j].y;
  60587. positions[i + 2] = path[j].z;
  60588. if (path[j].x < BABYLON.Tmp.Vector3[0].x) {
  60589. BABYLON.Tmp.Vector3[0].x = path[j].x;
  60590. }
  60591. if (path[j].x > BABYLON.Tmp.Vector3[1].x) {
  60592. BABYLON.Tmp.Vector3[1].x = path[j].x;
  60593. }
  60594. if (path[j].y < BABYLON.Tmp.Vector3[0].y) {
  60595. BABYLON.Tmp.Vector3[0].y = path[j].y;
  60596. }
  60597. if (path[j].y > BABYLON.Tmp.Vector3[1].y) {
  60598. BABYLON.Tmp.Vector3[1].y = path[j].y;
  60599. }
  60600. if (path[j].z < BABYLON.Tmp.Vector3[0].z) {
  60601. BABYLON.Tmp.Vector3[0].z = path[j].z;
  60602. }
  60603. if (path[j].z > BABYLON.Tmp.Vector3[1].z) {
  60604. BABYLON.Tmp.Vector3[1].z = path[j].z;
  60605. }
  60606. j++;
  60607. i += 3;
  60608. }
  60609. if (instance._closePath) {
  60610. positions[i] = path[0].x;
  60611. positions[i + 1] = path[0].y;
  60612. positions[i + 2] = path[0].z;
  60613. i += 3;
  60614. }
  60615. }
  60616. }
  60617. };
  60618. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  60619. positionFunction(positions);
  60620. instance._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Tmp.Vector3[0], BABYLON.Tmp.Vector3[1]);
  60621. instance._boundingInfo.update(instance._worldMatrix);
  60622. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  60623. if (options.colors) {
  60624. var colors = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  60625. for (var c = 0; c < options.colors.length; c++) {
  60626. colors[c * 4] = options.colors[c].r;
  60627. colors[c * 4 + 1] = options.colors[c].g;
  60628. colors[c * 4 + 2] = options.colors[c].b;
  60629. colors[c * 4 + 3] = options.colors[c].a;
  60630. }
  60631. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors, false, false);
  60632. }
  60633. if (options.uvs) {
  60634. var uvs = instance.getVerticesData(BABYLON.VertexBuffer.UVKind);
  60635. for (var i = 0; i < options.uvs.length; i++) {
  60636. uvs[i * 2] = options.uvs[i].x;
  60637. uvs[i * 2 + 1] = options.uvs[i].y;
  60638. }
  60639. instance.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs, false, false);
  60640. }
  60641. if (!instance.areNormalsFrozen || instance.isFacetDataEnabled) {
  60642. var indices = instance.getIndices();
  60643. var normals = instance.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  60644. var params = instance.isFacetDataEnabled ? instance.getFacetDataParameters() : null;
  60645. BABYLON.VertexData.ComputeNormals(positions, indices, normals, params);
  60646. if (instance._closePath) {
  60647. var indexFirst = 0;
  60648. var indexLast = 0;
  60649. for (var p = 0; p < pathArray.length; p++) {
  60650. indexFirst = instance._idx[p] * 3;
  60651. if (p + 1 < pathArray.length) {
  60652. indexLast = (instance._idx[p + 1] - 1) * 3;
  60653. }
  60654. else {
  60655. indexLast = normals.length - 3;
  60656. }
  60657. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  60658. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  60659. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  60660. normals[indexLast] = normals[indexFirst];
  60661. normals[indexLast + 1] = normals[indexFirst + 1];
  60662. normals[indexLast + 2] = normals[indexFirst + 2];
  60663. }
  60664. }
  60665. if (!(instance.areNormalsFrozen)) {
  60666. instance.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  60667. }
  60668. }
  60669. return instance;
  60670. }
  60671. else { // new ribbon creation
  60672. var ribbon = new BABYLON.Mesh(name, scene);
  60673. ribbon._originalBuilderSideOrientation = sideOrientation;
  60674. var vertexData = BABYLON.VertexData.CreateRibbon(options);
  60675. if (closePath) {
  60676. ribbon._idx = vertexData._idx;
  60677. }
  60678. ribbon._closePath = closePath;
  60679. ribbon._closeArray = closeArray;
  60680. vertexData.applyToMesh(ribbon, updatable);
  60681. return ribbon;
  60682. }
  60683. };
  60684. /**
  60685. * Creates a cylinder or a cone mesh
  60686. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  60687. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  60688. * * 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.
  60689. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  60690. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  60691. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  60692. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  60693. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  60694. * * 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).
  60695. * * 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
  60696. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  60697. * * 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
  60698. * * 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.
  60699. * * If `enclose` is false, a ring surface is one element.
  60700. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  60701. * * Example how to set colors and textures on a sliced cylinder : http://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  60702. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60703. * * 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/tutorials/02._Discover_Basic_Elements#side-orientation
  60704. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60705. * @param name defines the name of the mesh
  60706. * @param options defines the options used to create the mesh
  60707. * @param scene defines the hosting scene
  60708. * @returns the cylinder mesh
  60709. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#cylinder-or-cone
  60710. */
  60711. MeshBuilder.CreateCylinder = function (name, options, scene) {
  60712. var cylinder = new BABYLON.Mesh(name, scene);
  60713. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  60714. cylinder._originalBuilderSideOrientation = options.sideOrientation;
  60715. var vertexData = BABYLON.VertexData.CreateCylinder(options);
  60716. vertexData.applyToMesh(cylinder, options.updatable);
  60717. return cylinder;
  60718. };
  60719. /**
  60720. * Creates a torus mesh
  60721. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  60722. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  60723. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  60724. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60725. * * 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/tutorials/02._Discover_Basic_Elements#side-orientation
  60726. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60727. * @param name defines the name of the mesh
  60728. * @param options defines the options used to create the mesh
  60729. * @param scene defines the hosting scene
  60730. * @returns the torus mesh
  60731. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#torus
  60732. */
  60733. MeshBuilder.CreateTorus = function (name, options, scene) {
  60734. var torus = new BABYLON.Mesh(name, scene);
  60735. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  60736. torus._originalBuilderSideOrientation = options.sideOrientation;
  60737. var vertexData = BABYLON.VertexData.CreateTorus(options);
  60738. vertexData.applyToMesh(torus, options.updatable);
  60739. return torus;
  60740. };
  60741. /**
  60742. * Creates a torus knot mesh
  60743. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  60744. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  60745. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  60746. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  60747. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60748. * * 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/tutorials/02._Discover_Basic_Elements#side-orientation
  60749. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60750. * @param name defines the name of the mesh
  60751. * @param options defines the options used to create the mesh
  60752. * @param scene defines the hosting scene
  60753. * @returns the torus knot mesh
  60754. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#torus-knot
  60755. */
  60756. MeshBuilder.CreateTorusKnot = function (name, options, scene) {
  60757. var torusKnot = new BABYLON.Mesh(name, scene);
  60758. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  60759. torusKnot._originalBuilderSideOrientation = options.sideOrientation;
  60760. var vertexData = BABYLON.VertexData.CreateTorusKnot(options);
  60761. vertexData.applyToMesh(torusKnot, options.updatable);
  60762. return torusKnot;
  60763. };
  60764. /**
  60765. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  60766. * * 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
  60767. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  60768. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  60769. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  60770. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  60771. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  60772. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
  60773. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  60774. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60775. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#linesystem
  60776. * @param name defines the name of the new line system
  60777. * @param options defines the options used to create the line system
  60778. * @param scene defines the hosting scene
  60779. * @returns a new line system mesh
  60780. */
  60781. MeshBuilder.CreateLineSystem = function (name, options, scene) {
  60782. var instance = options.instance;
  60783. var lines = options.lines;
  60784. var colors = options.colors;
  60785. if (instance) { // lines update
  60786. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  60787. var vertexColor;
  60788. var lineColors;
  60789. if (colors) {
  60790. vertexColor = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  60791. }
  60792. var i = 0;
  60793. var c = 0;
  60794. for (var l = 0; l < lines.length; l++) {
  60795. var points = lines[l];
  60796. for (var p = 0; p < points.length; p++) {
  60797. positions[i] = points[p].x;
  60798. positions[i + 1] = points[p].y;
  60799. positions[i + 2] = points[p].z;
  60800. if (colors && vertexColor) {
  60801. lineColors = colors[l];
  60802. vertexColor[c] = lineColors[p].r;
  60803. vertexColor[c + 1] = lineColors[p].g;
  60804. vertexColor[c + 2] = lineColors[p].b;
  60805. vertexColor[c + 3] = lineColors[p].a;
  60806. c += 4;
  60807. }
  60808. i += 3;
  60809. }
  60810. }
  60811. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  60812. if (colors && vertexColor) {
  60813. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, vertexColor, false, false);
  60814. }
  60815. return instance;
  60816. }
  60817. // line system creation
  60818. var useVertexColor = (colors) ? true : false;
  60819. var lineSystem = new BABYLON.LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha);
  60820. var vertexData = BABYLON.VertexData.CreateLineSystem(options);
  60821. vertexData.applyToMesh(lineSystem, options.updatable);
  60822. return lineSystem;
  60823. };
  60824. /**
  60825. * Creates a line mesh
  60826. * 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
  60827. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  60828. * * The parameter `points` is an array successive Vector3
  60829. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
  60830. * * The optional parameter `colors` is an array of successive Color4, one per line point
  60831. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  60832. * * When updating an instance, remember that only point positions can change, not the number of points
  60833. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60834. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#lines
  60835. * @param name defines the name of the new line system
  60836. * @param options defines the options used to create the line system
  60837. * @param scene defines the hosting scene
  60838. * @returns a new line mesh
  60839. */
  60840. MeshBuilder.CreateLines = function (name, options, scene) {
  60841. if (scene === void 0) { scene = null; }
  60842. var colors = (options.colors) ? [options.colors] : null;
  60843. var lines = MeshBuilder.CreateLineSystem(name, { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha }, scene);
  60844. return lines;
  60845. };
  60846. /**
  60847. * Creates a dashed line mesh
  60848. * * 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
  60849. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  60850. * * The parameter `points` is an array successive Vector3
  60851. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  60852. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  60853. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  60854. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
  60855. * * When updating an instance, remember that only point positions can change, not the number of points
  60856. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60857. * @param name defines the name of the mesh
  60858. * @param options defines the options used to create the mesh
  60859. * @param scene defines the hosting scene
  60860. * @returns the dashed line mesh
  60861. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#dashed-lines
  60862. */
  60863. MeshBuilder.CreateDashedLines = function (name, options, scene) {
  60864. if (scene === void 0) { scene = null; }
  60865. var points = options.points;
  60866. var instance = options.instance;
  60867. var gapSize = options.gapSize || 1;
  60868. var dashSize = options.dashSize || 3;
  60869. if (instance) { // dashed lines update
  60870. var positionFunction = function (positions) {
  60871. var curvect = BABYLON.Vector3.Zero();
  60872. var nbSeg = positions.length / 6;
  60873. var lg = 0;
  60874. var nb = 0;
  60875. var shft = 0;
  60876. var dashshft = 0;
  60877. var curshft = 0;
  60878. var p = 0;
  60879. var i = 0;
  60880. var j = 0;
  60881. for (i = 0; i < points.length - 1; i++) {
  60882. points[i + 1].subtractToRef(points[i], curvect);
  60883. lg += curvect.length();
  60884. }
  60885. shft = lg / nbSeg;
  60886. dashshft = instance.dashSize * shft / (instance.dashSize + instance.gapSize);
  60887. for (i = 0; i < points.length - 1; i++) {
  60888. points[i + 1].subtractToRef(points[i], curvect);
  60889. nb = Math.floor(curvect.length() / shft);
  60890. curvect.normalize();
  60891. j = 0;
  60892. while (j < nb && p < positions.length) {
  60893. curshft = shft * j;
  60894. positions[p] = points[i].x + curshft * curvect.x;
  60895. positions[p + 1] = points[i].y + curshft * curvect.y;
  60896. positions[p + 2] = points[i].z + curshft * curvect.z;
  60897. positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;
  60898. positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;
  60899. positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;
  60900. p += 6;
  60901. j++;
  60902. }
  60903. }
  60904. while (p < positions.length) {
  60905. positions[p] = points[i].x;
  60906. positions[p + 1] = points[i].y;
  60907. positions[p + 2] = points[i].z;
  60908. p += 3;
  60909. }
  60910. };
  60911. instance.updateMeshPositions(positionFunction, false);
  60912. return instance;
  60913. }
  60914. // dashed lines creation
  60915. var dashedLines = new BABYLON.LinesMesh(name, scene);
  60916. var vertexData = BABYLON.VertexData.CreateDashedLines(options);
  60917. vertexData.applyToMesh(dashedLines, options.updatable);
  60918. dashedLines.dashSize = dashSize;
  60919. dashedLines.gapSize = gapSize;
  60920. return dashedLines;
  60921. };
  60922. /**
  60923. * 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.
  60924. * * 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.
  60925. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  60926. * * 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.
  60927. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  60928. * * 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
  60929. * * The optional parameter `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/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape
  60930. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  60931. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60932. * * 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/tutorials/02._Discover_Basic_Elements#side-orientation
  60933. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  60934. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60935. * @param name defines the name of the mesh
  60936. * @param options defines the options used to create the mesh
  60937. * @param scene defines the hosting scene
  60938. * @returns the extruded shape mesh
  60939. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  60940. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes#extrusion
  60941. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#extruded-shapes
  60942. */
  60943. MeshBuilder.ExtrudeShape = function (name, options, scene) {
  60944. if (scene === void 0) { scene = null; }
  60945. var path = options.path;
  60946. var shape = options.shape;
  60947. var scale = options.scale || 1;
  60948. var rotation = options.rotation || 0;
  60949. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  60950. var updatable = options.updatable;
  60951. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  60952. var instance = options.instance || null;
  60953. var invertUV = options.invertUV || false;
  60954. 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);
  60955. };
  60956. /**
  60957. * Creates an custom extruded shape mesh.
  60958. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  60959. * * 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.
  60960. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  60961. * * 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
  60962. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  60963. * * 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
  60964. * * It must returns a float value that will be the scale value applied to the shape on each path point
  60965. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  60966. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  60967. * * 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
  60968. * * The optional parameter `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/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape
  60969. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  60970. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60971. * * 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/tutorials/02._Discover_Basic_Elements#side-orientation
  60972. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60973. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60974. * @param name defines the name of the mesh
  60975. * @param options defines the options used to create the mesh
  60976. * @param scene defines the hosting scene
  60977. * @returns the custom extruded shape mesh
  60978. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#custom-extruded-shapes
  60979. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  60980. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes#extrusion
  60981. */
  60982. MeshBuilder.ExtrudeShapeCustom = function (name, options, scene) {
  60983. var path = options.path;
  60984. var shape = options.shape;
  60985. var scaleFunction = options.scaleFunction || (function () { return 1; });
  60986. var rotationFunction = options.rotationFunction || (function () { return 0; });
  60987. var ribbonCloseArray = options.ribbonCloseArray || false;
  60988. var ribbonClosePath = options.ribbonClosePath || false;
  60989. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  60990. var updatable = options.updatable;
  60991. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  60992. var instance = options.instance;
  60993. var invertUV = options.invertUV || false;
  60994. 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);
  60995. };
  60996. /**
  60997. * Creates lathe mesh.
  60998. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  60999. * * 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
  61000. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  61001. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  61002. * * 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
  61003. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  61004. * * 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
  61005. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  61006. * * 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/tutorials/02._Discover_Basic_Elements#side-orientation
  61007. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  61008. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  61009. * @param name defines the name of the mesh
  61010. * @param options defines the options used to create the mesh
  61011. * @param scene defines the hosting scene
  61012. * @returns the lathe mesh
  61013. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#lathe
  61014. */
  61015. MeshBuilder.CreateLathe = function (name, options, scene) {
  61016. var arc = options.arc ? ((options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc) : 1.0;
  61017. var closed = (options.closed === undefined) ? true : options.closed;
  61018. var shape = options.shape;
  61019. var radius = options.radius || 1;
  61020. var tessellation = options.tessellation || 64;
  61021. var updatable = options.updatable;
  61022. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  61023. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  61024. var pi2 = Math.PI * 2;
  61025. var paths = new Array();
  61026. var invertUV = options.invertUV || false;
  61027. var i = 0;
  61028. var p = 0;
  61029. var step = pi2 / tessellation * arc;
  61030. var rotated;
  61031. var path = new Array();
  61032. ;
  61033. for (i = 0; i <= tessellation; i++) {
  61034. var path = [];
  61035. if (cap == BABYLON.Mesh.CAP_START || cap == BABYLON.Mesh.CAP_ALL) {
  61036. path.push(new BABYLON.Vector3(0, shape[0].y, 0));
  61037. path.push(new BABYLON.Vector3(Math.cos(i * step) * shape[0].x * radius, shape[0].y, Math.sin(i * step) * shape[0].x * radius));
  61038. }
  61039. for (p = 0; p < shape.length; p++) {
  61040. rotated = new BABYLON.Vector3(Math.cos(i * step) * shape[p].x * radius, shape[p].y, Math.sin(i * step) * shape[p].x * radius);
  61041. path.push(rotated);
  61042. }
  61043. if (cap == BABYLON.Mesh.CAP_END || cap == BABYLON.Mesh.CAP_ALL) {
  61044. 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));
  61045. path.push(new BABYLON.Vector3(0, shape[shape.length - 1].y, 0));
  61046. }
  61047. paths.push(path);
  61048. }
  61049. // lathe ribbon
  61050. var lathe = MeshBuilder.CreateRibbon(name, { pathArray: paths, closeArray: closed, sideOrientation: sideOrientation, updatable: updatable, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  61051. return lathe;
  61052. };
  61053. /**
  61054. * Creates a plane mesh
  61055. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  61056. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value than `size`)
  61057. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  61058. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  61059. * * 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/tutorials/02._Discover_Basic_Elements#side-orientation
  61060. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  61061. * @param name defines the name of the mesh
  61062. * @param options defines the options used to create the mesh
  61063. * @param scene defines the hosting scene
  61064. * @returns the plane mesh
  61065. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#plane
  61066. */
  61067. MeshBuilder.CreatePlane = function (name, options, scene) {
  61068. var plane = new BABYLON.Mesh(name, scene);
  61069. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  61070. plane._originalBuilderSideOrientation = options.sideOrientation;
  61071. var vertexData = BABYLON.VertexData.CreatePlane(options);
  61072. vertexData.applyToMesh(plane, options.updatable);
  61073. if (options.sourcePlane) {
  61074. plane.translate(options.sourcePlane.normal, options.sourcePlane.d);
  61075. var product = Math.acos(BABYLON.Vector3.Dot(options.sourcePlane.normal, BABYLON.Axis.Z));
  61076. var vectorProduct = BABYLON.Vector3.Cross(BABYLON.Axis.Z, options.sourcePlane.normal);
  61077. plane.rotate(vectorProduct, product);
  61078. }
  61079. return plane;
  61080. };
  61081. /**
  61082. * Creates a ground mesh
  61083. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  61084. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  61085. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  61086. * @param name defines the name of the mesh
  61087. * @param options defines the options used to create the mesh
  61088. * @param scene defines the hosting scene
  61089. * @returns the ground mesh
  61090. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#plane
  61091. */
  61092. MeshBuilder.CreateGround = function (name, options, scene) {
  61093. var ground = new BABYLON.GroundMesh(name, scene);
  61094. ground._setReady(false);
  61095. ground._subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  61096. ground._subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  61097. ground._width = options.width || 1;
  61098. ground._height = options.height || 1;
  61099. ground._maxX = ground._width / 2;
  61100. ground._maxZ = ground._height / 2;
  61101. ground._minX = -ground._maxX;
  61102. ground._minZ = -ground._maxZ;
  61103. var vertexData = BABYLON.VertexData.CreateGround(options);
  61104. vertexData.applyToMesh(ground, options.updatable);
  61105. ground._setReady(true);
  61106. return ground;
  61107. };
  61108. /**
  61109. * Creates a tiled ground mesh
  61110. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  61111. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  61112. * * 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
  61113. * * 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
  61114. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  61115. * @param name defines the name of the mesh
  61116. * @param options defines the options used to create the mesh
  61117. * @param scene defines the hosting scene
  61118. * @returns the tiled ground mesh
  61119. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#tiled-ground
  61120. */
  61121. MeshBuilder.CreateTiledGround = function (name, options, scene) {
  61122. var tiledGround = new BABYLON.Mesh(name, scene);
  61123. var vertexData = BABYLON.VertexData.CreateTiledGround(options);
  61124. vertexData.applyToMesh(tiledGround, options.updatable);
  61125. return tiledGround;
  61126. };
  61127. /**
  61128. * Creates a ground mesh from a height map
  61129. * * The parameter `url` sets the URL of the height map image resource.
  61130. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  61131. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  61132. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  61133. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  61134. * * 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.
  61135. * * 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).
  61136. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  61137. * @param name defines the name of the mesh
  61138. * @param url defines the url to the height map
  61139. * @param options defines the options used to create the mesh
  61140. * @param scene defines the hosting scene
  61141. * @returns the ground mesh
  61142. * @see http://doc.babylonjs.com/tutorials/14._Height_Map
  61143. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#ground-from-a-height-map
  61144. */
  61145. MeshBuilder.CreateGroundFromHeightMap = function (name, url, options, scene) {
  61146. var width = options.width || 10.0;
  61147. var height = options.height || 10.0;
  61148. var subdivisions = options.subdivisions || 1 | 0;
  61149. var minHeight = options.minHeight || 0.0;
  61150. var maxHeight = options.maxHeight || 1.0;
  61151. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  61152. var updatable = options.updatable;
  61153. var onReady = options.onReady;
  61154. var ground = new BABYLON.GroundMesh(name, scene);
  61155. ground._subdivisionsX = subdivisions;
  61156. ground._subdivisionsY = subdivisions;
  61157. ground._width = width;
  61158. ground._height = height;
  61159. ground._maxX = ground._width / 2.0;
  61160. ground._maxZ = ground._height / 2.0;
  61161. ground._minX = -ground._maxX;
  61162. ground._minZ = -ground._maxZ;
  61163. ground._setReady(false);
  61164. var onload = function (img) {
  61165. // Getting height map data
  61166. var canvas = document.createElement("canvas");
  61167. var context = canvas.getContext("2d");
  61168. if (!context) {
  61169. throw new Error("Unable to get 2d context for CreateGroundFromHeightMap");
  61170. }
  61171. if (scene.isDisposed) {
  61172. return;
  61173. }
  61174. var bufferWidth = img.width;
  61175. var bufferHeight = img.height;
  61176. canvas.width = bufferWidth;
  61177. canvas.height = bufferHeight;
  61178. context.drawImage(img, 0, 0);
  61179. // Create VertexData from map data
  61180. // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  61181. var buffer = context.getImageData(0, 0, bufferWidth, bufferHeight).data;
  61182. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap({
  61183. width: width, height: height,
  61184. subdivisions: subdivisions,
  61185. minHeight: minHeight, maxHeight: maxHeight, colorFilter: filter,
  61186. buffer: buffer, bufferWidth: bufferWidth, bufferHeight: bufferHeight
  61187. });
  61188. vertexData.applyToMesh(ground, updatable);
  61189. //execute ready callback, if set
  61190. if (onReady) {
  61191. onReady(ground);
  61192. }
  61193. ground._setReady(true);
  61194. };
  61195. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.database);
  61196. return ground;
  61197. };
  61198. /**
  61199. * Creates a polygon mesh
  61200. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  61201. * * 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
  61202. * * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  61203. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  61204. * * 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)
  61205. * * Remember you can only change the shape positions, not their number when updating a polygon
  61206. * @param name defines the name of the mesh
  61207. * @param options defines the options used to create the mesh
  61208. * @param scene defines the hosting scene
  61209. * @returns the polygon mesh
  61210. */
  61211. MeshBuilder.CreatePolygon = function (name, options, scene) {
  61212. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  61213. var shape = options.shape;
  61214. var holes = options.holes || [];
  61215. var depth = options.depth || 0;
  61216. var contours = [];
  61217. var hole = [];
  61218. for (var i = 0; i < shape.length; i++) {
  61219. contours[i] = new BABYLON.Vector2(shape[i].x, shape[i].z);
  61220. }
  61221. var epsilon = 0.00000001;
  61222. if (contours[0].equalsWithEpsilon(contours[contours.length - 1], epsilon)) {
  61223. contours.pop();
  61224. }
  61225. var polygonTriangulation = new BABYLON.PolygonMeshBuilder(name, contours, scene);
  61226. for (var hNb = 0; hNb < holes.length; hNb++) {
  61227. hole = [];
  61228. for (var hPoint = 0; hPoint < holes[hNb].length; hPoint++) {
  61229. hole.push(new BABYLON.Vector2(holes[hNb][hPoint].x, holes[hNb][hPoint].z));
  61230. }
  61231. polygonTriangulation.addHole(hole);
  61232. }
  61233. var polygon = polygonTriangulation.build(options.updatable, depth);
  61234. polygon._originalBuilderSideOrientation = options.sideOrientation;
  61235. var vertexData = BABYLON.VertexData.CreatePolygon(polygon, options.sideOrientation, options.faceUV, options.faceColors, options.frontUVs, options.backUVs);
  61236. vertexData.applyToMesh(polygon, options.updatable);
  61237. return polygon;
  61238. };
  61239. ;
  61240. /**
  61241. * Creates an extruded polygon mesh, with depth in the Y direction.
  61242. * * 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)
  61243. * @see http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  61244. * @param name defines the name of the mesh
  61245. * @param options defines the options used to create the mesh
  61246. * @param scene defines the hosting scene
  61247. * @returns the polygon mesh
  61248. */
  61249. MeshBuilder.ExtrudePolygon = function (name, options, scene) {
  61250. return MeshBuilder.CreatePolygon(name, options, scene);
  61251. };
  61252. ;
  61253. /**
  61254. * Creates a tube mesh.
  61255. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  61256. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  61257. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  61258. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  61259. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  61260. * * 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)
  61261. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  61262. * * 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
  61263. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#tube
  61264. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  61265. * * 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/tutorials/02._Discover_Basic_Elements#side-orientation
  61266. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  61267. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  61268. * @param name defines the name of the mesh
  61269. * @param options defines the options used to create the mesh
  61270. * @param scene defines the hosting scene
  61271. * @returns the tube mesh
  61272. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  61273. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#tube
  61274. */
  61275. MeshBuilder.CreateTube = function (name, options, scene) {
  61276. var path = options.path;
  61277. var instance = options.instance;
  61278. var radius = 1.0;
  61279. if (instance) {
  61280. radius = instance.radius;
  61281. }
  61282. if (options.radius !== undefined) {
  61283. radius = options.radius;
  61284. }
  61285. ;
  61286. var tessellation = options.tessellation || 64 | 0;
  61287. var radiusFunction = options.radiusFunction || null;
  61288. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  61289. var invertUV = options.invertUV || false;
  61290. var updatable = options.updatable;
  61291. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  61292. options.arc = options.arc && (options.arc <= 0.0 || options.arc > 1.0) ? 1.0 : options.arc || 1.0;
  61293. // tube geometry
  61294. var tubePathArray = function (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap, arc) {
  61295. var tangents = path3D.getTangents();
  61296. var normals = path3D.getNormals();
  61297. var distances = path3D.getDistances();
  61298. var pi2 = Math.PI * 2;
  61299. var step = pi2 / tessellation * arc;
  61300. var returnRadius = function () { return radius; };
  61301. var radiusFunctionFinal = radiusFunction || returnRadius;
  61302. var circlePath;
  61303. var rad;
  61304. var normal;
  61305. var rotated;
  61306. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  61307. var index = (cap === BABYLON.Mesh._NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  61308. for (var i = 0; i < path.length; i++) {
  61309. rad = radiusFunctionFinal(i, distances[i]); // current radius
  61310. circlePath = Array(); // current circle array
  61311. normal = normals[i]; // current normal
  61312. for (var t = 0; t < tessellation; t++) {
  61313. BABYLON.Matrix.RotationAxisToRef(tangents[i], step * t, rotationMatrix);
  61314. rotated = circlePath[t] ? circlePath[t] : BABYLON.Vector3.Zero();
  61315. BABYLON.Vector3.TransformCoordinatesToRef(normal, rotationMatrix, rotated);
  61316. rotated.scaleInPlace(rad).addInPlace(path[i]);
  61317. circlePath[t] = rotated;
  61318. }
  61319. circlePaths[index] = circlePath;
  61320. index++;
  61321. }
  61322. // cap
  61323. var capPath = function (nbPoints, pathIndex) {
  61324. var pointCap = Array();
  61325. for (var i = 0; i < nbPoints; i++) {
  61326. pointCap.push(path[pathIndex]);
  61327. }
  61328. return pointCap;
  61329. };
  61330. switch (cap) {
  61331. case BABYLON.Mesh.NO_CAP:
  61332. break;
  61333. case BABYLON.Mesh.CAP_START:
  61334. circlePaths[0] = capPath(tessellation, 0);
  61335. circlePaths[1] = circlePaths[2].slice(0);
  61336. break;
  61337. case BABYLON.Mesh.CAP_END:
  61338. circlePaths[index] = circlePaths[index - 1].slice(0);
  61339. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  61340. break;
  61341. case BABYLON.Mesh.CAP_ALL:
  61342. circlePaths[0] = capPath(tessellation, 0);
  61343. circlePaths[1] = circlePaths[2].slice(0);
  61344. circlePaths[index] = circlePaths[index - 1].slice(0);
  61345. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  61346. break;
  61347. default:
  61348. break;
  61349. }
  61350. return circlePaths;
  61351. };
  61352. var path3D;
  61353. var pathArray;
  61354. if (instance) { // tube update
  61355. var arc = options.arc || instance.arc;
  61356. path3D = (instance.path3D).update(path);
  61357. pathArray = tubePathArray(path, path3D, instance.pathArray, radius, instance.tessellation, radiusFunction, instance.cap, arc);
  61358. instance = MeshBuilder.CreateRibbon("", { pathArray: pathArray, instance: instance });
  61359. instance.path3D = path3D;
  61360. instance.pathArray = pathArray;
  61361. instance.arc = arc;
  61362. instance.radius = radius;
  61363. return instance;
  61364. }
  61365. // tube creation
  61366. path3D = new BABYLON.Path3D(path);
  61367. var newPathArray = new Array();
  61368. cap = (cap < 0 || cap > 3) ? 0 : cap;
  61369. pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap, options.arc);
  61370. var tube = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closePath: true, closeArray: false, updatable: updatable, sideOrientation: sideOrientation, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  61371. tube.pathArray = pathArray;
  61372. tube.path3D = path3D;
  61373. tube.tessellation = tessellation;
  61374. tube.cap = cap;
  61375. tube.arc = options.arc;
  61376. tube.radius = radius;
  61377. return tube;
  61378. };
  61379. /**
  61380. * Creates a polyhedron mesh
  61381. * * 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
  61382. * * The parameter `size` (positive float, default 1) sets the polygon size
  61383. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  61384. * * 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`
  61385. * * 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
  61386. * * 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)`)
  61387. * * 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 : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  61388. * * 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
  61389. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  61390. * * 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/tutorials/02._Discover_Basic_Elements#side-orientation
  61391. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  61392. * @param name defines the name of the mesh
  61393. * @param options defines the options used to create the mesh
  61394. * @param scene defines the hosting scene
  61395. * @returns the polyhedron mesh
  61396. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#polyhedron
  61397. */
  61398. MeshBuilder.CreatePolyhedron = function (name, options, scene) {
  61399. var polyhedron = new BABYLON.Mesh(name, scene);
  61400. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  61401. polyhedron._originalBuilderSideOrientation = options.sideOrientation;
  61402. var vertexData = BABYLON.VertexData.CreatePolyhedron(options);
  61403. vertexData.applyToMesh(polyhedron, options.updatable);
  61404. return polyhedron;
  61405. };
  61406. /**
  61407. * Creates a decal mesh.
  61408. * 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
  61409. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  61410. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  61411. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  61412. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  61413. * @param name defines the name of the mesh
  61414. * @param sourceMesh defines the mesh where the decal must be applied
  61415. * @param options defines the options used to create the mesh
  61416. * @param scene defines the hosting scene
  61417. * @returns the decal mesh
  61418. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#decals
  61419. */
  61420. MeshBuilder.CreateDecal = function (name, sourceMesh, options) {
  61421. var indices = sourceMesh.getIndices();
  61422. var positions = sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  61423. var normals = sourceMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  61424. var position = options.position || BABYLON.Vector3.Zero();
  61425. var normal = options.normal || BABYLON.Vector3.Up();
  61426. var size = options.size || BABYLON.Vector3.One();
  61427. var angle = options.angle || 0;
  61428. // Getting correct rotation
  61429. if (!normal) {
  61430. var target = new BABYLON.Vector3(0, 0, 1);
  61431. var camera = sourceMesh.getScene().activeCamera;
  61432. var cameraWorldTarget = BABYLON.Vector3.TransformCoordinates(target, camera.getWorldMatrix());
  61433. normal = camera.globalPosition.subtract(cameraWorldTarget);
  61434. }
  61435. var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;
  61436. var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);
  61437. var pitch = Math.atan2(normal.y, len);
  61438. // Matrix
  61439. var decalWorldMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(BABYLON.Matrix.Translation(position.x, position.y, position.z));
  61440. var inverseDecalWorldMatrix = BABYLON.Matrix.Invert(decalWorldMatrix);
  61441. var meshWorldMatrix = sourceMesh.getWorldMatrix();
  61442. var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix);
  61443. var vertexData = new BABYLON.VertexData();
  61444. vertexData.indices = [];
  61445. vertexData.positions = [];
  61446. vertexData.normals = [];
  61447. vertexData.uvs = [];
  61448. var currentVertexDataIndex = 0;
  61449. var extractDecalVector3 = function (indexId) {
  61450. var result = new BABYLON.PositionNormalVertex();
  61451. if (!indices || !positions || !normals) {
  61452. return result;
  61453. }
  61454. var vertexId = indices[indexId];
  61455. result.position = new BABYLON.Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);
  61456. // Send vector to decal local world
  61457. result.position = BABYLON.Vector3.TransformCoordinates(result.position, transformMatrix);
  61458. // Get normal
  61459. result.normal = new BABYLON.Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);
  61460. result.normal = BABYLON.Vector3.TransformNormal(result.normal, transformMatrix);
  61461. return result;
  61462. }; // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
  61463. var clip = function (vertices, axis) {
  61464. if (vertices.length === 0) {
  61465. return vertices;
  61466. }
  61467. var clipSize = 0.5 * Math.abs(BABYLON.Vector3.Dot(size, axis));
  61468. var clipVertices = function (v0, v1) {
  61469. var clipFactor = BABYLON.Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);
  61470. return new BABYLON.PositionNormalVertex(BABYLON.Vector3.Lerp(v0.position, v1.position, clipFactor), BABYLON.Vector3.Lerp(v0.normal, v1.normal, clipFactor));
  61471. };
  61472. var result = new Array();
  61473. for (var index = 0; index < vertices.length; index += 3) {
  61474. var v1Out;
  61475. var v2Out;
  61476. var v3Out;
  61477. var total = 0;
  61478. var nV1 = null;
  61479. var nV2 = null;
  61480. var nV3 = null;
  61481. var nV4 = null;
  61482. var d1 = BABYLON.Vector3.Dot(vertices[index].position, axis) - clipSize;
  61483. var d2 = BABYLON.Vector3.Dot(vertices[index + 1].position, axis) - clipSize;
  61484. var d3 = BABYLON.Vector3.Dot(vertices[index + 2].position, axis) - clipSize;
  61485. v1Out = d1 > 0;
  61486. v2Out = d2 > 0;
  61487. v3Out = d3 > 0;
  61488. total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
  61489. switch (total) {
  61490. case 0:
  61491. result.push(vertices[index]);
  61492. result.push(vertices[index + 1]);
  61493. result.push(vertices[index + 2]);
  61494. break;
  61495. case 1:
  61496. if (v1Out) {
  61497. nV1 = vertices[index + 1];
  61498. nV2 = vertices[index + 2];
  61499. nV3 = clipVertices(vertices[index], nV1);
  61500. nV4 = clipVertices(vertices[index], nV2);
  61501. }
  61502. if (v2Out) {
  61503. nV1 = vertices[index];
  61504. nV2 = vertices[index + 2];
  61505. nV3 = clipVertices(vertices[index + 1], nV1);
  61506. nV4 = clipVertices(vertices[index + 1], nV2);
  61507. result.push(nV3);
  61508. result.push(nV2.clone());
  61509. result.push(nV1.clone());
  61510. result.push(nV2.clone());
  61511. result.push(nV3.clone());
  61512. result.push(nV4);
  61513. break;
  61514. }
  61515. if (v3Out) {
  61516. nV1 = vertices[index];
  61517. nV2 = vertices[index + 1];
  61518. nV3 = clipVertices(vertices[index + 2], nV1);
  61519. nV4 = clipVertices(vertices[index + 2], nV2);
  61520. }
  61521. if (nV1 && nV2 && nV3 && nV4) {
  61522. result.push(nV1.clone());
  61523. result.push(nV2.clone());
  61524. result.push(nV3);
  61525. result.push(nV4);
  61526. result.push(nV3.clone());
  61527. result.push(nV2.clone());
  61528. }
  61529. break;
  61530. case 2:
  61531. if (!v1Out) {
  61532. nV1 = vertices[index].clone();
  61533. nV2 = clipVertices(nV1, vertices[index + 1]);
  61534. nV3 = clipVertices(nV1, vertices[index + 2]);
  61535. result.push(nV1);
  61536. result.push(nV2);
  61537. result.push(nV3);
  61538. }
  61539. if (!v2Out) {
  61540. nV1 = vertices[index + 1].clone();
  61541. nV2 = clipVertices(nV1, vertices[index + 2]);
  61542. nV3 = clipVertices(nV1, vertices[index]);
  61543. result.push(nV1);
  61544. result.push(nV2);
  61545. result.push(nV3);
  61546. }
  61547. if (!v3Out) {
  61548. nV1 = vertices[index + 2].clone();
  61549. nV2 = clipVertices(nV1, vertices[index]);
  61550. nV3 = clipVertices(nV1, vertices[index + 1]);
  61551. result.push(nV1);
  61552. result.push(nV2);
  61553. result.push(nV3);
  61554. }
  61555. break;
  61556. case 3:
  61557. break;
  61558. }
  61559. }
  61560. return result;
  61561. };
  61562. for (var index = 0; index < indices.length; index += 3) {
  61563. var faceVertices = new Array();
  61564. faceVertices.push(extractDecalVector3(index));
  61565. faceVertices.push(extractDecalVector3(index + 1));
  61566. faceVertices.push(extractDecalVector3(index + 2));
  61567. // Clip
  61568. faceVertices = clip(faceVertices, new BABYLON.Vector3(1, 0, 0));
  61569. faceVertices = clip(faceVertices, new BABYLON.Vector3(-1, 0, 0));
  61570. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 1, 0));
  61571. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, -1, 0));
  61572. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, 1));
  61573. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, -1));
  61574. if (faceVertices.length === 0) {
  61575. continue;
  61576. }
  61577. // Add UVs and get back to world
  61578. for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {
  61579. var vertex = faceVertices[vIndex];
  61580. //TODO check for Int32Array | Uint32Array | Uint16Array
  61581. vertexData.indices.push(currentVertexDataIndex);
  61582. vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);
  61583. vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);
  61584. vertexData.uvs.push(0.5 + vertex.position.x / size.x);
  61585. vertexData.uvs.push(0.5 + vertex.position.y / size.y);
  61586. currentVertexDataIndex++;
  61587. }
  61588. }
  61589. // Return mesh
  61590. var decal = new BABYLON.Mesh(name, sourceMesh.getScene());
  61591. vertexData.applyToMesh(decal);
  61592. decal.position = position.clone();
  61593. decal.rotation = new BABYLON.Vector3(pitch, yaw, angle);
  61594. return decal;
  61595. };
  61596. // Privates
  61597. MeshBuilder._ExtrudeShapeGeneric = function (name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, cap, custom, scene, updtbl, side, instance, invertUV, frontUVs, backUVs) {
  61598. // extrusion geometry
  61599. var extrusionPathArray = function (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom) {
  61600. var tangents = path3D.getTangents();
  61601. var normals = path3D.getNormals();
  61602. var binormals = path3D.getBinormals();
  61603. var distances = path3D.getDistances();
  61604. var angle = 0;
  61605. var returnScale = function () { return scale !== null ? scale : 1; };
  61606. var returnRotation = function () { return rotation !== null ? rotation : 0; };
  61607. var rotate = custom && rotateFunction ? rotateFunction : returnRotation;
  61608. var scl = custom && scaleFunction ? scaleFunction : returnScale;
  61609. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  61610. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  61611. for (var i = 0; i < curve.length; i++) {
  61612. var shapePath = new Array();
  61613. var angleStep = rotate(i, distances[i]);
  61614. var scaleRatio = scl(i, distances[i]);
  61615. for (var p = 0; p < shape.length; p++) {
  61616. BABYLON.Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix);
  61617. var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y)));
  61618. var rotated = shapePath[p] ? shapePath[p] : BABYLON.Vector3.Zero();
  61619. BABYLON.Vector3.TransformCoordinatesToRef(planed, rotationMatrix, rotated);
  61620. rotated.scaleInPlace(scaleRatio).addInPlace(curve[i]);
  61621. shapePath[p] = rotated;
  61622. }
  61623. shapePaths[index] = shapePath;
  61624. angle += angleStep;
  61625. index++;
  61626. }
  61627. // cap
  61628. var capPath = function (shapePath) {
  61629. var pointCap = Array();
  61630. var barycenter = BABYLON.Vector3.Zero();
  61631. var i;
  61632. for (i = 0; i < shapePath.length; i++) {
  61633. barycenter.addInPlace(shapePath[i]);
  61634. }
  61635. barycenter.scaleInPlace(1.0 / shapePath.length);
  61636. for (i = 0; i < shapePath.length; i++) {
  61637. pointCap.push(barycenter);
  61638. }
  61639. return pointCap;
  61640. };
  61641. switch (cap) {
  61642. case BABYLON.Mesh.NO_CAP:
  61643. break;
  61644. case BABYLON.Mesh.CAP_START:
  61645. shapePaths[0] = capPath(shapePaths[2]);
  61646. shapePaths[1] = shapePaths[2];
  61647. break;
  61648. case BABYLON.Mesh.CAP_END:
  61649. shapePaths[index] = shapePaths[index - 1];
  61650. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  61651. break;
  61652. case BABYLON.Mesh.CAP_ALL:
  61653. shapePaths[0] = capPath(shapePaths[2]);
  61654. shapePaths[1] = shapePaths[2];
  61655. shapePaths[index] = shapePaths[index - 1];
  61656. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  61657. break;
  61658. default:
  61659. break;
  61660. }
  61661. return shapePaths;
  61662. };
  61663. var path3D;
  61664. var pathArray;
  61665. if (instance) { // instance update
  61666. path3D = (instance.path3D).update(curve);
  61667. pathArray = extrusionPathArray(shape, curve, instance.path3D, instance.pathArray, scale, rotation, scaleFunction, rotateFunction, instance.cap, custom);
  61668. instance = BABYLON.Mesh.CreateRibbon("", pathArray, false, false, 0, scene || undefined, false, 0, instance);
  61669. return instance;
  61670. }
  61671. // extruded shape creation
  61672. path3D = new BABYLON.Path3D(curve);
  61673. var newShapePaths = new Array();
  61674. cap = (cap < 0 || cap > 3) ? 0 : cap;
  61675. pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom);
  61676. var extrudedGeneric = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closeArray: rbCA, closePath: rbCP, updatable: updtbl, sideOrientation: side, invertUV: invertUV, frontUVs: frontUVs || undefined, backUVs: backUVs || undefined }, scene);
  61677. extrudedGeneric.pathArray = pathArray;
  61678. extrudedGeneric.path3D = path3D;
  61679. extrudedGeneric.cap = cap;
  61680. return extrudedGeneric;
  61681. };
  61682. return MeshBuilder;
  61683. }());
  61684. BABYLON.MeshBuilder = MeshBuilder;
  61685. })(BABYLON || (BABYLON = {}));
  61686. //# sourceMappingURL=babylon.meshBuilder.js.map
  61687. var BABYLON;
  61688. (function (BABYLON) {
  61689. /**
  61690. * Draco compression (https://google.github.io/draco/)
  61691. */
  61692. var DracoCompression = /** @class */ (function () {
  61693. /**
  61694. * Constructor
  61695. */
  61696. function DracoCompression() {
  61697. }
  61698. Object.defineProperty(DracoCompression, "DecoderAvailable", {
  61699. /**
  61700. * Returns true if the decoder is available.
  61701. */
  61702. get: function () {
  61703. if (typeof DracoDecoderModule !== "undefined") {
  61704. return true;
  61705. }
  61706. var decoder = DracoCompression.Configuration.decoder;
  61707. if (decoder) {
  61708. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  61709. return true;
  61710. }
  61711. if (decoder.fallbackUrl) {
  61712. return true;
  61713. }
  61714. }
  61715. return false;
  61716. },
  61717. enumerable: true,
  61718. configurable: true
  61719. });
  61720. /**
  61721. * Stop all async operations and release resources.
  61722. */
  61723. DracoCompression.prototype.dispose = function () {
  61724. };
  61725. /**
  61726. * Decode Draco compressed mesh data to vertex data.
  61727. * @param data The array buffer view for the Draco compression data
  61728. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  61729. * @returns A promise that resolves with the decoded vertex data
  61730. */
  61731. DracoCompression.prototype.decodeMeshAsync = function (data, attributes) {
  61732. return DracoCompression._GetDecoderModule().then(function (wrappedModule) {
  61733. var module = wrappedModule.module;
  61734. var vertexData = new BABYLON.VertexData();
  61735. var buffer = new module.DecoderBuffer();
  61736. buffer.Init(data, data.byteLength);
  61737. var decoder = new module.Decoder();
  61738. var geometry;
  61739. var status;
  61740. try {
  61741. var type = decoder.GetEncodedGeometryType(buffer);
  61742. switch (type) {
  61743. case module.TRIANGULAR_MESH:
  61744. geometry = new module.Mesh();
  61745. status = decoder.DecodeBufferToMesh(buffer, geometry);
  61746. break;
  61747. case module.POINT_CLOUD:
  61748. geometry = new module.PointCloud();
  61749. status = decoder.DecodeBufferToPointCloud(buffer, geometry);
  61750. break;
  61751. default:
  61752. throw new Error("Invalid geometry type " + type);
  61753. }
  61754. if (!status.ok() || !geometry.ptr) {
  61755. throw new Error(status.error_msg());
  61756. }
  61757. var numPoints = geometry.num_points();
  61758. if (type === module.TRIANGULAR_MESH) {
  61759. var numFaces = geometry.num_faces();
  61760. var faceIndices = new module.DracoInt32Array();
  61761. try {
  61762. var indices = new Uint32Array(numFaces * 3);
  61763. for (var i = 0; i < numFaces; i++) {
  61764. decoder.GetFaceFromMesh(geometry, i, faceIndices);
  61765. var offset = i * 3;
  61766. indices[offset + 0] = faceIndices.GetValue(0);
  61767. indices[offset + 1] = faceIndices.GetValue(1);
  61768. indices[offset + 2] = faceIndices.GetValue(2);
  61769. }
  61770. vertexData.indices = indices;
  61771. }
  61772. finally {
  61773. module.destroy(faceIndices);
  61774. }
  61775. }
  61776. for (var kind in attributes) {
  61777. var uniqueId = attributes[kind];
  61778. var attribute = decoder.GetAttributeByUniqueId(geometry, uniqueId);
  61779. var dracoData = new module.DracoFloat32Array();
  61780. try {
  61781. decoder.GetAttributeFloatForAllPoints(geometry, attribute, dracoData);
  61782. var babylonData = new Float32Array(numPoints * attribute.num_components());
  61783. for (var i = 0; i < babylonData.length; i++) {
  61784. babylonData[i] = dracoData.GetValue(i);
  61785. }
  61786. vertexData.set(babylonData, kind);
  61787. }
  61788. finally {
  61789. module.destroy(dracoData);
  61790. }
  61791. }
  61792. }
  61793. finally {
  61794. if (geometry) {
  61795. module.destroy(geometry);
  61796. }
  61797. module.destroy(decoder);
  61798. module.destroy(buffer);
  61799. }
  61800. return vertexData;
  61801. });
  61802. };
  61803. DracoCompression._GetDecoderModule = function () {
  61804. if (!DracoCompression._DecoderModulePromise) {
  61805. var promise = null;
  61806. var config_1 = {};
  61807. if (typeof DracoDecoderModule !== "undefined") {
  61808. promise = Promise.resolve();
  61809. }
  61810. else {
  61811. var decoder = DracoCompression.Configuration.decoder;
  61812. if (decoder) {
  61813. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  61814. promise = Promise.all([
  61815. DracoCompression._LoadScriptAsync(decoder.wasmUrl),
  61816. DracoCompression._LoadFileAsync(decoder.wasmBinaryUrl).then(function (data) {
  61817. config_1.wasmBinary = data;
  61818. })
  61819. ]);
  61820. }
  61821. else if (decoder.fallbackUrl) {
  61822. promise = DracoCompression._LoadScriptAsync(decoder.fallbackUrl);
  61823. }
  61824. }
  61825. }
  61826. if (!promise) {
  61827. throw new Error("Draco decoder module is not available");
  61828. }
  61829. DracoCompression._DecoderModulePromise = promise.then(function () {
  61830. return new Promise(function (resolve) {
  61831. config_1.onModuleLoaded = function (decoderModule) {
  61832. // decoderModule is Promise-like. Wrap before resolving to avoid loop.
  61833. resolve({ module: decoderModule });
  61834. };
  61835. DracoDecoderModule(config_1);
  61836. });
  61837. });
  61838. }
  61839. return DracoCompression._DecoderModulePromise;
  61840. };
  61841. DracoCompression._LoadScriptAsync = function (url) {
  61842. return new Promise(function (resolve, reject) {
  61843. BABYLON.Tools.LoadScript(url, function () {
  61844. resolve();
  61845. }, function (message) {
  61846. reject(new Error(message));
  61847. });
  61848. });
  61849. };
  61850. DracoCompression._LoadFileAsync = function (url) {
  61851. return new Promise(function (resolve, reject) {
  61852. BABYLON.Tools.LoadFile(url, function (data) {
  61853. resolve(data);
  61854. }, undefined, undefined, true, function (request, exception) {
  61855. reject(exception);
  61856. });
  61857. });
  61858. };
  61859. /**
  61860. * The configuration.
  61861. */
  61862. DracoCompression.Configuration = {
  61863. decoder: {
  61864. wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js",
  61865. wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm",
  61866. fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  61867. }
  61868. };
  61869. return DracoCompression;
  61870. }());
  61871. BABYLON.DracoCompression = DracoCompression;
  61872. })(BABYLON || (BABYLON = {}));
  61873. //# sourceMappingURL=babylon.dracoCompression.js.map
  61874. var BABYLON;
  61875. (function (BABYLON) {
  61876. var AudioEngine = /** @class */ (function () {
  61877. function AudioEngine() {
  61878. this._audioContext = null;
  61879. this._audioContextInitialized = false;
  61880. this.canUseWebAudio = false;
  61881. this.WarnedWebAudioUnsupported = false;
  61882. this.unlocked = false;
  61883. this.isMP3supported = false;
  61884. this.isOGGsupported = false;
  61885. if (typeof window.AudioContext !== 'undefined' || typeof window.webkitAudioContext !== 'undefined') {
  61886. window.AudioContext = window.AudioContext || window.webkitAudioContext;
  61887. this.canUseWebAudio = true;
  61888. }
  61889. var audioElem = document.createElement('audio');
  61890. try {
  61891. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/mpeg; codecs="mp3"').replace(/^no$/, '')) {
  61892. this.isMP3supported = true;
  61893. }
  61894. }
  61895. catch (e) {
  61896. // protect error during capability check.
  61897. }
  61898. try {
  61899. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) {
  61900. this.isOGGsupported = true;
  61901. }
  61902. }
  61903. catch (e) {
  61904. // protect error during capability check.
  61905. }
  61906. if (/iPad|iPhone|iPod/.test(navigator.platform)) {
  61907. this._unlockiOSaudio();
  61908. }
  61909. else {
  61910. this.unlocked = true;
  61911. }
  61912. }
  61913. Object.defineProperty(AudioEngine.prototype, "audioContext", {
  61914. get: function () {
  61915. if (!this._audioContextInitialized) {
  61916. this._initializeAudioContext();
  61917. }
  61918. return this._audioContext;
  61919. },
  61920. enumerable: true,
  61921. configurable: true
  61922. });
  61923. AudioEngine.prototype._unlockiOSaudio = function () {
  61924. var _this = this;
  61925. var unlockaudio = function () {
  61926. if (!_this.audioContext) {
  61927. return;
  61928. }
  61929. var buffer = _this.audioContext.createBuffer(1, 1, 22050);
  61930. var source = _this.audioContext.createBufferSource();
  61931. source.buffer = buffer;
  61932. source.connect(_this.audioContext.destination);
  61933. source.start(0);
  61934. setTimeout(function () {
  61935. if ((source.playbackState === source.PLAYING_STATE || source.playbackState === source.FINISHED_STATE)) {
  61936. _this.unlocked = true;
  61937. window.removeEventListener('touchend', unlockaudio, false);
  61938. if (_this.onAudioUnlocked) {
  61939. _this.onAudioUnlocked();
  61940. }
  61941. }
  61942. }, 0);
  61943. };
  61944. window.addEventListener('touchend', unlockaudio, false);
  61945. };
  61946. AudioEngine.prototype._initializeAudioContext = function () {
  61947. try {
  61948. if (this.canUseWebAudio) {
  61949. this._audioContext = new AudioContext();
  61950. // create a global volume gain node
  61951. this.masterGain = this._audioContext.createGain();
  61952. this.masterGain.gain.value = 1;
  61953. this.masterGain.connect(this._audioContext.destination);
  61954. this._audioContextInitialized = true;
  61955. }
  61956. }
  61957. catch (e) {
  61958. this.canUseWebAudio = false;
  61959. BABYLON.Tools.Error("Web Audio: " + e.message);
  61960. }
  61961. };
  61962. AudioEngine.prototype.dispose = function () {
  61963. if (this.canUseWebAudio && this._audioContextInitialized) {
  61964. if (this._connectedAnalyser && this._audioContext) {
  61965. this._connectedAnalyser.stopDebugCanvas();
  61966. this._connectedAnalyser.dispose();
  61967. this.masterGain.disconnect();
  61968. this.masterGain.connect(this._audioContext.destination);
  61969. this._connectedAnalyser = null;
  61970. }
  61971. this.masterGain.gain.value = 1;
  61972. }
  61973. this.WarnedWebAudioUnsupported = false;
  61974. };
  61975. AudioEngine.prototype.getGlobalVolume = function () {
  61976. if (this.canUseWebAudio && this._audioContextInitialized) {
  61977. return this.masterGain.gain.value;
  61978. }
  61979. else {
  61980. return -1;
  61981. }
  61982. };
  61983. AudioEngine.prototype.setGlobalVolume = function (newVolume) {
  61984. if (this.canUseWebAudio && this._audioContextInitialized) {
  61985. this.masterGain.gain.value = newVolume;
  61986. }
  61987. };
  61988. AudioEngine.prototype.connectToAnalyser = function (analyser) {
  61989. if (this._connectedAnalyser) {
  61990. this._connectedAnalyser.stopDebugCanvas();
  61991. }
  61992. if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {
  61993. this._connectedAnalyser = analyser;
  61994. this.masterGain.disconnect();
  61995. this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);
  61996. }
  61997. };
  61998. return AudioEngine;
  61999. }());
  62000. BABYLON.AudioEngine = AudioEngine;
  62001. })(BABYLON || (BABYLON = {}));
  62002. //# sourceMappingURL=babylon.audioEngine.js.map
  62003. var BABYLON;
  62004. (function (BABYLON) {
  62005. var Sound = /** @class */ (function () {
  62006. /**
  62007. * Create a sound and attach it to a scene
  62008. * @param name Name of your sound
  62009. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
  62010. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  62011. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  62012. */
  62013. function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) {
  62014. if (readyToPlayCallback === void 0) { readyToPlayCallback = null; }
  62015. var _this = this;
  62016. this.autoplay = false;
  62017. this.loop = false;
  62018. this.useCustomAttenuation = false;
  62019. this.spatialSound = false;
  62020. this.refDistance = 1;
  62021. this.rolloffFactor = 1;
  62022. this.maxDistance = 100;
  62023. this.distanceModel = "linear";
  62024. this._panningModel = "equalpower";
  62025. this._playbackRate = 1;
  62026. this._streaming = false;
  62027. this._startTime = 0;
  62028. this._startOffset = 0;
  62029. this._position = BABYLON.Vector3.Zero();
  62030. this._localDirection = new BABYLON.Vector3(1, 0, 0);
  62031. this._volume = 1;
  62032. this._isReadyToPlay = false;
  62033. this.isPlaying = false;
  62034. this.isPaused = false;
  62035. this._isDirectional = false;
  62036. // Used if you'd like to create a directional sound.
  62037. // If not set, the sound will be omnidirectional
  62038. this._coneInnerAngle = 360;
  62039. this._coneOuterAngle = 360;
  62040. this._coneOuterGain = 0;
  62041. this._isOutputConnected = false;
  62042. this._urlType = "Unknown";
  62043. this.name = name;
  62044. this._scene = scene;
  62045. this._readyToPlayCallback = readyToPlayCallback;
  62046. // Default custom attenuation function is a linear attenuation
  62047. this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) {
  62048. if (currentDistance < maxDistance) {
  62049. return currentVolume * (1 - currentDistance / maxDistance);
  62050. }
  62051. else {
  62052. return 0;
  62053. }
  62054. };
  62055. if (options) {
  62056. this.autoplay = options.autoplay || false;
  62057. this.loop = options.loop || false;
  62058. // if volume === 0, we need another way to check this option
  62059. if (options.volume !== undefined) {
  62060. this._volume = options.volume;
  62061. }
  62062. this.spatialSound = options.spatialSound || false;
  62063. this.maxDistance = options.maxDistance || 100;
  62064. this.useCustomAttenuation = options.useCustomAttenuation || false;
  62065. this.rolloffFactor = options.rolloffFactor || 1;
  62066. this.refDistance = options.refDistance || 1;
  62067. this.distanceModel = options.distanceModel || "linear";
  62068. this._playbackRate = options.playbackRate || 1;
  62069. this._streaming = options.streaming || false;
  62070. }
  62071. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  62072. this._soundGain = BABYLON.Engine.audioEngine.audioContext.createGain();
  62073. this._soundGain.gain.value = this._volume;
  62074. this._inputAudioNode = this._soundGain;
  62075. this._ouputAudioNode = this._soundGain;
  62076. if (this.spatialSound) {
  62077. this._createSpatialParameters();
  62078. }
  62079. this._scene.mainSoundTrack.AddSound(this);
  62080. var validParameter = true;
  62081. // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound
  62082. if (urlOrArrayBuffer) {
  62083. try {
  62084. if (typeof (urlOrArrayBuffer) === "string")
  62085. this._urlType = "String";
  62086. if (Array.isArray(urlOrArrayBuffer))
  62087. this._urlType = "Array";
  62088. if (urlOrArrayBuffer instanceof ArrayBuffer)
  62089. this._urlType = "ArrayBuffer";
  62090. var urls = [];
  62091. var codecSupportedFound = false;
  62092. switch (this._urlType) {
  62093. case "ArrayBuffer":
  62094. if (urlOrArrayBuffer.byteLength > 0) {
  62095. codecSupportedFound = true;
  62096. this._soundLoaded(urlOrArrayBuffer);
  62097. }
  62098. break;
  62099. case "String":
  62100. urls.push(urlOrArrayBuffer);
  62101. case "Array":
  62102. if (urls.length === 0)
  62103. urls = urlOrArrayBuffer;
  62104. // If we found a supported format, we load it immediately and stop the loop
  62105. for (var i = 0; i < urls.length; i++) {
  62106. var url = urls[i];
  62107. if (url.indexOf(".mp3", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isMP3supported) {
  62108. codecSupportedFound = true;
  62109. }
  62110. if (url.indexOf(".ogg", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isOGGsupported) {
  62111. codecSupportedFound = true;
  62112. }
  62113. if (url.indexOf(".wav", url.length - 4) !== -1) {
  62114. codecSupportedFound = true;
  62115. }
  62116. if (url.indexOf("blob:") !== -1) {
  62117. codecSupportedFound = true;
  62118. }
  62119. if (codecSupportedFound) {
  62120. // Loading sound using XHR2
  62121. if (!this._streaming) {
  62122. this._scene._loadFile(url, function (data) {
  62123. _this._soundLoaded(data);
  62124. }, undefined, true, true, function (exception) {
  62125. if (exception) {
  62126. BABYLON.Tools.Error("XHR " + exception.status + " error on: " + url + ".");
  62127. }
  62128. BABYLON.Tools.Error("Sound creation aborted.");
  62129. _this._scene.mainSoundTrack.RemoveSound(_this);
  62130. });
  62131. }
  62132. // Streaming sound using HTML5 Audio tag
  62133. else {
  62134. this._htmlAudioElement = new Audio(url);
  62135. this._htmlAudioElement.controls = false;
  62136. this._htmlAudioElement.loop = this.loop;
  62137. BABYLON.Tools.SetCorsBehavior(url, this._htmlAudioElement);
  62138. this._htmlAudioElement.preload = "auto";
  62139. this._htmlAudioElement.addEventListener("canplaythrough", function () {
  62140. _this._isReadyToPlay = true;
  62141. if (_this.autoplay) {
  62142. _this.play();
  62143. }
  62144. if (_this._readyToPlayCallback) {
  62145. _this._readyToPlayCallback();
  62146. }
  62147. });
  62148. document.body.appendChild(this._htmlAudioElement);
  62149. }
  62150. break;
  62151. }
  62152. }
  62153. break;
  62154. default:
  62155. validParameter = false;
  62156. break;
  62157. }
  62158. if (!validParameter) {
  62159. BABYLON.Tools.Error("Parameter must be a URL to the sound, an Array of URLs (.mp3 & .ogg) or an ArrayBuffer of the sound.");
  62160. }
  62161. else {
  62162. if (!codecSupportedFound) {
  62163. this._isReadyToPlay = true;
  62164. // Simulating a ready to play event to avoid breaking code path
  62165. if (this._readyToPlayCallback) {
  62166. window.setTimeout(function () {
  62167. if (_this._readyToPlayCallback) {
  62168. _this._readyToPlayCallback();
  62169. }
  62170. }, 1000);
  62171. }
  62172. }
  62173. }
  62174. }
  62175. catch (ex) {
  62176. BABYLON.Tools.Error("Unexpected error. Sound creation aborted.");
  62177. this._scene.mainSoundTrack.RemoveSound(this);
  62178. }
  62179. }
  62180. }
  62181. else {
  62182. // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers
  62183. this._scene.mainSoundTrack.AddSound(this);
  62184. if (!BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported) {
  62185. BABYLON.Tools.Error("Web Audio is not supported by your browser.");
  62186. BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported = true;
  62187. }
  62188. // Simulating a ready to play event to avoid breaking code for non web audio browsers
  62189. if (this._readyToPlayCallback) {
  62190. window.setTimeout(function () {
  62191. if (_this._readyToPlayCallback) {
  62192. _this._readyToPlayCallback();
  62193. }
  62194. }, 1000);
  62195. }
  62196. }
  62197. }
  62198. Sound.prototype.dispose = function () {
  62199. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  62200. if (this.isPlaying) {
  62201. this.stop();
  62202. }
  62203. this._isReadyToPlay = false;
  62204. if (this.soundTrackId === -1) {
  62205. this._scene.mainSoundTrack.RemoveSound(this);
  62206. }
  62207. else {
  62208. this._scene.soundTracks[this.soundTrackId].RemoveSound(this);
  62209. }
  62210. if (this._soundGain) {
  62211. this._soundGain.disconnect();
  62212. this._soundGain = null;
  62213. }
  62214. if (this._soundPanner) {
  62215. this._soundPanner.disconnect();
  62216. this._soundPanner = null;
  62217. }
  62218. if (this._soundSource) {
  62219. this._soundSource.disconnect();
  62220. this._soundSource = null;
  62221. }
  62222. this._audioBuffer = null;
  62223. if (this._htmlAudioElement) {
  62224. this._htmlAudioElement.pause();
  62225. this._htmlAudioElement.src = "";
  62226. document.body.removeChild(this._htmlAudioElement);
  62227. }
  62228. if (this._connectedMesh && this._registerFunc) {
  62229. this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  62230. this._connectedMesh = null;
  62231. }
  62232. }
  62233. };
  62234. Sound.prototype.isReady = function () {
  62235. return this._isReadyToPlay;
  62236. };
  62237. Sound.prototype._soundLoaded = function (audioData) {
  62238. var _this = this;
  62239. if (!BABYLON.Engine.audioEngine.audioContext) {
  62240. return;
  62241. }
  62242. BABYLON.Engine.audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
  62243. _this._audioBuffer = buffer;
  62244. _this._isReadyToPlay = true;
  62245. if (_this.autoplay) {
  62246. _this.play();
  62247. }
  62248. if (_this._readyToPlayCallback) {
  62249. _this._readyToPlayCallback();
  62250. }
  62251. }, function (err) { BABYLON.Tools.Error("Error while decoding audio data for: " + _this.name + " / Error: " + err); });
  62252. };
  62253. Sound.prototype.setAudioBuffer = function (audioBuffer) {
  62254. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  62255. this._audioBuffer = audioBuffer;
  62256. this._isReadyToPlay = true;
  62257. }
  62258. };
  62259. Sound.prototype.updateOptions = function (options) {
  62260. if (options) {
  62261. this.loop = options.loop || this.loop;
  62262. this.maxDistance = options.maxDistance || this.maxDistance;
  62263. this.useCustomAttenuation = options.useCustomAttenuation || this.useCustomAttenuation;
  62264. this.rolloffFactor = options.rolloffFactor || this.rolloffFactor;
  62265. this.refDistance = options.refDistance || this.refDistance;
  62266. this.distanceModel = options.distanceModel || this.distanceModel;
  62267. this._playbackRate = options.playbackRate || this._playbackRate;
  62268. this._updateSpatialParameters();
  62269. if (this.isPlaying) {
  62270. if (this._streaming) {
  62271. this._htmlAudioElement.playbackRate = this._playbackRate;
  62272. }
  62273. else {
  62274. if (this._soundSource) {
  62275. this._soundSource.playbackRate.value = this._playbackRate;
  62276. }
  62277. }
  62278. }
  62279. }
  62280. };
  62281. Sound.prototype._createSpatialParameters = function () {
  62282. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  62283. if (this._scene.headphone) {
  62284. this._panningModel = "HRTF";
  62285. }
  62286. this._soundPanner = BABYLON.Engine.audioEngine.audioContext.createPanner();
  62287. this._updateSpatialParameters();
  62288. this._soundPanner.connect(this._ouputAudioNode);
  62289. this._inputAudioNode = this._soundPanner;
  62290. }
  62291. };
  62292. Sound.prototype._updateSpatialParameters = function () {
  62293. if (this.spatialSound && this._soundPanner) {
  62294. if (this.useCustomAttenuation) {
  62295. // Tricks to disable in a way embedded Web Audio attenuation
  62296. this._soundPanner.distanceModel = "linear";
  62297. this._soundPanner.maxDistance = Number.MAX_VALUE;
  62298. this._soundPanner.refDistance = 1;
  62299. this._soundPanner.rolloffFactor = 1;
  62300. this._soundPanner.panningModel = this._panningModel;
  62301. }
  62302. else {
  62303. this._soundPanner.distanceModel = this.distanceModel;
  62304. this._soundPanner.maxDistance = this.maxDistance;
  62305. this._soundPanner.refDistance = this.refDistance;
  62306. this._soundPanner.rolloffFactor = this.rolloffFactor;
  62307. this._soundPanner.panningModel = this._panningModel;
  62308. }
  62309. }
  62310. };
  62311. Sound.prototype.switchPanningModelToHRTF = function () {
  62312. this._panningModel = "HRTF";
  62313. this._switchPanningModel();
  62314. };
  62315. Sound.prototype.switchPanningModelToEqualPower = function () {
  62316. this._panningModel = "equalpower";
  62317. this._switchPanningModel();
  62318. };
  62319. Sound.prototype._switchPanningModel = function () {
  62320. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  62321. this._soundPanner.panningModel = this._panningModel;
  62322. }
  62323. };
  62324. Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
  62325. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  62326. if (this._isOutputConnected) {
  62327. this._ouputAudioNode.disconnect();
  62328. }
  62329. this._ouputAudioNode.connect(soundTrackAudioNode);
  62330. this._isOutputConnected = true;
  62331. }
  62332. };
  62333. /**
  62334. * Transform this sound into a directional source
  62335. * @param coneInnerAngle Size of the inner cone in degree
  62336. * @param coneOuterAngle Size of the outer cone in degree
  62337. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  62338. */
  62339. Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
  62340. if (coneOuterAngle < coneInnerAngle) {
  62341. BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
  62342. return;
  62343. }
  62344. this._coneInnerAngle = coneInnerAngle;
  62345. this._coneOuterAngle = coneOuterAngle;
  62346. this._coneOuterGain = coneOuterGain;
  62347. this._isDirectional = true;
  62348. if (this.isPlaying && this.loop) {
  62349. this.stop();
  62350. this.play();
  62351. }
  62352. };
  62353. Sound.prototype.setPosition = function (newPosition) {
  62354. this._position = newPosition;
  62355. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  62356. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  62357. }
  62358. };
  62359. Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
  62360. this._localDirection = newLocalDirection;
  62361. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedMesh && this.isPlaying) {
  62362. this._updateDirection();
  62363. }
  62364. };
  62365. Sound.prototype._updateDirection = function () {
  62366. if (!this._connectedMesh || !this._soundPanner) {
  62367. return;
  62368. }
  62369. var mat = this._connectedMesh.getWorldMatrix();
  62370. var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
  62371. direction.normalize();
  62372. this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
  62373. };
  62374. Sound.prototype.updateDistanceFromListener = function () {
  62375. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedMesh && this.useCustomAttenuation && this._soundGain && this._scene.activeCamera) {
  62376. var distance = this._connectedMesh.getDistanceToCamera(this._scene.activeCamera);
  62377. this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);
  62378. }
  62379. };
  62380. Sound.prototype.setAttenuationFunction = function (callback) {
  62381. this._customAttenuationFunction = callback;
  62382. };
  62383. /**
  62384. * Play the sound
  62385. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  62386. * @param offset (optional) Start the sound setting it at a specific time
  62387. */
  62388. Sound.prototype.play = function (time, offset) {
  62389. var _this = this;
  62390. if (this._isReadyToPlay && this._scene.audioEnabled && BABYLON.Engine.audioEngine.audioContext) {
  62391. try {
  62392. if (this._startOffset < 0) {
  62393. time = -this._startOffset;
  62394. this._startOffset = 0;
  62395. }
  62396. var startTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  62397. if (!this._soundSource || !this._streamingSource) {
  62398. if (this.spatialSound && this._soundPanner) {
  62399. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  62400. if (this._isDirectional) {
  62401. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  62402. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  62403. this._soundPanner.coneOuterGain = this._coneOuterGain;
  62404. if (this._connectedMesh) {
  62405. this._updateDirection();
  62406. }
  62407. else {
  62408. this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
  62409. }
  62410. }
  62411. }
  62412. }
  62413. if (this._streaming) {
  62414. if (!this._streamingSource) {
  62415. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(this._htmlAudioElement);
  62416. this._htmlAudioElement.onended = function () { _this._onended(); };
  62417. this._htmlAudioElement.playbackRate = this._playbackRate;
  62418. }
  62419. this._streamingSource.disconnect();
  62420. this._streamingSource.connect(this._inputAudioNode);
  62421. this._htmlAudioElement.play();
  62422. }
  62423. else {
  62424. this._soundSource = BABYLON.Engine.audioEngine.audioContext.createBufferSource();
  62425. this._soundSource.buffer = this._audioBuffer;
  62426. this._soundSource.connect(this._inputAudioNode);
  62427. this._soundSource.loop = this.loop;
  62428. this._soundSource.playbackRate.value = this._playbackRate;
  62429. this._soundSource.onended = function () { _this._onended(); };
  62430. if (this._soundSource.buffer) {
  62431. this._soundSource.start(startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : offset ? offset : 0);
  62432. }
  62433. }
  62434. this._startTime = startTime;
  62435. this.isPlaying = true;
  62436. this.isPaused = false;
  62437. }
  62438. catch (ex) {
  62439. BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
  62440. }
  62441. }
  62442. };
  62443. Sound.prototype._onended = function () {
  62444. this.isPlaying = false;
  62445. if (this.onended) {
  62446. this.onended();
  62447. }
  62448. };
  62449. /**
  62450. * Stop the sound
  62451. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  62452. */
  62453. Sound.prototype.stop = function (time) {
  62454. if (this.isPlaying) {
  62455. if (this._streaming) {
  62456. this._htmlAudioElement.pause();
  62457. // Test needed for Firefox or it will generate an Invalid State Error
  62458. if (this._htmlAudioElement.currentTime > 0) {
  62459. this._htmlAudioElement.currentTime = 0;
  62460. }
  62461. }
  62462. else if (BABYLON.Engine.audioEngine.audioContext && this._soundSource) {
  62463. var stopTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  62464. this._soundSource.stop(stopTime);
  62465. this._soundSource.onended = function () { };
  62466. if (!this.isPaused) {
  62467. this._startOffset = 0;
  62468. }
  62469. }
  62470. this.isPlaying = false;
  62471. }
  62472. };
  62473. Sound.prototype.pause = function () {
  62474. if (this.isPlaying) {
  62475. this.isPaused = true;
  62476. if (this._streaming) {
  62477. this._htmlAudioElement.pause();
  62478. }
  62479. else if (BABYLON.Engine.audioEngine.audioContext) {
  62480. this.stop(0);
  62481. this._startOffset += BABYLON.Engine.audioEngine.audioContext.currentTime - this._startTime;
  62482. }
  62483. }
  62484. };
  62485. Sound.prototype.setVolume = function (newVolume, time) {
  62486. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._soundGain) {
  62487. if (time && BABYLON.Engine.audioEngine.audioContext) {
  62488. this._soundGain.gain.cancelScheduledValues(BABYLON.Engine.audioEngine.audioContext.currentTime);
  62489. this._soundGain.gain.setValueAtTime(this._soundGain.gain.value, BABYLON.Engine.audioEngine.audioContext.currentTime);
  62490. this._soundGain.gain.linearRampToValueAtTime(newVolume, BABYLON.Engine.audioEngine.audioContext.currentTime + time);
  62491. }
  62492. else {
  62493. this._soundGain.gain.value = newVolume;
  62494. }
  62495. }
  62496. this._volume = newVolume;
  62497. };
  62498. Sound.prototype.setPlaybackRate = function (newPlaybackRate) {
  62499. this._playbackRate = newPlaybackRate;
  62500. if (this.isPlaying) {
  62501. if (this._streaming) {
  62502. this._htmlAudioElement.playbackRate = this._playbackRate;
  62503. }
  62504. else if (this._soundSource) {
  62505. this._soundSource.playbackRate.value = this._playbackRate;
  62506. }
  62507. }
  62508. };
  62509. Sound.prototype.getVolume = function () {
  62510. return this._volume;
  62511. };
  62512. Sound.prototype.attachToMesh = function (meshToConnectTo) {
  62513. var _this = this;
  62514. if (this._connectedMesh && this._registerFunc) {
  62515. this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  62516. this._registerFunc = null;
  62517. }
  62518. this._connectedMesh = meshToConnectTo;
  62519. if (!this.spatialSound) {
  62520. this.spatialSound = true;
  62521. this._createSpatialParameters();
  62522. if (this.isPlaying && this.loop) {
  62523. this.stop();
  62524. this.play();
  62525. }
  62526. }
  62527. this._onRegisterAfterWorldMatrixUpdate(this._connectedMesh);
  62528. this._registerFunc = function (connectedMesh) { return _this._onRegisterAfterWorldMatrixUpdate(connectedMesh); };
  62529. meshToConnectTo.registerAfterWorldMatrixUpdate(this._registerFunc);
  62530. };
  62531. Sound.prototype.detachFromMesh = function () {
  62532. if (this._connectedMesh && this._registerFunc) {
  62533. this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  62534. this._registerFunc = null;
  62535. this._connectedMesh = null;
  62536. }
  62537. };
  62538. Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (node) {
  62539. if (!node.getBoundingInfo) {
  62540. return;
  62541. }
  62542. var mesh = node;
  62543. var boundingInfo = mesh.getBoundingInfo();
  62544. this.setPosition(boundingInfo.boundingSphere.centerWorld);
  62545. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) {
  62546. this._updateDirection();
  62547. }
  62548. };
  62549. Sound.prototype.clone = function () {
  62550. var _this = this;
  62551. if (!this._streaming) {
  62552. var setBufferAndRun = function () {
  62553. if (_this._isReadyToPlay) {
  62554. clonedSound._audioBuffer = _this.getAudioBuffer();
  62555. clonedSound._isReadyToPlay = true;
  62556. if (clonedSound.autoplay) {
  62557. clonedSound.play();
  62558. }
  62559. }
  62560. else {
  62561. window.setTimeout(setBufferAndRun, 300);
  62562. }
  62563. };
  62564. var currentOptions = {
  62565. autoplay: this.autoplay, loop: this.loop,
  62566. volume: this._volume, spatialSound: this.spatialSound, maxDistance: this.maxDistance,
  62567. useCustomAttenuation: this.useCustomAttenuation, rolloffFactor: this.rolloffFactor,
  62568. refDistance: this.refDistance, distanceModel: this.distanceModel
  62569. };
  62570. var clonedSound = new Sound(this.name + "_cloned", new ArrayBuffer(0), this._scene, null, currentOptions);
  62571. if (this.useCustomAttenuation) {
  62572. clonedSound.setAttenuationFunction(this._customAttenuationFunction);
  62573. }
  62574. clonedSound.setPosition(this._position);
  62575. clonedSound.setPlaybackRate(this._playbackRate);
  62576. setBufferAndRun();
  62577. return clonedSound;
  62578. }
  62579. // Can't clone a streaming sound
  62580. else {
  62581. return null;
  62582. }
  62583. };
  62584. Sound.prototype.getAudioBuffer = function () {
  62585. return this._audioBuffer;
  62586. };
  62587. Sound.prototype.serialize = function () {
  62588. var serializationObject = {
  62589. name: this.name,
  62590. url: this.name,
  62591. autoplay: this.autoplay,
  62592. loop: this.loop,
  62593. volume: this._volume,
  62594. spatialSound: this.spatialSound,
  62595. maxDistance: this.maxDistance,
  62596. rolloffFactor: this.rolloffFactor,
  62597. refDistance: this.refDistance,
  62598. distanceModel: this.distanceModel,
  62599. playbackRate: this._playbackRate,
  62600. panningModel: this._panningModel,
  62601. soundTrackId: this.soundTrackId
  62602. };
  62603. if (this.spatialSound) {
  62604. if (this._connectedMesh)
  62605. serializationObject.connectedMeshId = this._connectedMesh.id;
  62606. serializationObject.position = this._position.asArray();
  62607. serializationObject.refDistance = this.refDistance;
  62608. serializationObject.distanceModel = this.distanceModel;
  62609. serializationObject.isDirectional = this._isDirectional;
  62610. serializationObject.localDirectionToMesh = this._localDirection.asArray();
  62611. serializationObject.coneInnerAngle = this._coneInnerAngle;
  62612. serializationObject.coneOuterAngle = this._coneOuterAngle;
  62613. serializationObject.coneOuterGain = this._coneOuterGain;
  62614. }
  62615. return serializationObject;
  62616. };
  62617. Sound.Parse = function (parsedSound, scene, rootUrl, sourceSound) {
  62618. var soundName = parsedSound.name;
  62619. var soundUrl;
  62620. if (parsedSound.url) {
  62621. soundUrl = rootUrl + parsedSound.url;
  62622. }
  62623. else {
  62624. soundUrl = rootUrl + soundName;
  62625. }
  62626. var options = {
  62627. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  62628. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  62629. rolloffFactor: parsedSound.rolloffFactor,
  62630. refDistance: parsedSound.refDistance,
  62631. distanceModel: parsedSound.distanceModel,
  62632. playbackRate: parsedSound.playbackRate
  62633. };
  62634. var newSound;
  62635. if (!sourceSound) {
  62636. newSound = new Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options);
  62637. scene._addPendingData(newSound);
  62638. }
  62639. else {
  62640. var setBufferAndRun = function () {
  62641. if (sourceSound._isReadyToPlay) {
  62642. newSound._audioBuffer = sourceSound.getAudioBuffer();
  62643. newSound._isReadyToPlay = true;
  62644. if (newSound.autoplay) {
  62645. newSound.play();
  62646. }
  62647. }
  62648. else {
  62649. window.setTimeout(setBufferAndRun, 300);
  62650. }
  62651. };
  62652. newSound = new Sound(soundName, new ArrayBuffer(0), scene, null, options);
  62653. setBufferAndRun();
  62654. }
  62655. if (parsedSound.position) {
  62656. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  62657. newSound.setPosition(soundPosition);
  62658. }
  62659. if (parsedSound.isDirectional) {
  62660. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  62661. if (parsedSound.localDirectionToMesh) {
  62662. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  62663. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  62664. }
  62665. }
  62666. if (parsedSound.connectedMeshId) {
  62667. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  62668. if (connectedMesh) {
  62669. newSound.attachToMesh(connectedMesh);
  62670. }
  62671. }
  62672. return newSound;
  62673. };
  62674. return Sound;
  62675. }());
  62676. BABYLON.Sound = Sound;
  62677. })(BABYLON || (BABYLON = {}));
  62678. //# sourceMappingURL=babylon.sound.js.map
  62679. var BABYLON;
  62680. (function (BABYLON) {
  62681. var SoundTrack = /** @class */ (function () {
  62682. function SoundTrack(scene, options) {
  62683. this.id = -1;
  62684. this._isMainTrack = false;
  62685. this._isInitialized = false;
  62686. this._scene = scene;
  62687. this.soundCollection = new Array();
  62688. this._options = options;
  62689. if (!this._isMainTrack) {
  62690. this._scene.soundTracks.push(this);
  62691. this.id = this._scene.soundTracks.length - 1;
  62692. }
  62693. }
  62694. SoundTrack.prototype._initializeSoundTrackAudioGraph = function () {
  62695. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  62696. this._outputAudioNode = BABYLON.Engine.audioEngine.audioContext.createGain();
  62697. this._outputAudioNode.connect(BABYLON.Engine.audioEngine.masterGain);
  62698. if (this._options) {
  62699. if (this._options.volume) {
  62700. this._outputAudioNode.gain.value = this._options.volume;
  62701. }
  62702. if (this._options.mainTrack) {
  62703. this._isMainTrack = this._options.mainTrack;
  62704. }
  62705. }
  62706. this._isInitialized = true;
  62707. }
  62708. };
  62709. SoundTrack.prototype.dispose = function () {
  62710. if (BABYLON.Engine.audioEngine && BABYLON.Engine.audioEngine.canUseWebAudio) {
  62711. if (this._connectedAnalyser) {
  62712. this._connectedAnalyser.stopDebugCanvas();
  62713. }
  62714. while (this.soundCollection.length) {
  62715. this.soundCollection[0].dispose();
  62716. }
  62717. if (this._outputAudioNode) {
  62718. this._outputAudioNode.disconnect();
  62719. }
  62720. this._outputAudioNode = null;
  62721. }
  62722. };
  62723. SoundTrack.prototype.AddSound = function (sound) {
  62724. if (!this._isInitialized) {
  62725. this._initializeSoundTrackAudioGraph();
  62726. }
  62727. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  62728. sound.connectToSoundTrackAudioNode(this._outputAudioNode);
  62729. }
  62730. if (sound.soundTrackId) {
  62731. if (sound.soundTrackId === -1) {
  62732. this._scene.mainSoundTrack.RemoveSound(sound);
  62733. }
  62734. else {
  62735. this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
  62736. }
  62737. }
  62738. this.soundCollection.push(sound);
  62739. sound.soundTrackId = this.id;
  62740. };
  62741. SoundTrack.prototype.RemoveSound = function (sound) {
  62742. var index = this.soundCollection.indexOf(sound);
  62743. if (index !== -1) {
  62744. this.soundCollection.splice(index, 1);
  62745. }
  62746. };
  62747. SoundTrack.prototype.setVolume = function (newVolume) {
  62748. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  62749. this._outputAudioNode.gain.value = newVolume;
  62750. }
  62751. };
  62752. SoundTrack.prototype.switchPanningModelToHRTF = function () {
  62753. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  62754. for (var i = 0; i < this.soundCollection.length; i++) {
  62755. this.soundCollection[i].switchPanningModelToHRTF();
  62756. }
  62757. }
  62758. };
  62759. SoundTrack.prototype.switchPanningModelToEqualPower = function () {
  62760. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  62761. for (var i = 0; i < this.soundCollection.length; i++) {
  62762. this.soundCollection[i].switchPanningModelToEqualPower();
  62763. }
  62764. }
  62765. };
  62766. SoundTrack.prototype.connectToAnalyser = function (analyser) {
  62767. if (this._connectedAnalyser) {
  62768. this._connectedAnalyser.stopDebugCanvas();
  62769. }
  62770. this._connectedAnalyser = analyser;
  62771. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  62772. this._outputAudioNode.disconnect();
  62773. this._connectedAnalyser.connectAudioNodes(this._outputAudioNode, BABYLON.Engine.audioEngine.masterGain);
  62774. }
  62775. };
  62776. return SoundTrack;
  62777. }());
  62778. BABYLON.SoundTrack = SoundTrack;
  62779. })(BABYLON || (BABYLON = {}));
  62780. //# sourceMappingURL=babylon.soundtrack.js.map
  62781. var BABYLON;
  62782. (function (BABYLON) {
  62783. /**
  62784. * Class used to work with sound analyzer using fast fourier transform (FFT)
  62785. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  62786. */
  62787. var Analyser = /** @class */ (function () {
  62788. /**
  62789. * Creates a new analyser
  62790. * @param scene defines hosting scene
  62791. */
  62792. function Analyser(scene) {
  62793. /**
  62794. * Gets or sets the smoothing
  62795. * @ignorenaming
  62796. */
  62797. this.SMOOTHING = 0.75;
  62798. /**
  62799. * Gets or sets the FFT table size
  62800. * @ignorenaming
  62801. */
  62802. this.FFT_SIZE = 512;
  62803. /**
  62804. * Gets or sets the bar graph amplitude
  62805. * @ignorenaming
  62806. */
  62807. this.BARGRAPHAMPLITUDE = 256;
  62808. /**
  62809. * Gets or sets the position of the debug canvas
  62810. * @ignorenaming
  62811. */
  62812. this.DEBUGCANVASPOS = { x: 20, y: 20 };
  62813. /**
  62814. * Gets or sets the debug canvas size
  62815. * @ignorenaming
  62816. */
  62817. this.DEBUGCANVASSIZE = { width: 320, height: 200 };
  62818. this._scene = scene;
  62819. this._audioEngine = BABYLON.Engine.audioEngine;
  62820. if (this._audioEngine.canUseWebAudio && this._audioEngine.audioContext) {
  62821. this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();
  62822. this._webAudioAnalyser.minDecibels = -140;
  62823. this._webAudioAnalyser.maxDecibels = 0;
  62824. this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  62825. this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  62826. this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);
  62827. }
  62828. }
  62829. /**
  62830. * Get the number of data values you will have to play with for the visualization
  62831. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  62832. * @returns a number
  62833. */
  62834. Analyser.prototype.getFrequencyBinCount = function () {
  62835. if (this._audioEngine.canUseWebAudio) {
  62836. return this._webAudioAnalyser.frequencyBinCount;
  62837. }
  62838. else {
  62839. return 0;
  62840. }
  62841. };
  62842. /**
  62843. * Gets the current frequency data as a byte array
  62844. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  62845. * @returns a Uint8Array
  62846. */
  62847. Analyser.prototype.getByteFrequencyData = function () {
  62848. if (this._audioEngine.canUseWebAudio) {
  62849. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  62850. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  62851. this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);
  62852. }
  62853. return this._byteFreqs;
  62854. };
  62855. /**
  62856. * Gets the current waveform as a byte array
  62857. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  62858. * @returns a Uint8Array
  62859. */
  62860. Analyser.prototype.getByteTimeDomainData = function () {
  62861. if (this._audioEngine.canUseWebAudio) {
  62862. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  62863. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  62864. this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);
  62865. }
  62866. return this._byteTime;
  62867. };
  62868. /**
  62869. * Gets the current frequency data as a float array
  62870. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  62871. * @returns a Float32Array
  62872. */
  62873. Analyser.prototype.getFloatFrequencyData = function () {
  62874. if (this._audioEngine.canUseWebAudio) {
  62875. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  62876. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  62877. this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);
  62878. }
  62879. return this._floatFreqs;
  62880. };
  62881. /**
  62882. * Renders the debug canvas
  62883. */
  62884. Analyser.prototype.drawDebugCanvas = function () {
  62885. var _this = this;
  62886. if (this._audioEngine.canUseWebAudio) {
  62887. if (!this._debugCanvas) {
  62888. this._debugCanvas = document.createElement("canvas");
  62889. this._debugCanvas.width = this.DEBUGCANVASSIZE.width;
  62890. this._debugCanvas.height = this.DEBUGCANVASSIZE.height;
  62891. this._debugCanvas.style.position = "absolute";
  62892. this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px";
  62893. this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px";
  62894. this._debugCanvasContext = this._debugCanvas.getContext("2d");
  62895. document.body.appendChild(this._debugCanvas);
  62896. this._registerFunc = function () {
  62897. _this.drawDebugCanvas();
  62898. };
  62899. this._scene.registerBeforeRender(this._registerFunc);
  62900. }
  62901. if (this._registerFunc && this._debugCanvasContext) {
  62902. var workingArray = this.getByteFrequencyData();
  62903. this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)';
  62904. this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);
  62905. // Draw the frequency domain chart.
  62906. for (var i = 0; i < this.getFrequencyBinCount(); i++) {
  62907. var value = workingArray[i];
  62908. var percent = value / this.BARGRAPHAMPLITUDE;
  62909. var height = this.DEBUGCANVASSIZE.height * percent;
  62910. var offset = this.DEBUGCANVASSIZE.height - height - 1;
  62911. var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();
  62912. var hue = i / this.getFrequencyBinCount() * 360;
  62913. this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)';
  62914. this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);
  62915. }
  62916. }
  62917. }
  62918. };
  62919. /**
  62920. * Stops rendering the debug canvas and removes it
  62921. */
  62922. Analyser.prototype.stopDebugCanvas = function () {
  62923. if (this._debugCanvas) {
  62924. if (this._registerFunc) {
  62925. this._scene.unregisterBeforeRender(this._registerFunc);
  62926. this._registerFunc = null;
  62927. }
  62928. document.body.removeChild(this._debugCanvas);
  62929. this._debugCanvas = null;
  62930. this._debugCanvasContext = null;
  62931. }
  62932. };
  62933. /**
  62934. * Connects two audio nodes
  62935. * @param inputAudioNode defines first node to connect
  62936. * @param outputAudioNode defines second node to connect
  62937. */
  62938. Analyser.prototype.connectAudioNodes = function (inputAudioNode, outputAudioNode) {
  62939. if (this._audioEngine.canUseWebAudio) {
  62940. inputAudioNode.connect(this._webAudioAnalyser);
  62941. this._webAudioAnalyser.connect(outputAudioNode);
  62942. }
  62943. };
  62944. /**
  62945. * Releases all associated resources
  62946. */
  62947. Analyser.prototype.dispose = function () {
  62948. if (this._audioEngine.canUseWebAudio) {
  62949. this._webAudioAnalyser.disconnect();
  62950. }
  62951. };
  62952. return Analyser;
  62953. }());
  62954. BABYLON.Analyser = Analyser;
  62955. })(BABYLON || (BABYLON = {}));
  62956. //# sourceMappingURL=babylon.analyser.js.map
  62957. var BABYLON;
  62958. (function (BABYLON) {
  62959. var CubeTexture = /** @class */ (function (_super) {
  62960. __extends(CubeTexture, _super);
  62961. function CubeTexture(rootUrl, scene, extensions, noMipmap, files, onLoad, onError, format, prefiltered, forcedExtension) {
  62962. if (extensions === void 0) { extensions = null; }
  62963. if (noMipmap === void 0) { noMipmap = false; }
  62964. if (files === void 0) { files = null; }
  62965. if (onLoad === void 0) { onLoad = null; }
  62966. if (onError === void 0) { onError = null; }
  62967. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  62968. if (prefiltered === void 0) { prefiltered = false; }
  62969. if (forcedExtension === void 0) { forcedExtension = null; }
  62970. var _this = _super.call(this, scene) || this;
  62971. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  62972. /**
  62973. * Gets or sets the center of the bounding box associated with the cube texture
  62974. * It must define where the camera used to render the texture was set
  62975. */
  62976. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  62977. _this._rotationY = 0;
  62978. _this.name = rootUrl;
  62979. _this.url = rootUrl;
  62980. _this._noMipmap = noMipmap;
  62981. _this.hasAlpha = false;
  62982. _this._format = format;
  62983. _this._prefiltered = prefiltered;
  62984. _this.isCube = true;
  62985. _this._textureMatrix = BABYLON.Matrix.Identity();
  62986. if (prefiltered) {
  62987. _this.gammaSpace = false;
  62988. }
  62989. if (!rootUrl && !files) {
  62990. return _this;
  62991. }
  62992. _this._texture = _this._getFromCache(rootUrl, noMipmap);
  62993. var lastDot = rootUrl.lastIndexOf(".");
  62994. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  62995. var isDDS = (extension === ".dds");
  62996. if (!files) {
  62997. if (!isDDS && !extensions) {
  62998. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  62999. }
  63000. files = [];
  63001. if (extensions) {
  63002. for (var index = 0; index < extensions.length; index++) {
  63003. files.push(rootUrl + extensions[index]);
  63004. }
  63005. }
  63006. }
  63007. _this._files = files;
  63008. if (!_this._texture) {
  63009. if (!scene.useDelayedTextureLoading) {
  63010. if (prefiltered) {
  63011. _this._texture = scene.getEngine().createPrefilteredCubeTexture(rootUrl, scene, _this.lodGenerationScale, _this.lodGenerationOffset, onLoad, onError, format, forcedExtension);
  63012. }
  63013. else {
  63014. _this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, files, noMipmap, onLoad, onError, _this._format, forcedExtension);
  63015. }
  63016. }
  63017. else {
  63018. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  63019. }
  63020. }
  63021. else if (onLoad) {
  63022. if (_this._texture.isReady) {
  63023. BABYLON.Tools.SetImmediate(function () { return onLoad(); });
  63024. }
  63025. else {
  63026. _this._texture.onLoadedObservable.add(onLoad);
  63027. }
  63028. }
  63029. return _this;
  63030. }
  63031. Object.defineProperty(CubeTexture.prototype, "boundingBoxSize", {
  63032. get: function () {
  63033. return this._boundingBoxSize;
  63034. },
  63035. /**
  63036. * Gets or sets the size of the bounding box associated with the cube texture
  63037. * When defined, the cubemap will switch to local mode
  63038. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  63039. * @example https://www.babylonjs-playground.com/#RNASML
  63040. */
  63041. set: function (value) {
  63042. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  63043. return;
  63044. }
  63045. this._boundingBoxSize = value;
  63046. var scene = this.getScene();
  63047. if (scene) {
  63048. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  63049. }
  63050. },
  63051. enumerable: true,
  63052. configurable: true
  63053. });
  63054. Object.defineProperty(CubeTexture.prototype, "rotationY", {
  63055. /**
  63056. * Gets texture matrix rotation angle around Y axis radians.
  63057. */
  63058. get: function () {
  63059. return this._rotationY;
  63060. },
  63061. /**
  63062. * Sets texture matrix rotation angle around Y axis in radians.
  63063. */
  63064. set: function (value) {
  63065. this._rotationY = value;
  63066. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  63067. },
  63068. enumerable: true,
  63069. configurable: true
  63070. });
  63071. CubeTexture.CreateFromImages = function (files, scene, noMipmap) {
  63072. var rootUrlKey = "";
  63073. files.forEach(function (url) { return rootUrlKey += url; });
  63074. return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);
  63075. };
  63076. CubeTexture.CreateFromPrefilteredData = function (url, scene, forcedExtension) {
  63077. if (forcedExtension === void 0) { forcedExtension = null; }
  63078. return new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension);
  63079. };
  63080. // Methods
  63081. CubeTexture.prototype.delayLoad = function () {
  63082. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  63083. return;
  63084. }
  63085. var scene = this.getScene();
  63086. if (!scene) {
  63087. return;
  63088. }
  63089. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  63090. this._texture = this._getFromCache(this.url, this._noMipmap);
  63091. if (!this._texture) {
  63092. if (this._prefiltered) {
  63093. this._texture = scene.getEngine().createPrefilteredCubeTexture(this.url, scene, this.lodGenerationScale, this.lodGenerationOffset, undefined, undefined, this._format);
  63094. }
  63095. else {
  63096. this._texture = scene.getEngine().createCubeTexture(this.url, scene, this._files, this._noMipmap, undefined, undefined, this._format);
  63097. }
  63098. }
  63099. };
  63100. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  63101. return this._textureMatrix;
  63102. };
  63103. CubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  63104. this._textureMatrix = value;
  63105. };
  63106. CubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  63107. var texture = BABYLON.SerializationHelper.Parse(function () {
  63108. var prefiltered = false;
  63109. if (parsedTexture.prefiltered) {
  63110. prefiltered = parsedTexture.prefiltered;
  63111. }
  63112. return new CubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.extensions, false, null, null, null, undefined, prefiltered);
  63113. }, parsedTexture, scene);
  63114. // Local Cubemaps
  63115. if (parsedTexture.boundingBoxPosition) {
  63116. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  63117. }
  63118. if (parsedTexture.boundingBoxSize) {
  63119. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  63120. }
  63121. // Animations
  63122. if (parsedTexture.animations) {
  63123. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  63124. var parsedAnimation = parsedTexture.animations[animationIndex];
  63125. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  63126. }
  63127. }
  63128. return texture;
  63129. };
  63130. CubeTexture.prototype.clone = function () {
  63131. var _this = this;
  63132. return BABYLON.SerializationHelper.Clone(function () {
  63133. var scene = _this.getScene();
  63134. if (!scene) {
  63135. return _this;
  63136. }
  63137. return new CubeTexture(_this.url, scene, _this._extensions, _this._noMipmap, _this._files);
  63138. }, this);
  63139. };
  63140. __decorate([
  63141. BABYLON.serialize("rotationY")
  63142. ], CubeTexture.prototype, "_rotationY", void 0);
  63143. return CubeTexture;
  63144. }(BABYLON.BaseTexture));
  63145. BABYLON.CubeTexture = CubeTexture;
  63146. })(BABYLON || (BABYLON = {}));
  63147. //# sourceMappingURL=babylon.cubeTexture.js.map
  63148. var BABYLON;
  63149. (function (BABYLON) {
  63150. var RenderTargetTexture = /** @class */ (function (_super) {
  63151. __extends(RenderTargetTexture, _super);
  63152. /**
  63153. * Instantiate a render target texture. This is mainly to render of screen the scene to for instance apply post processse
  63154. * or used a shadow, depth texture...
  63155. * @param name The friendly name of the texture
  63156. * @param size The size of the RTT (number if square, or {with: number, height:number} or {ratio:} to define a ratio from the main scene)
  63157. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  63158. * @param generateMipMaps True if mip maps need to be generated after render.
  63159. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  63160. * @param type The type of the buffer in the RTT (int, half float, float...)
  63161. * @param isCube True if a cube texture needs to be created
  63162. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  63163. * @param generateDepthBuffer True to generate a depth buffer
  63164. * @param generateStencilBuffer True to generate a stencil buffer
  63165. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  63166. */
  63167. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube, samplingMode, generateDepthBuffer, generateStencilBuffer, isMulti) {
  63168. if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
  63169. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  63170. if (isCube === void 0) { isCube = false; }
  63171. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  63172. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  63173. if (generateStencilBuffer === void 0) { generateStencilBuffer = false; }
  63174. if (isMulti === void 0) { isMulti = false; }
  63175. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  63176. _this.isCube = isCube;
  63177. /**
  63178. * Use this list to define the list of mesh you want to render.
  63179. */
  63180. _this.renderList = new Array();
  63181. _this.renderParticles = true;
  63182. _this.renderSprites = false;
  63183. _this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  63184. _this.ignoreCameraViewport = false;
  63185. // Events
  63186. /**
  63187. * An event triggered when the texture is unbind.
  63188. */
  63189. _this.onBeforeBindObservable = new BABYLON.Observable();
  63190. /**
  63191. * An event triggered when the texture is unbind.
  63192. */
  63193. _this.onAfterUnbindObservable = new BABYLON.Observable();
  63194. /**
  63195. * An event triggered before rendering the texture
  63196. */
  63197. _this.onBeforeRenderObservable = new BABYLON.Observable();
  63198. /**
  63199. * An event triggered after rendering the texture
  63200. */
  63201. _this.onAfterRenderObservable = new BABYLON.Observable();
  63202. /**
  63203. * An event triggered after the texture clear
  63204. */
  63205. _this.onClearObservable = new BABYLON.Observable();
  63206. _this._currentRefreshId = -1;
  63207. _this._refreshRate = 1;
  63208. _this._samples = 1;
  63209. /**
  63210. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  63211. * It must define where the camera used to render the texture is set
  63212. */
  63213. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  63214. scene = _this.getScene();
  63215. if (!scene) {
  63216. return _this;
  63217. }
  63218. _this._engine = scene.getEngine();
  63219. _this.name = name;
  63220. _this.isRenderTarget = true;
  63221. _this._initialSizeParameter = size;
  63222. _this._processSizeParameter(size);
  63223. _this._resizeObserver = _this.getScene().getEngine().onResizeObservable.add(function () {
  63224. });
  63225. _this._generateMipMaps = generateMipMaps ? true : false;
  63226. _this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  63227. // Rendering groups
  63228. _this._renderingManager = new BABYLON.RenderingManager(scene);
  63229. if (isMulti) {
  63230. return _this;
  63231. }
  63232. _this._renderTargetOptions = {
  63233. generateMipMaps: generateMipMaps,
  63234. type: type,
  63235. samplingMode: samplingMode,
  63236. generateDepthBuffer: generateDepthBuffer,
  63237. generateStencilBuffer: generateStencilBuffer
  63238. };
  63239. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  63240. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  63241. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  63242. }
  63243. if (isCube) {
  63244. _this._texture = scene.getEngine().createRenderTargetCubeTexture(_this.getRenderSize(), _this._renderTargetOptions);
  63245. _this.coordinatesMode = BABYLON.Texture.INVCUBIC_MODE;
  63246. _this._textureMatrix = BABYLON.Matrix.Identity();
  63247. }
  63248. else {
  63249. _this._texture = scene.getEngine().createRenderTargetTexture(_this._size, _this._renderTargetOptions);
  63250. }
  63251. return _this;
  63252. }
  63253. Object.defineProperty(RenderTargetTexture, "REFRESHRATE_RENDER_ONCE", {
  63254. get: function () {
  63255. return RenderTargetTexture._REFRESHRATE_RENDER_ONCE;
  63256. },
  63257. enumerable: true,
  63258. configurable: true
  63259. });
  63260. Object.defineProperty(RenderTargetTexture, "REFRESHRATE_RENDER_ONEVERYFRAME", {
  63261. get: function () {
  63262. return RenderTargetTexture._REFRESHRATE_RENDER_ONEVERYFRAME;
  63263. },
  63264. enumerable: true,
  63265. configurable: true
  63266. });
  63267. Object.defineProperty(RenderTargetTexture, "REFRESHRATE_RENDER_ONEVERYTWOFRAMES", {
  63268. get: function () {
  63269. return RenderTargetTexture._REFRESHRATE_RENDER_ONEVERYTWOFRAMES;
  63270. },
  63271. enumerable: true,
  63272. configurable: true
  63273. });
  63274. Object.defineProperty(RenderTargetTexture.prototype, "onAfterUnbind", {
  63275. set: function (callback) {
  63276. if (this._onAfterUnbindObserver) {
  63277. this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);
  63278. }
  63279. this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);
  63280. },
  63281. enumerable: true,
  63282. configurable: true
  63283. });
  63284. Object.defineProperty(RenderTargetTexture.prototype, "onBeforeRender", {
  63285. set: function (callback) {
  63286. if (this._onBeforeRenderObserver) {
  63287. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  63288. }
  63289. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  63290. },
  63291. enumerable: true,
  63292. configurable: true
  63293. });
  63294. Object.defineProperty(RenderTargetTexture.prototype, "onAfterRender", {
  63295. set: function (callback) {
  63296. if (this._onAfterRenderObserver) {
  63297. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  63298. }
  63299. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  63300. },
  63301. enumerable: true,
  63302. configurable: true
  63303. });
  63304. Object.defineProperty(RenderTargetTexture.prototype, "onClear", {
  63305. set: function (callback) {
  63306. if (this._onClearObserver) {
  63307. this.onClearObservable.remove(this._onClearObserver);
  63308. }
  63309. this._onClearObserver = this.onClearObservable.add(callback);
  63310. },
  63311. enumerable: true,
  63312. configurable: true
  63313. });
  63314. Object.defineProperty(RenderTargetTexture.prototype, "renderTargetOptions", {
  63315. get: function () {
  63316. return this._renderTargetOptions;
  63317. },
  63318. enumerable: true,
  63319. configurable: true
  63320. });
  63321. RenderTargetTexture.prototype._onRatioRescale = function () {
  63322. if (this._sizeRatio) {
  63323. this.resize(this._initialSizeParameter);
  63324. }
  63325. };
  63326. Object.defineProperty(RenderTargetTexture.prototype, "boundingBoxSize", {
  63327. get: function () {
  63328. return this._boundingBoxSize;
  63329. },
  63330. /**
  63331. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  63332. * When defined, the cubemap will switch to local mode
  63333. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  63334. * @example https://www.babylonjs-playground.com/#RNASML
  63335. */
  63336. set: function (value) {
  63337. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  63338. return;
  63339. }
  63340. this._boundingBoxSize = value;
  63341. var scene = this.getScene();
  63342. if (scene) {
  63343. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  63344. }
  63345. },
  63346. enumerable: true,
  63347. configurable: true
  63348. });
  63349. /**
  63350. * Creates a depth stencil texture.
  63351. * This is only available in WebGL 2 or with the depth texture extension available.
  63352. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  63353. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  63354. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  63355. */
  63356. RenderTargetTexture.prototype.createDepthStencilTexture = function (comparisonFunction, bilinearFiltering, generateStencil) {
  63357. if (comparisonFunction === void 0) { comparisonFunction = 0; }
  63358. if (bilinearFiltering === void 0) { bilinearFiltering = true; }
  63359. if (generateStencil === void 0) { generateStencil = false; }
  63360. if (!this.getScene()) {
  63361. return;
  63362. }
  63363. var engine = this.getScene().getEngine();
  63364. this.depthStencilTexture = engine.createDepthStencilTexture(this._size, {
  63365. bilinearFiltering: bilinearFiltering,
  63366. comparisonFunction: comparisonFunction,
  63367. generateStencil: generateStencil,
  63368. isCube: this.isCube
  63369. });
  63370. engine.setFrameBufferDepthStencilTexture(this);
  63371. };
  63372. RenderTargetTexture.prototype._processSizeParameter = function (size) {
  63373. if (size.ratio) {
  63374. this._sizeRatio = size.ratio;
  63375. this._size = {
  63376. width: this._bestReflectionRenderTargetDimension(this._engine.getRenderWidth(), this._sizeRatio),
  63377. height: this._bestReflectionRenderTargetDimension(this._engine.getRenderHeight(), this._sizeRatio)
  63378. };
  63379. }
  63380. else {
  63381. this._size = size;
  63382. }
  63383. };
  63384. Object.defineProperty(RenderTargetTexture.prototype, "samples", {
  63385. get: function () {
  63386. return this._samples;
  63387. },
  63388. set: function (value) {
  63389. if (this._samples === value) {
  63390. return;
  63391. }
  63392. var scene = this.getScene();
  63393. if (!scene) {
  63394. return;
  63395. }
  63396. this._samples = scene.getEngine().updateRenderTargetTextureSampleCount(this._texture, value);
  63397. },
  63398. enumerable: true,
  63399. configurable: true
  63400. });
  63401. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  63402. this._currentRefreshId = -1;
  63403. };
  63404. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  63405. get: function () {
  63406. return this._refreshRate;
  63407. },
  63408. // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  63409. set: function (value) {
  63410. this._refreshRate = value;
  63411. this.resetRefreshCounter();
  63412. },
  63413. enumerable: true,
  63414. configurable: true
  63415. });
  63416. RenderTargetTexture.prototype.addPostProcess = function (postProcess) {
  63417. if (!this._postProcessManager) {
  63418. var scene = this.getScene();
  63419. if (!scene) {
  63420. return;
  63421. }
  63422. this._postProcessManager = new BABYLON.PostProcessManager(scene);
  63423. this._postProcesses = new Array();
  63424. }
  63425. this._postProcesses.push(postProcess);
  63426. this._postProcesses[0].autoClear = false;
  63427. };
  63428. RenderTargetTexture.prototype.clearPostProcesses = function (dispose) {
  63429. if (!this._postProcesses) {
  63430. return;
  63431. }
  63432. if (dispose) {
  63433. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  63434. var postProcess = _a[_i];
  63435. postProcess.dispose();
  63436. }
  63437. }
  63438. this._postProcesses = [];
  63439. };
  63440. RenderTargetTexture.prototype.removePostProcess = function (postProcess) {
  63441. if (!this._postProcesses) {
  63442. return;
  63443. }
  63444. var index = this._postProcesses.indexOf(postProcess);
  63445. if (index === -1) {
  63446. return;
  63447. }
  63448. this._postProcesses.splice(index, 1);
  63449. if (this._postProcesses.length > 0) {
  63450. this._postProcesses[0].autoClear = false;
  63451. }
  63452. };
  63453. RenderTargetTexture.prototype._shouldRender = function () {
  63454. if (this._currentRefreshId === -1) { // At least render once
  63455. this._currentRefreshId = 1;
  63456. return true;
  63457. }
  63458. if (this.refreshRate === this._currentRefreshId) {
  63459. this._currentRefreshId = 1;
  63460. return true;
  63461. }
  63462. this._currentRefreshId++;
  63463. return false;
  63464. };
  63465. RenderTargetTexture.prototype.getRenderSize = function () {
  63466. if (this._size.width) {
  63467. return this._size.width;
  63468. }
  63469. return this._size;
  63470. };
  63471. RenderTargetTexture.prototype.getRenderWidth = function () {
  63472. if (this._size.width) {
  63473. return this._size.width;
  63474. }
  63475. return this._size;
  63476. };
  63477. RenderTargetTexture.prototype.getRenderHeight = function () {
  63478. if (this._size.width) {
  63479. return this._size.height;
  63480. }
  63481. return this._size;
  63482. };
  63483. Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
  63484. get: function () {
  63485. return true;
  63486. },
  63487. enumerable: true,
  63488. configurable: true
  63489. });
  63490. RenderTargetTexture.prototype.scale = function (ratio) {
  63491. var newSize = this.getRenderSize() * ratio;
  63492. this.resize(newSize);
  63493. };
  63494. RenderTargetTexture.prototype.getReflectionTextureMatrix = function () {
  63495. if (this.isCube) {
  63496. return this._textureMatrix;
  63497. }
  63498. return _super.prototype.getReflectionTextureMatrix.call(this);
  63499. };
  63500. RenderTargetTexture.prototype.resize = function (size) {
  63501. this.releaseInternalTexture();
  63502. var scene = this.getScene();
  63503. if (!scene) {
  63504. return;
  63505. }
  63506. this._processSizeParameter(size);
  63507. if (this.isCube) {
  63508. this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);
  63509. }
  63510. else {
  63511. this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);
  63512. }
  63513. };
  63514. RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) {
  63515. if (useCameraPostProcess === void 0) { useCameraPostProcess = false; }
  63516. if (dumpForDebug === void 0) { dumpForDebug = false; }
  63517. var scene = this.getScene();
  63518. if (!scene) {
  63519. return;
  63520. }
  63521. var engine = scene.getEngine();
  63522. if (this.useCameraPostProcesses !== undefined) {
  63523. useCameraPostProcess = this.useCameraPostProcesses;
  63524. }
  63525. if (this._waitingRenderList) {
  63526. this.renderList = [];
  63527. for (var index = 0; index < this._waitingRenderList.length; index++) {
  63528. var id = this._waitingRenderList[index];
  63529. var mesh_1 = scene.getMeshByID(id);
  63530. if (mesh_1) {
  63531. this.renderList.push(mesh_1);
  63532. }
  63533. }
  63534. delete this._waitingRenderList;
  63535. }
  63536. // Is predicate defined?
  63537. if (this.renderListPredicate) {
  63538. if (this.renderList) {
  63539. this.renderList.splice(0); // Clear previous renderList
  63540. }
  63541. else {
  63542. this.renderList = [];
  63543. }
  63544. var scene = this.getScene();
  63545. if (!scene) {
  63546. return;
  63547. }
  63548. var sceneMeshes = scene.meshes;
  63549. for (var index = 0; index < sceneMeshes.length; index++) {
  63550. var mesh = sceneMeshes[index];
  63551. if (this.renderListPredicate(mesh)) {
  63552. this.renderList.push(mesh);
  63553. }
  63554. }
  63555. }
  63556. this.onBeforeBindObservable.notifyObservers(this);
  63557. // Set custom projection.
  63558. // Needs to be before binding to prevent changing the aspect ratio.
  63559. var camera;
  63560. if (this.activeCamera) {
  63561. camera = this.activeCamera;
  63562. engine.setViewport(this.activeCamera.viewport, this.getRenderWidth(), this.getRenderHeight());
  63563. if (this.activeCamera !== scene.activeCamera) {
  63564. scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));
  63565. }
  63566. }
  63567. else {
  63568. camera = scene.activeCamera;
  63569. if (camera) {
  63570. engine.setViewport(camera.viewport, this.getRenderWidth(), this.getRenderHeight());
  63571. }
  63572. }
  63573. // Prepare renderingManager
  63574. this._renderingManager.reset();
  63575. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  63576. var currentRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
  63577. var sceneRenderId = scene.getRenderId();
  63578. for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {
  63579. var mesh = currentRenderList[meshIndex];
  63580. if (mesh) {
  63581. if (!mesh.isReady(this.refreshRate === 0)) {
  63582. this.resetRefreshCounter();
  63583. continue;
  63584. }
  63585. mesh._preActivateForIntermediateRendering(sceneRenderId);
  63586. var isMasked = void 0;
  63587. if (!this.renderList && camera) {
  63588. isMasked = ((mesh.layerMask & camera.layerMask) === 0);
  63589. }
  63590. else {
  63591. isMasked = false;
  63592. }
  63593. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {
  63594. mesh._activate(sceneRenderId);
  63595. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  63596. var subMesh = mesh.subMeshes[subIndex];
  63597. scene._activeIndices.addCount(subMesh.indexCount, false);
  63598. this._renderingManager.dispatch(subMesh, mesh);
  63599. }
  63600. }
  63601. }
  63602. }
  63603. for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {
  63604. var particleSystem = scene.particleSystems[particleIndex];
  63605. var emitter = particleSystem.emitter;
  63606. if (!particleSystem.isStarted() || !emitter || !emitter.position || !emitter.isEnabled()) {
  63607. continue;
  63608. }
  63609. if (currentRenderList.indexOf(emitter) >= 0) {
  63610. this._renderingManager.dispatchParticles(particleSystem);
  63611. }
  63612. }
  63613. if (this.isCube) {
  63614. for (var face = 0; face < 6; face++) {
  63615. this.renderToTarget(face, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  63616. scene.incrementRenderId();
  63617. scene.resetCachedMaterial();
  63618. }
  63619. }
  63620. else {
  63621. this.renderToTarget(0, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  63622. }
  63623. this.onAfterUnbindObservable.notifyObservers(this);
  63624. if (scene.activeCamera) {
  63625. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  63626. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  63627. }
  63628. engine.setViewport(scene.activeCamera.viewport);
  63629. }
  63630. scene.resetCachedMaterial();
  63631. };
  63632. RenderTargetTexture.prototype._bestReflectionRenderTargetDimension = function (renderDimension, scale) {
  63633. var minimum = 128;
  63634. var x = renderDimension * scale;
  63635. var curved = BABYLON.Tools.NearestPOT(x + (minimum * minimum / (minimum + x)));
  63636. // Ensure we don't exceed the render dimension (while staying POT)
  63637. return Math.min(BABYLON.Tools.FloorPOT(renderDimension), curved);
  63638. };
  63639. RenderTargetTexture.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  63640. var _this = this;
  63641. if (!this._texture) {
  63642. return;
  63643. }
  63644. engine.unBindFramebuffer(this._texture, this.isCube, function () {
  63645. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  63646. });
  63647. };
  63648. RenderTargetTexture.prototype.renderToTarget = function (faceIndex, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug) {
  63649. var scene = this.getScene();
  63650. if (!scene) {
  63651. return;
  63652. }
  63653. var engine = scene.getEngine();
  63654. if (!this._texture) {
  63655. return;
  63656. }
  63657. // Bind
  63658. if (this._postProcessManager) {
  63659. this._postProcessManager._prepareFrame(this._texture, this._postProcesses);
  63660. }
  63661. else if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  63662. if (this._texture) {
  63663. engine.bindFramebuffer(this._texture, this.isCube ? faceIndex : undefined, undefined, undefined, this.ignoreCameraViewport, this.depthStencilTexture ? this.depthStencilTexture : undefined);
  63664. }
  63665. }
  63666. this.onBeforeRenderObservable.notifyObservers(faceIndex);
  63667. // Clear
  63668. if (this.onClearObservable.hasObservers()) {
  63669. this.onClearObservable.notifyObservers(engine);
  63670. }
  63671. else {
  63672. engine.clear(this.clearColor || scene.clearColor, true, true, true);
  63673. }
  63674. if (!this._doNotChangeAspectRatio) {
  63675. scene.updateTransformMatrix(true);
  63676. }
  63677. // Render
  63678. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  63679. if (this._postProcessManager) {
  63680. this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);
  63681. }
  63682. else if (useCameraPostProcess) {
  63683. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  63684. }
  63685. if (!this._doNotChangeAspectRatio) {
  63686. scene.updateTransformMatrix(true);
  63687. }
  63688. // Dump ?
  63689. if (dumpForDebug) {
  63690. BABYLON.Tools.DumpFramebuffer(this.getRenderWidth(), this.getRenderHeight(), engine);
  63691. }
  63692. // Unbind
  63693. if (!this.isCube || faceIndex === 5) {
  63694. if (this.isCube) {
  63695. if (faceIndex === 5) {
  63696. engine.generateMipMapsForCubemap(this._texture);
  63697. }
  63698. }
  63699. this.unbindFrameBuffer(engine, faceIndex);
  63700. }
  63701. else {
  63702. this.onAfterRenderObservable.notifyObservers(faceIndex);
  63703. }
  63704. };
  63705. /**
  63706. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  63707. * This allowed control for front to back rendering or reversly depending of the special needs.
  63708. *
  63709. * @param renderingGroupId The rendering group id corresponding to its index
  63710. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  63711. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  63712. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  63713. */
  63714. RenderTargetTexture.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  63715. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  63716. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  63717. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  63718. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  63719. };
  63720. /**
  63721. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  63722. *
  63723. * @param renderingGroupId The rendering group id corresponding to its index
  63724. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  63725. */
  63726. RenderTargetTexture.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  63727. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  63728. };
  63729. RenderTargetTexture.prototype.clone = function () {
  63730. var textureSize = this.getSize();
  63731. 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);
  63732. // Base texture
  63733. newTexture.hasAlpha = this.hasAlpha;
  63734. newTexture.level = this.level;
  63735. // RenderTarget Texture
  63736. newTexture.coordinatesMode = this.coordinatesMode;
  63737. if (this.renderList) {
  63738. newTexture.renderList = this.renderList.slice(0);
  63739. }
  63740. return newTexture;
  63741. };
  63742. RenderTargetTexture.prototype.serialize = function () {
  63743. if (!this.name) {
  63744. return null;
  63745. }
  63746. var serializationObject = _super.prototype.serialize.call(this);
  63747. serializationObject.renderTargetSize = this.getRenderSize();
  63748. serializationObject.renderList = [];
  63749. if (this.renderList) {
  63750. for (var index = 0; index < this.renderList.length; index++) {
  63751. serializationObject.renderList.push(this.renderList[index].id);
  63752. }
  63753. }
  63754. return serializationObject;
  63755. };
  63756. // This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  63757. RenderTargetTexture.prototype.disposeFramebufferObjects = function () {
  63758. var objBuffer = this.getInternalTexture();
  63759. var scene = this.getScene();
  63760. if (objBuffer && scene) {
  63761. scene.getEngine()._releaseFramebufferObjects(objBuffer);
  63762. }
  63763. };
  63764. RenderTargetTexture.prototype.dispose = function () {
  63765. if (this._postProcessManager) {
  63766. this._postProcessManager.dispose();
  63767. this._postProcessManager = null;
  63768. }
  63769. this.clearPostProcesses(true);
  63770. if (this._resizeObserver) {
  63771. this.getScene().getEngine().onResizeObservable.remove(this._resizeObserver);
  63772. this._resizeObserver = null;
  63773. }
  63774. this.renderList = null;
  63775. // Remove from custom render targets
  63776. var scene = this.getScene();
  63777. if (!scene) {
  63778. return;
  63779. }
  63780. var index = scene.customRenderTargets.indexOf(this);
  63781. if (index >= 0) {
  63782. scene.customRenderTargets.splice(index, 1);
  63783. }
  63784. for (var _i = 0, _a = scene.cameras; _i < _a.length; _i++) {
  63785. var camera = _a[_i];
  63786. index = camera.customRenderTargets.indexOf(this);
  63787. if (index >= 0) {
  63788. camera.customRenderTargets.splice(index, 1);
  63789. }
  63790. }
  63791. _super.prototype.dispose.call(this);
  63792. };
  63793. RenderTargetTexture.prototype._rebuild = function () {
  63794. if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  63795. this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  63796. }
  63797. if (this._postProcessManager) {
  63798. this._postProcessManager._rebuild();
  63799. }
  63800. };
  63801. /**
  63802. * Clear the info related to rendering groups preventing retention point in material dispose.
  63803. */
  63804. RenderTargetTexture.prototype.freeRenderingGroups = function () {
  63805. if (this._renderingManager) {
  63806. this._renderingManager.freeRenderingGroups();
  63807. }
  63808. };
  63809. RenderTargetTexture._REFRESHRATE_RENDER_ONCE = 0;
  63810. RenderTargetTexture._REFRESHRATE_RENDER_ONEVERYFRAME = 1;
  63811. RenderTargetTexture._REFRESHRATE_RENDER_ONEVERYTWOFRAMES = 2;
  63812. return RenderTargetTexture;
  63813. }(BABYLON.Texture));
  63814. BABYLON.RenderTargetTexture = RenderTargetTexture;
  63815. })(BABYLON || (BABYLON = {}));
  63816. //# sourceMappingURL=babylon.renderTargetTexture.js.map
  63817. var BABYLON;
  63818. (function (BABYLON) {
  63819. ;
  63820. var MultiRenderTarget = /** @class */ (function (_super) {
  63821. __extends(MultiRenderTarget, _super);
  63822. function MultiRenderTarget(name, size, count, scene, options) {
  63823. var _this = this;
  63824. var generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;
  63825. var generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;
  63826. var doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;
  63827. _this = _super.call(this, name, size, scene, generateMipMaps, doNotChangeAspectRatio) || this;
  63828. _this._engine = scene.getEngine();
  63829. if (!_this.isSupported) {
  63830. _this.dispose();
  63831. return;
  63832. }
  63833. var types = [];
  63834. var samplingModes = [];
  63835. for (var i = 0; i < count; i++) {
  63836. if (options && options.types && options.types[i] !== undefined) {
  63837. types.push(options.types[i]);
  63838. }
  63839. else {
  63840. types.push(options && options.defaultType ? options.defaultType : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  63841. }
  63842. if (options && options.samplingModes && options.samplingModes[i] !== undefined) {
  63843. samplingModes.push(options.samplingModes[i]);
  63844. }
  63845. else {
  63846. samplingModes.push(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  63847. }
  63848. }
  63849. var generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  63850. var generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  63851. _this._size = size;
  63852. _this._multiRenderTargetOptions = {
  63853. samplingModes: samplingModes,
  63854. generateMipMaps: generateMipMaps,
  63855. generateDepthBuffer: generateDepthBuffer,
  63856. generateStencilBuffer: generateStencilBuffer,
  63857. generateDepthTexture: generateDepthTexture,
  63858. types: types,
  63859. textureCount: count
  63860. };
  63861. _this._createInternalTextures();
  63862. _this._createTextures();
  63863. return _this;
  63864. }
  63865. Object.defineProperty(MultiRenderTarget.prototype, "isSupported", {
  63866. get: function () {
  63867. return this._engine.webGLVersion > 1 || this._engine.getCaps().drawBuffersExtension;
  63868. },
  63869. enumerable: true,
  63870. configurable: true
  63871. });
  63872. Object.defineProperty(MultiRenderTarget.prototype, "textures", {
  63873. get: function () {
  63874. return this._textures;
  63875. },
  63876. enumerable: true,
  63877. configurable: true
  63878. });
  63879. Object.defineProperty(MultiRenderTarget.prototype, "depthTexture", {
  63880. get: function () {
  63881. return this._textures[this._textures.length - 1];
  63882. },
  63883. enumerable: true,
  63884. configurable: true
  63885. });
  63886. Object.defineProperty(MultiRenderTarget.prototype, "wrapU", {
  63887. set: function (wrap) {
  63888. if (this._textures) {
  63889. for (var i = 0; i < this._textures.length; i++) {
  63890. this._textures[i].wrapU = wrap;
  63891. }
  63892. }
  63893. },
  63894. enumerable: true,
  63895. configurable: true
  63896. });
  63897. Object.defineProperty(MultiRenderTarget.prototype, "wrapV", {
  63898. set: function (wrap) {
  63899. if (this._textures) {
  63900. for (var i = 0; i < this._textures.length; i++) {
  63901. this._textures[i].wrapV = wrap;
  63902. }
  63903. }
  63904. },
  63905. enumerable: true,
  63906. configurable: true
  63907. });
  63908. MultiRenderTarget.prototype._rebuild = function () {
  63909. this.releaseInternalTextures();
  63910. this._createInternalTextures();
  63911. for (var i = 0; i < this._internalTextures.length; i++) {
  63912. var texture = this._textures[i];
  63913. texture._texture = this._internalTextures[i];
  63914. }
  63915. // Keeps references to frame buffer and stencil/depth buffer
  63916. this._texture = this._internalTextures[0];
  63917. };
  63918. MultiRenderTarget.prototype._createInternalTextures = function () {
  63919. this._internalTextures = this._engine.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions);
  63920. };
  63921. MultiRenderTarget.prototype._createTextures = function () {
  63922. this._textures = [];
  63923. for (var i = 0; i < this._internalTextures.length; i++) {
  63924. var texture = new BABYLON.Texture(null, this.getScene());
  63925. texture._texture = this._internalTextures[i];
  63926. this._textures.push(texture);
  63927. }
  63928. // Keeps references to frame buffer and stencil/depth buffer
  63929. this._texture = this._internalTextures[0];
  63930. };
  63931. Object.defineProperty(MultiRenderTarget.prototype, "samples", {
  63932. get: function () {
  63933. return this._samples;
  63934. },
  63935. set: function (value) {
  63936. if (this._samples === value) {
  63937. return;
  63938. }
  63939. this._samples = this._engine.updateMultipleRenderTargetTextureSampleCount(this._internalTextures, value);
  63940. },
  63941. enumerable: true,
  63942. configurable: true
  63943. });
  63944. MultiRenderTarget.prototype.resize = function (size) {
  63945. this.releaseInternalTextures();
  63946. this._internalTextures = this._engine.createMultipleRenderTarget(size, this._multiRenderTargetOptions);
  63947. this._createInternalTextures();
  63948. };
  63949. MultiRenderTarget.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  63950. var _this = this;
  63951. engine.unBindMultiColorAttachmentFramebuffer(this._internalTextures, this.isCube, function () {
  63952. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  63953. });
  63954. };
  63955. MultiRenderTarget.prototype.dispose = function () {
  63956. this.releaseInternalTextures();
  63957. _super.prototype.dispose.call(this);
  63958. };
  63959. MultiRenderTarget.prototype.releaseInternalTextures = function () {
  63960. if (!this._internalTextures) {
  63961. return;
  63962. }
  63963. for (var i = this._internalTextures.length - 1; i >= 0; i--) {
  63964. if (this._internalTextures[i] !== undefined) {
  63965. this._internalTextures[i].dispose();
  63966. this._internalTextures.splice(i, 1);
  63967. }
  63968. }
  63969. };
  63970. return MultiRenderTarget;
  63971. }(BABYLON.RenderTargetTexture));
  63972. BABYLON.MultiRenderTarget = MultiRenderTarget;
  63973. })(BABYLON || (BABYLON = {}));
  63974. //# sourceMappingURL=babylon.multiRenderTarget.js.map
  63975. var BABYLON;
  63976. (function (BABYLON) {
  63977. var MirrorTexture = /** @class */ (function (_super) {
  63978. __extends(MirrorTexture, _super);
  63979. function MirrorTexture(name, size, scene, generateMipMaps, type, samplingMode, generateDepthBuffer) {
  63980. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  63981. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  63982. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  63983. var _this = _super.call(this, name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer) || this;
  63984. _this.scene = scene;
  63985. _this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  63986. _this._transformMatrix = BABYLON.Matrix.Zero();
  63987. _this._mirrorMatrix = BABYLON.Matrix.Zero();
  63988. _this._adaptiveBlurKernel = 0;
  63989. _this._blurKernelX = 0;
  63990. _this._blurKernelY = 0;
  63991. _this._blurRatio = 1.0;
  63992. _this.ignoreCameraViewport = true;
  63993. _this._updateGammaSpace();
  63994. _this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  63995. _this._updateGammaSpace;
  63996. });
  63997. _this.onBeforeRenderObservable.add(function () {
  63998. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  63999. _this._savedViewMatrix = scene.getViewMatrix();
  64000. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  64001. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  64002. scene.clipPlane = _this.mirrorPlane;
  64003. scene.getEngine().cullBackFaces = false;
  64004. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.globalPosition, _this._mirrorMatrix);
  64005. });
  64006. _this.onAfterRenderObservable.add(function () {
  64007. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  64008. scene.getEngine().cullBackFaces = true;
  64009. scene._mirroredCameraPosition = null;
  64010. delete scene.clipPlane;
  64011. });
  64012. return _this;
  64013. }
  64014. Object.defineProperty(MirrorTexture.prototype, "blurRatio", {
  64015. get: function () {
  64016. return this._blurRatio;
  64017. },
  64018. set: function (value) {
  64019. if (this._blurRatio === value) {
  64020. return;
  64021. }
  64022. this._blurRatio = value;
  64023. this._preparePostProcesses();
  64024. },
  64025. enumerable: true,
  64026. configurable: true
  64027. });
  64028. Object.defineProperty(MirrorTexture.prototype, "adaptiveBlurKernel", {
  64029. set: function (value) {
  64030. this._adaptiveBlurKernel = value;
  64031. this._autoComputeBlurKernel();
  64032. },
  64033. enumerable: true,
  64034. configurable: true
  64035. });
  64036. Object.defineProperty(MirrorTexture.prototype, "blurKernel", {
  64037. set: function (value) {
  64038. this.blurKernelX = value;
  64039. this.blurKernelY = value;
  64040. },
  64041. enumerable: true,
  64042. configurable: true
  64043. });
  64044. Object.defineProperty(MirrorTexture.prototype, "blurKernelX", {
  64045. get: function () {
  64046. return this._blurKernelX;
  64047. },
  64048. set: function (value) {
  64049. if (this._blurKernelX === value) {
  64050. return;
  64051. }
  64052. this._blurKernelX = value;
  64053. this._preparePostProcesses();
  64054. },
  64055. enumerable: true,
  64056. configurable: true
  64057. });
  64058. Object.defineProperty(MirrorTexture.prototype, "blurKernelY", {
  64059. get: function () {
  64060. return this._blurKernelY;
  64061. },
  64062. set: function (value) {
  64063. if (this._blurKernelY === value) {
  64064. return;
  64065. }
  64066. this._blurKernelY = value;
  64067. this._preparePostProcesses();
  64068. },
  64069. enumerable: true,
  64070. configurable: true
  64071. });
  64072. MirrorTexture.prototype._autoComputeBlurKernel = function () {
  64073. var engine = this.getScene().getEngine();
  64074. var dw = this.getRenderWidth() / engine.getRenderWidth();
  64075. var dh = this.getRenderHeight() / engine.getRenderHeight();
  64076. this.blurKernelX = this._adaptiveBlurKernel * dw;
  64077. this.blurKernelY = this._adaptiveBlurKernel * dh;
  64078. };
  64079. MirrorTexture.prototype._onRatioRescale = function () {
  64080. if (this._sizeRatio) {
  64081. this.resize(this._initialSizeParameter);
  64082. if (!this._adaptiveBlurKernel) {
  64083. this._preparePostProcesses();
  64084. }
  64085. }
  64086. if (this._adaptiveBlurKernel) {
  64087. this._autoComputeBlurKernel();
  64088. }
  64089. };
  64090. MirrorTexture.prototype._updateGammaSpace = function () {
  64091. this.gammaSpace = !this.scene.imageProcessingConfiguration.isEnabled || !this.scene.imageProcessingConfiguration.applyByPostProcess;
  64092. };
  64093. MirrorTexture.prototype._preparePostProcesses = function () {
  64094. this.clearPostProcesses(true);
  64095. if (this._blurKernelX && this._blurKernelY) {
  64096. var engine = this.getScene().getEngine();
  64097. var textureType = engine.getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  64098. 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);
  64099. this._blurX.autoClear = false;
  64100. if (this._blurRatio === 1 && this.samples < 2 && this._texture) {
  64101. this._blurX.inputTexture = this._texture;
  64102. }
  64103. else {
  64104. this._blurX.alwaysForcePOT = true;
  64105. }
  64106. 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);
  64107. this._blurY.autoClear = false;
  64108. this._blurY.alwaysForcePOT = this._blurRatio !== 1;
  64109. this.addPostProcess(this._blurX);
  64110. this.addPostProcess(this._blurY);
  64111. }
  64112. else {
  64113. if (this._blurY) {
  64114. this.removePostProcess(this._blurY);
  64115. this._blurY.dispose();
  64116. this._blurY = null;
  64117. }
  64118. if (this._blurX) {
  64119. this.removePostProcess(this._blurX);
  64120. this._blurX.dispose();
  64121. this._blurX = null;
  64122. }
  64123. }
  64124. };
  64125. MirrorTexture.prototype.clone = function () {
  64126. var scene = this.getScene();
  64127. if (!scene) {
  64128. return this;
  64129. }
  64130. var textureSize = this.getSize();
  64131. var newTexture = new MirrorTexture(this.name, textureSize.width, scene, this._renderTargetOptions.generateMipMaps, this._renderTargetOptions.type, this._renderTargetOptions.samplingMode, this._renderTargetOptions.generateDepthBuffer);
  64132. // Base texture
  64133. newTexture.hasAlpha = this.hasAlpha;
  64134. newTexture.level = this.level;
  64135. // Mirror Texture
  64136. newTexture.mirrorPlane = this.mirrorPlane.clone();
  64137. if (this.renderList) {
  64138. newTexture.renderList = this.renderList.slice(0);
  64139. }
  64140. return newTexture;
  64141. };
  64142. MirrorTexture.prototype.serialize = function () {
  64143. if (!this.name) {
  64144. return null;
  64145. }
  64146. var serializationObject = _super.prototype.serialize.call(this);
  64147. serializationObject.mirrorPlane = this.mirrorPlane.asArray();
  64148. return serializationObject;
  64149. };
  64150. MirrorTexture.prototype.dispose = function () {
  64151. _super.prototype.dispose.call(this);
  64152. this.scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);
  64153. };
  64154. return MirrorTexture;
  64155. }(BABYLON.RenderTargetTexture));
  64156. BABYLON.MirrorTexture = MirrorTexture;
  64157. })(BABYLON || (BABYLON = {}));
  64158. //# sourceMappingURL=babylon.mirrorTexture.js.map
  64159. var BABYLON;
  64160. (function (BABYLON) {
  64161. /**
  64162. * Creates a refraction texture used by refraction channel of the standard material.
  64163. * @param name the texture name
  64164. * @param size size of the underlying texture
  64165. * @param scene root scene
  64166. */
  64167. var RefractionTexture = /** @class */ (function (_super) {
  64168. __extends(RefractionTexture, _super);
  64169. function RefractionTexture(name, size, scene, generateMipMaps) {
  64170. var _this = _super.call(this, name, size, scene, generateMipMaps, true) || this;
  64171. _this.refractionPlane = new BABYLON.Plane(0, 1, 0, 1);
  64172. _this.depth = 2.0;
  64173. _this.onBeforeRenderObservable.add(function () {
  64174. scene.clipPlane = _this.refractionPlane;
  64175. });
  64176. _this.onAfterRenderObservable.add(function () {
  64177. delete scene.clipPlane;
  64178. });
  64179. return _this;
  64180. }
  64181. RefractionTexture.prototype.clone = function () {
  64182. var scene = this.getScene();
  64183. if (!scene) {
  64184. return this;
  64185. }
  64186. var textureSize = this.getSize();
  64187. var newTexture = new RefractionTexture(this.name, textureSize.width, scene, this._generateMipMaps);
  64188. // Base texture
  64189. newTexture.hasAlpha = this.hasAlpha;
  64190. newTexture.level = this.level;
  64191. // Refraction Texture
  64192. newTexture.refractionPlane = this.refractionPlane.clone();
  64193. if (this.renderList) {
  64194. newTexture.renderList = this.renderList.slice(0);
  64195. }
  64196. newTexture.depth = this.depth;
  64197. return newTexture;
  64198. };
  64199. RefractionTexture.prototype.serialize = function () {
  64200. if (!this.name) {
  64201. return null;
  64202. }
  64203. var serializationObject = _super.prototype.serialize.call(this);
  64204. serializationObject.mirrorPlane = this.refractionPlane.asArray();
  64205. serializationObject.depth = this.depth;
  64206. return serializationObject;
  64207. };
  64208. return RefractionTexture;
  64209. }(BABYLON.RenderTargetTexture));
  64210. BABYLON.RefractionTexture = RefractionTexture;
  64211. })(BABYLON || (BABYLON = {}));
  64212. //# sourceMappingURL=babylon.refractionTexture.js.map
  64213. var BABYLON;
  64214. (function (BABYLON) {
  64215. /**
  64216. * A class extending {BABYLON.Texture} allowing drawing on a texture
  64217. * @see http://doc.babylonjs.com/how_to/dynamictexture
  64218. */
  64219. var DynamicTexture = /** @class */ (function (_super) {
  64220. __extends(DynamicTexture, _super);
  64221. /**
  64222. * Creates a {BABYLON.DynamicTexture}
  64223. * @param name defines the name of the texture
  64224. * @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
  64225. * @param scene defines the scene where you want the texture
  64226. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  64227. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  64228. * @param format defines the texture format to use (default is BABYLON.Engine.TEXTUREFORMAT_RGBA)
  64229. */
  64230. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode, format) {
  64231. if (scene === void 0) { scene = null; }
  64232. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  64233. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  64234. var _this = _super.call(this, null, scene, !generateMipMaps, undefined, samplingMode, undefined, undefined, undefined, undefined, format) || this;
  64235. _this.name = name;
  64236. _this._engine = _this.getScene().getEngine();
  64237. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  64238. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  64239. _this._generateMipMaps = generateMipMaps;
  64240. if (options.getContext) {
  64241. _this._canvas = options;
  64242. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  64243. }
  64244. else {
  64245. _this._canvas = document.createElement("canvas");
  64246. if (options.width || options.width === 0) {
  64247. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  64248. }
  64249. else {
  64250. _this._texture = _this._engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);
  64251. }
  64252. }
  64253. var textureSize = _this.getSize();
  64254. _this._canvas.width = textureSize.width;
  64255. _this._canvas.height = textureSize.height;
  64256. _this._context = _this._canvas.getContext("2d");
  64257. return _this;
  64258. }
  64259. Object.defineProperty(DynamicTexture.prototype, "canRescale", {
  64260. /**
  64261. * Gets the current state of canRescale
  64262. */
  64263. get: function () {
  64264. return true;
  64265. },
  64266. enumerable: true,
  64267. configurable: true
  64268. });
  64269. DynamicTexture.prototype._recreate = function (textureSize) {
  64270. this._canvas.width = textureSize.width;
  64271. this._canvas.height = textureSize.height;
  64272. this.releaseInternalTexture();
  64273. this._texture = this._engine.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this._samplingMode);
  64274. };
  64275. /**
  64276. * Scales the texture
  64277. * @param ratio the scale factor to apply to both width and height
  64278. */
  64279. DynamicTexture.prototype.scale = function (ratio) {
  64280. var textureSize = this.getSize();
  64281. textureSize.width *= ratio;
  64282. textureSize.height *= ratio;
  64283. this._recreate(textureSize);
  64284. };
  64285. /**
  64286. * Resizes the texture
  64287. * @param width the new width
  64288. * @param height the new height
  64289. */
  64290. DynamicTexture.prototype.scaleTo = function (width, height) {
  64291. var textureSize = this.getSize();
  64292. textureSize.width = width;
  64293. textureSize.height = height;
  64294. this._recreate(textureSize);
  64295. };
  64296. /**
  64297. * Gets the context of the canvas used by the texture
  64298. * @returns the canvas context of the dynamic texture
  64299. */
  64300. DynamicTexture.prototype.getContext = function () {
  64301. return this._context;
  64302. };
  64303. /**
  64304. * Clears the texture
  64305. */
  64306. DynamicTexture.prototype.clear = function () {
  64307. var size = this.getSize();
  64308. this._context.fillRect(0, 0, size.width, size.height);
  64309. };
  64310. /**
  64311. * Updates the texture
  64312. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  64313. */
  64314. DynamicTexture.prototype.update = function (invertY) {
  64315. this._engine.updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY, undefined, this._format || undefined);
  64316. };
  64317. /**
  64318. * Draws text onto the texture
  64319. * @param text defines the text to be drawn
  64320. * @param x defines the placement of the text from the left
  64321. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  64322. * @param font defines the font to be used with font-style, font-size, font-name
  64323. * @param color defines the color used for the text
  64324. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  64325. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  64326. * @param update defines whether texture is immediately update (default is true)
  64327. */
  64328. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {
  64329. if (update === void 0) { update = true; }
  64330. var size = this.getSize();
  64331. if (clearColor) {
  64332. this._context.fillStyle = clearColor;
  64333. this._context.fillRect(0, 0, size.width, size.height);
  64334. }
  64335. this._context.font = font;
  64336. if (x === null || x === undefined) {
  64337. var textSize = this._context.measureText(text);
  64338. x = (size.width - textSize.width) / 2;
  64339. }
  64340. if (y === null || y === undefined) {
  64341. var fontSize = parseInt((font.replace(/\D/g, '')));
  64342. ;
  64343. y = (size.height / 2) + (fontSize / 3.65);
  64344. }
  64345. this._context.fillStyle = color;
  64346. this._context.fillText(text, x, y);
  64347. if (update) {
  64348. this.update(invertY);
  64349. }
  64350. };
  64351. /**
  64352. * Clones the texture
  64353. * @returns the clone of the texture.
  64354. */
  64355. DynamicTexture.prototype.clone = function () {
  64356. var scene = this.getScene();
  64357. if (!scene) {
  64358. return this;
  64359. }
  64360. var textureSize = this.getSize();
  64361. var newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);
  64362. // Base texture
  64363. newTexture.hasAlpha = this.hasAlpha;
  64364. newTexture.level = this.level;
  64365. // Dynamic Texture
  64366. newTexture.wrapU = this.wrapU;
  64367. newTexture.wrapV = this.wrapV;
  64368. return newTexture;
  64369. };
  64370. /** @hidden */
  64371. DynamicTexture.prototype._rebuild = function () {
  64372. this.update();
  64373. };
  64374. return DynamicTexture;
  64375. }(BABYLON.Texture));
  64376. BABYLON.DynamicTexture = DynamicTexture;
  64377. })(BABYLON || (BABYLON = {}));
  64378. //# sourceMappingURL=babylon.dynamicTexture.js.map
  64379. var BABYLON;
  64380. (function (BABYLON) {
  64381. var VideoTexture = /** @class */ (function (_super) {
  64382. __extends(VideoTexture, _super);
  64383. /**
  64384. * Creates a video texture.
  64385. * Sample : https://doc.babylonjs.com/how_to/video_texture
  64386. * @param {string | null} name optional name, will detect from video source, if not defined
  64387. * @param {(string | string[] | HTMLVideoElement)} src can be used to provide an url, array of urls or an already setup HTML video element.
  64388. * @param {BABYLON.Scene} scene is obviously the current scene.
  64389. * @param {boolean} generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  64390. * @param {boolean} invertY is false by default but can be used to invert video on Y axis
  64391. * @param {number} samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  64392. * @param {VideoTextureSettings} [settings] allows finer control over video usage
  64393. */
  64394. function VideoTexture(name, src, scene, generateMipMaps, invertY, samplingMode, settings) {
  64395. if (generateMipMaps === void 0) { generateMipMaps = false; }
  64396. if (invertY === void 0) { invertY = false; }
  64397. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  64398. if (settings === void 0) { settings = {
  64399. autoPlay: true,
  64400. loop: true,
  64401. autoUpdateTexture: true,
  64402. }; }
  64403. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  64404. _this._createInternalTexture = function () {
  64405. if (_this._texture != null) {
  64406. return;
  64407. }
  64408. if (!_this._engine.needPOTTextures ||
  64409. (BABYLON.Tools.IsExponentOfTwo(_this.video.videoWidth) && BABYLON.Tools.IsExponentOfTwo(_this.video.videoHeight))) {
  64410. _this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  64411. _this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  64412. }
  64413. else {
  64414. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  64415. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  64416. _this._generateMipMaps = false;
  64417. }
  64418. _this._texture = _this._engine.createDynamicTexture(_this.video.videoWidth, _this.video.videoHeight, _this._generateMipMaps, _this._samplingMode);
  64419. _this._texture.isReady = true;
  64420. _this._updateInternalTexture();
  64421. if (_this._onLoadObservable && _this._onLoadObservable.hasObservers()) {
  64422. _this.onLoadObservable.notifyObservers(_this);
  64423. }
  64424. };
  64425. _this.reset = function () {
  64426. if (_this._texture == null) {
  64427. return;
  64428. }
  64429. _this._texture.dispose();
  64430. _this._texture = null;
  64431. };
  64432. _this._updateInternalTexture = function (e) {
  64433. if (_this._texture == null || !_this._texture.isReady) {
  64434. return;
  64435. }
  64436. if (_this.video.readyState < _this.video.HAVE_CURRENT_DATA) {
  64437. return;
  64438. }
  64439. _this._engine.updateVideoTexture(_this._texture, _this.video, _this._invertY);
  64440. };
  64441. _this._engine = _this.getScene().getEngine();
  64442. _this._generateMipMaps = generateMipMaps;
  64443. _this._samplingMode = samplingMode;
  64444. _this.autoUpdateTexture = settings.autoUpdateTexture;
  64445. _this.name = name || _this._getName(src);
  64446. _this.video = _this._getVideo(src);
  64447. if (settings.autoPlay !== undefined) {
  64448. _this.video.autoplay = settings.autoPlay;
  64449. }
  64450. if (settings.loop !== undefined) {
  64451. _this.video.loop = settings.loop;
  64452. }
  64453. _this.video.addEventListener("canplay", _this._createInternalTexture);
  64454. _this.video.addEventListener("paused", _this._updateInternalTexture);
  64455. _this.video.addEventListener("seeked", _this._updateInternalTexture);
  64456. _this.video.addEventListener("emptied", _this.reset);
  64457. if (_this.video.readyState >= _this.video.HAVE_CURRENT_DATA) {
  64458. _this._createInternalTexture();
  64459. }
  64460. return _this;
  64461. }
  64462. VideoTexture.prototype._getName = function (src) {
  64463. if (src instanceof HTMLVideoElement) {
  64464. return src.currentSrc;
  64465. }
  64466. if (typeof src === "object") {
  64467. return src.toString();
  64468. }
  64469. return src;
  64470. };
  64471. ;
  64472. VideoTexture.prototype._getVideo = function (src) {
  64473. if (src instanceof HTMLVideoElement) {
  64474. BABYLON.Tools.SetCorsBehavior(src.currentSrc, src);
  64475. return src;
  64476. }
  64477. var video = document.createElement("video");
  64478. if (typeof src === "string") {
  64479. BABYLON.Tools.SetCorsBehavior(src, video);
  64480. video.src = src;
  64481. }
  64482. else {
  64483. BABYLON.Tools.SetCorsBehavior(src[0], video);
  64484. src.forEach(function (url) {
  64485. var source = document.createElement("source");
  64486. source.src = url;
  64487. video.appendChild(source);
  64488. });
  64489. }
  64490. return video;
  64491. };
  64492. ;
  64493. /**
  64494. * Internal method to initiate `update`.
  64495. */
  64496. VideoTexture.prototype._rebuild = function () {
  64497. this.update();
  64498. };
  64499. /**
  64500. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  64501. */
  64502. VideoTexture.prototype.update = function () {
  64503. if (!this.autoUpdateTexture) {
  64504. // Expecting user to call `updateTexture` manually
  64505. return;
  64506. }
  64507. this.updateTexture(true);
  64508. };
  64509. /**
  64510. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  64511. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  64512. */
  64513. VideoTexture.prototype.updateTexture = function (isVisible) {
  64514. if (!isVisible) {
  64515. return;
  64516. }
  64517. if (this.video.paused) {
  64518. return;
  64519. }
  64520. this._updateInternalTexture();
  64521. };
  64522. /**
  64523. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  64524. * @param url New url.
  64525. */
  64526. VideoTexture.prototype.updateURL = function (url) {
  64527. this.video.src = url;
  64528. };
  64529. VideoTexture.prototype.dispose = function () {
  64530. _super.prototype.dispose.call(this);
  64531. this.video.removeEventListener("canplay", this._createInternalTexture);
  64532. this.video.removeEventListener("paused", this._updateInternalTexture);
  64533. this.video.removeEventListener("seeked", this._updateInternalTexture);
  64534. this.video.removeEventListener("emptied", this.reset);
  64535. this.video.pause();
  64536. };
  64537. VideoTexture.CreateFromWebCam = function (scene, onReady, constraints) {
  64538. var video = document.createElement("video");
  64539. var constraintsDeviceId;
  64540. if (constraints && constraints.deviceId) {
  64541. constraintsDeviceId = {
  64542. exact: constraints.deviceId,
  64543. };
  64544. }
  64545. window.URL = window.URL || window.webkitURL || window.mozURL || window.msURL;
  64546. if (navigator.mediaDevices) {
  64547. navigator.mediaDevices.getUserMedia({ video: constraints })
  64548. .then(function (stream) {
  64549. if (video.mozSrcObject !== undefined) {
  64550. // hack for Firefox < 19
  64551. video.mozSrcObject = stream;
  64552. }
  64553. else {
  64554. video.srcObject = stream;
  64555. }
  64556. var onPlaying = function () {
  64557. if (onReady) {
  64558. onReady(new VideoTexture("video", video, scene, true, true));
  64559. }
  64560. video.removeEventListener("playing", onPlaying);
  64561. };
  64562. video.addEventListener("playing", onPlaying);
  64563. video.play();
  64564. })
  64565. .catch(function (err) {
  64566. BABYLON.Tools.Error(err.name);
  64567. });
  64568. }
  64569. else {
  64570. navigator.getUserMedia =
  64571. navigator.getUserMedia ||
  64572. navigator.webkitGetUserMedia ||
  64573. navigator.mozGetUserMedia ||
  64574. navigator.msGetUserMedia;
  64575. if (navigator.getUserMedia) {
  64576. navigator.getUserMedia({
  64577. video: {
  64578. deviceId: constraintsDeviceId,
  64579. width: {
  64580. min: (constraints && constraints.minWidth) || 256,
  64581. max: (constraints && constraints.maxWidth) || 640,
  64582. },
  64583. height: {
  64584. min: (constraints && constraints.minHeight) || 256,
  64585. max: (constraints && constraints.maxHeight) || 480,
  64586. },
  64587. },
  64588. }, function (stream) {
  64589. if (video.mozSrcObject !== undefined) {
  64590. // hack for Firefox < 19
  64591. video.mozSrcObject = stream;
  64592. }
  64593. else {
  64594. video.src = (window.URL && window.URL.createObjectURL(stream)) || stream;
  64595. }
  64596. video.play();
  64597. if (onReady) {
  64598. onReady(new VideoTexture("video", video, scene, true, true));
  64599. }
  64600. }, function (e) {
  64601. BABYLON.Tools.Error(e.name);
  64602. });
  64603. }
  64604. }
  64605. };
  64606. return VideoTexture;
  64607. }(BABYLON.Texture));
  64608. BABYLON.VideoTexture = VideoTexture;
  64609. })(BABYLON || (BABYLON = {}));
  64610. //# sourceMappingURL=babylon.videoTexture.js.map
  64611. var BABYLON;
  64612. (function (BABYLON) {
  64613. var RawTexture = /** @class */ (function (_super) {
  64614. __extends(RawTexture, _super);
  64615. function RawTexture(data, width, height, format, scene, generateMipMaps, invertY, samplingMode, type) {
  64616. if (generateMipMaps === void 0) { generateMipMaps = true; }
  64617. if (invertY === void 0) { invertY = false; }
  64618. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  64619. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  64620. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  64621. _this.format = format;
  64622. _this._engine = scene.getEngine();
  64623. _this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type);
  64624. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  64625. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  64626. return _this;
  64627. }
  64628. RawTexture.prototype.update = function (data) {
  64629. this._engine.updateRawTexture(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  64630. };
  64631. // Statics
  64632. RawTexture.CreateLuminanceTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  64633. if (generateMipMaps === void 0) { generateMipMaps = true; }
  64634. if (invertY === void 0) { invertY = false; }
  64635. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  64636. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);
  64637. };
  64638. RawTexture.CreateLuminanceAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  64639. if (generateMipMaps === void 0) { generateMipMaps = true; }
  64640. if (invertY === void 0) { invertY = false; }
  64641. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  64642. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  64643. };
  64644. RawTexture.CreateAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  64645. if (generateMipMaps === void 0) { generateMipMaps = true; }
  64646. if (invertY === void 0) { invertY = false; }
  64647. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  64648. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  64649. };
  64650. RawTexture.CreateRGBTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  64651. if (generateMipMaps === void 0) { generateMipMaps = true; }
  64652. if (invertY === void 0) { invertY = false; }
  64653. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  64654. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  64655. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode, type);
  64656. };
  64657. RawTexture.CreateRGBATexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  64658. if (generateMipMaps === void 0) { generateMipMaps = true; }
  64659. if (invertY === void 0) { invertY = false; }
  64660. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  64661. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  64662. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode, type);
  64663. };
  64664. return RawTexture;
  64665. }(BABYLON.Texture));
  64666. BABYLON.RawTexture = RawTexture;
  64667. })(BABYLON || (BABYLON = {}));
  64668. //# sourceMappingURL=babylon.rawTexture.js.map
  64669. var BABYLON;
  64670. (function (BABYLON) {
  64671. /**
  64672. * Class used to store 3D textures containing user data
  64673. */
  64674. var RawTexture3D = /** @class */ (function (_super) {
  64675. __extends(RawTexture3D, _super);
  64676. /**
  64677. * Create a new RawTexture3D
  64678. * @param data defines the data of the texture
  64679. * @param width defines the width of the texture
  64680. * @param height defines the height of the texture
  64681. * @param depth defines the depth of the texture
  64682. * @param format defines the texture format to use
  64683. * @param scene defines the hosting scene
  64684. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  64685. * @param invertY defines if texture must be stored with Y axis inverted
  64686. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  64687. */
  64688. function RawTexture3D(data, width, height, depth,
  64689. /** Gets or sets the texture format to use*/
  64690. format, scene, generateMipMaps, invertY, samplingMode) {
  64691. if (generateMipMaps === void 0) { generateMipMaps = true; }
  64692. if (invertY === void 0) { invertY = false; }
  64693. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  64694. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  64695. _this.format = format;
  64696. _this._engine = scene.getEngine();
  64697. _this._texture = scene.getEngine().createRawTexture3D(data, width, height, depth, format, generateMipMaps, invertY, samplingMode);
  64698. _this.is3D = true;
  64699. return _this;
  64700. }
  64701. /**
  64702. * Update the texture with new data
  64703. * @param data defines the data to store in the texture
  64704. */
  64705. RawTexture3D.prototype.update = function (data) {
  64706. if (!this._texture) {
  64707. return;
  64708. }
  64709. this._engine.updateRawTexture3D(this._texture, data, this._texture.format, this._texture.invertY);
  64710. };
  64711. return RawTexture3D;
  64712. }(BABYLON.Texture));
  64713. BABYLON.RawTexture3D = RawTexture3D;
  64714. })(BABYLON || (BABYLON = {}));
  64715. //# sourceMappingURL=babylon.rawTexture3D.js.map
  64716. var BABYLON;
  64717. (function (BABYLON) {
  64718. /**
  64719. * PostProcess can be used to apply a shader to a texture after it has been rendered
  64720. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  64721. */
  64722. var PostProcess = /** @class */ (function () {
  64723. /**
  64724. * Creates a new instance PostProcess
  64725. * @param name The name of the PostProcess.
  64726. * @param fragmentUrl The url of the fragment shader to be used.
  64727. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  64728. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  64729. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  64730. * @param camera The camera to apply the render pass to.
  64731. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64732. * @param engine The engine which the post process will be applied. (default: current engine)
  64733. * @param reusable If the post process can be reused on the same frame. (default: false)
  64734. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  64735. * @param textureType Type of textures used when performing the post process. (default: 0)
  64736. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  64737. * @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
  64738. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  64739. */
  64740. function PostProcess(/** Name of the PostProcess. */ name, fragmentUrl, parameters, samplers, options, camera, samplingMode, engine, reusable, defines, textureType, vertexUrl, indexParameters, blockCompilation) {
  64741. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; }
  64742. if (defines === void 0) { defines = null; }
  64743. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  64744. if (vertexUrl === void 0) { vertexUrl = "postprocess"; }
  64745. if (blockCompilation === void 0) { blockCompilation = false; }
  64746. this.name = name;
  64747. /**
  64748. * Width of the texture to apply the post process on
  64749. */
  64750. this.width = -1;
  64751. /**
  64752. * Height of the texture to apply the post process on
  64753. */
  64754. this.height = -1;
  64755. /**
  64756. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  64757. */
  64758. this._outputTexture = null;
  64759. /**
  64760. * If the buffer needs to be cleared before applying the post process. (default: true)
  64761. * Should be set to false if shader will overwrite all previous pixels.
  64762. */
  64763. this.autoClear = true;
  64764. /**
  64765. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  64766. */
  64767. this.alphaMode = BABYLON.Engine.ALPHA_DISABLE;
  64768. /**
  64769. * Animations to be used for the post processing
  64770. */
  64771. this.animations = new Array();
  64772. /**
  64773. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  64774. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  64775. */
  64776. this.enablePixelPerfectMode = false;
  64777. /**
  64778. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  64779. */
  64780. this.scaleMode = BABYLON.Engine.SCALEMODE_FLOOR;
  64781. /**
  64782. * Force textures to be a power of two (default: false)
  64783. */
  64784. this.alwaysForcePOT = false;
  64785. /**
  64786. * Number of sample textures (default: 1)
  64787. */
  64788. this.samples = 1;
  64789. /**
  64790. * Modify the scale of the post process to be the same as the viewport (default: false)
  64791. */
  64792. this.adaptScaleToCurrentViewport = false;
  64793. this._reusable = false;
  64794. /**
  64795. * Smart array of input and output textures for the post process.
  64796. */
  64797. this._textures = new BABYLON.SmartArray(2);
  64798. /**
  64799. * The index in _textures that corresponds to the output texture.
  64800. */
  64801. this._currentRenderTextureInd = 0;
  64802. this._scaleRatio = new BABYLON.Vector2(1, 1);
  64803. this._texelSize = BABYLON.Vector2.Zero();
  64804. // Events
  64805. /**
  64806. * An event triggered when the postprocess is activated.
  64807. */
  64808. this.onActivateObservable = new BABYLON.Observable();
  64809. /**
  64810. * An event triggered when the postprocess changes its size.
  64811. */
  64812. this.onSizeChangedObservable = new BABYLON.Observable();
  64813. /**
  64814. * An event triggered when the postprocess applies its effect.
  64815. */
  64816. this.onApplyObservable = new BABYLON.Observable();
  64817. /**
  64818. * An event triggered before rendering the postprocess
  64819. */
  64820. this.onBeforeRenderObservable = new BABYLON.Observable();
  64821. /**
  64822. * An event triggered after rendering the postprocess
  64823. */
  64824. this.onAfterRenderObservable = new BABYLON.Observable();
  64825. if (camera != null) {
  64826. this._camera = camera;
  64827. this._scene = camera.getScene();
  64828. camera.attachPostProcess(this);
  64829. this._engine = this._scene.getEngine();
  64830. this._scene.postProcesses.push(this);
  64831. }
  64832. else if (engine) {
  64833. this._engine = engine;
  64834. this._engine.postProcesses.push(this);
  64835. }
  64836. this._options = options;
  64837. this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  64838. this._reusable = reusable || false;
  64839. this._textureType = textureType;
  64840. this._samplers = samplers || [];
  64841. this._samplers.push("textureSampler");
  64842. this._fragmentUrl = fragmentUrl;
  64843. this._vertexUrl = vertexUrl;
  64844. this._parameters = parameters || [];
  64845. this._parameters.push("scale");
  64846. this._indexParameters = indexParameters;
  64847. if (!blockCompilation) {
  64848. this.updateEffect(defines);
  64849. }
  64850. }
  64851. Object.defineProperty(PostProcess.prototype, "onActivate", {
  64852. /**
  64853. * A function that is added to the onActivateObservable
  64854. */
  64855. set: function (callback) {
  64856. if (this._onActivateObserver) {
  64857. this.onActivateObservable.remove(this._onActivateObserver);
  64858. }
  64859. if (callback) {
  64860. this._onActivateObserver = this.onActivateObservable.add(callback);
  64861. }
  64862. },
  64863. enumerable: true,
  64864. configurable: true
  64865. });
  64866. Object.defineProperty(PostProcess.prototype, "onSizeChanged", {
  64867. /**
  64868. * A function that is added to the onSizeChangedObservable
  64869. */
  64870. set: function (callback) {
  64871. if (this._onSizeChangedObserver) {
  64872. this.onSizeChangedObservable.remove(this._onSizeChangedObserver);
  64873. }
  64874. this._onSizeChangedObserver = this.onSizeChangedObservable.add(callback);
  64875. },
  64876. enumerable: true,
  64877. configurable: true
  64878. });
  64879. Object.defineProperty(PostProcess.prototype, "onApply", {
  64880. /**
  64881. * A function that is added to the onApplyObservable
  64882. */
  64883. set: function (callback) {
  64884. if (this._onApplyObserver) {
  64885. this.onApplyObservable.remove(this._onApplyObserver);
  64886. }
  64887. this._onApplyObserver = this.onApplyObservable.add(callback);
  64888. },
  64889. enumerable: true,
  64890. configurable: true
  64891. });
  64892. Object.defineProperty(PostProcess.prototype, "onBeforeRender", {
  64893. /**
  64894. * A function that is added to the onBeforeRenderObservable
  64895. */
  64896. set: function (callback) {
  64897. if (this._onBeforeRenderObserver) {
  64898. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  64899. }
  64900. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  64901. },
  64902. enumerable: true,
  64903. configurable: true
  64904. });
  64905. Object.defineProperty(PostProcess.prototype, "onAfterRender", {
  64906. /**
  64907. * A function that is added to the onAfterRenderObservable
  64908. */
  64909. set: function (callback) {
  64910. if (this._onAfterRenderObserver) {
  64911. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  64912. }
  64913. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  64914. },
  64915. enumerable: true,
  64916. configurable: true
  64917. });
  64918. Object.defineProperty(PostProcess.prototype, "inputTexture", {
  64919. /**
  64920. * 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
  64921. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  64922. */
  64923. get: function () {
  64924. return this._textures.data[this._currentRenderTextureInd];
  64925. },
  64926. set: function (value) {
  64927. this._forcedOutputTexture = value;
  64928. },
  64929. enumerable: true,
  64930. configurable: true
  64931. });
  64932. /**
  64933. * Gets the camera which post process is applied to.
  64934. * @returns The camera the post process is applied to.
  64935. */
  64936. PostProcess.prototype.getCamera = function () {
  64937. return this._camera;
  64938. };
  64939. Object.defineProperty(PostProcess.prototype, "texelSize", {
  64940. /**
  64941. * Gets the texel size of the postprocess.
  64942. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  64943. */
  64944. get: function () {
  64945. if (this._shareOutputWithPostProcess) {
  64946. return this._shareOutputWithPostProcess.texelSize;
  64947. }
  64948. if (this._forcedOutputTexture) {
  64949. this._texelSize.copyFromFloats(1.0 / this._forcedOutputTexture.width, 1.0 / this._forcedOutputTexture.height);
  64950. }
  64951. return this._texelSize;
  64952. },
  64953. enumerable: true,
  64954. configurable: true
  64955. });
  64956. /**
  64957. * Gets the engine which this post process belongs to.
  64958. * @returns The engine the post process was enabled with.
  64959. */
  64960. PostProcess.prototype.getEngine = function () {
  64961. return this._engine;
  64962. };
  64963. /**
  64964. * The effect that is created when initializing the post process.
  64965. * @returns The created effect corrisponding the the postprocess.
  64966. */
  64967. PostProcess.prototype.getEffect = function () {
  64968. return this._effect;
  64969. };
  64970. /**
  64971. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  64972. * @param postProcess The post process to share the output with.
  64973. * @returns This post process.
  64974. */
  64975. PostProcess.prototype.shareOutputWith = function (postProcess) {
  64976. this._disposeTextures();
  64977. this._shareOutputWithPostProcess = postProcess;
  64978. return this;
  64979. };
  64980. /**
  64981. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  64982. * This should be called if the post process that shares output with this post process is disabled/disposed.
  64983. */
  64984. PostProcess.prototype.useOwnOutput = function () {
  64985. if (this._textures.length == 0) {
  64986. this._textures = new BABYLON.SmartArray(2);
  64987. }
  64988. this._shareOutputWithPostProcess = null;
  64989. };
  64990. /**
  64991. * Updates the effect with the current post process compile time values and recompiles the shader.
  64992. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  64993. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  64994. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  64995. * @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
  64996. * @param onCompiled Called when the shader has been compiled.
  64997. * @param onError Called if there is an error when compiling a shader.
  64998. */
  64999. PostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  65000. if (defines === void 0) { defines = null; }
  65001. if (uniforms === void 0) { uniforms = null; }
  65002. if (samplers === void 0) { samplers = null; }
  65003. 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);
  65004. };
  65005. /**
  65006. * The post process is reusable if it can be used multiple times within one frame.
  65007. * @returns If the post process is reusable
  65008. */
  65009. PostProcess.prototype.isReusable = function () {
  65010. return this._reusable;
  65011. };
  65012. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  65013. PostProcess.prototype.markTextureDirty = function () {
  65014. this.width = -1;
  65015. };
  65016. /**
  65017. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  65018. * 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.
  65019. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  65020. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  65021. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  65022. * @returns The target texture that was bound to be written to.
  65023. */
  65024. PostProcess.prototype.activate = function (camera, sourceTexture, forceDepthStencil) {
  65025. var _this = this;
  65026. if (sourceTexture === void 0) { sourceTexture = null; }
  65027. camera = camera || this._camera;
  65028. var scene = camera.getScene();
  65029. var engine = scene.getEngine();
  65030. var maxSize = engine.getCaps().maxTextureSize;
  65031. var requiredWidth = ((sourceTexture ? sourceTexture.width : this._engine.getRenderWidth(true)) * this._options) | 0;
  65032. var requiredHeight = ((sourceTexture ? sourceTexture.height : this._engine.getRenderHeight(true)) * this._options) | 0;
  65033. // 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
  65034. var webVRCamera = camera.parent;
  65035. if (webVRCamera && (webVRCamera.leftCamera == camera || webVRCamera.rightCamera == camera)) {
  65036. requiredWidth /= 2;
  65037. }
  65038. var desiredWidth = (this._options.width || requiredWidth);
  65039. var desiredHeight = this._options.height || requiredHeight;
  65040. if (!this._shareOutputWithPostProcess && !this._forcedOutputTexture) {
  65041. if (this.adaptScaleToCurrentViewport) {
  65042. var currentViewport = engine.currentViewport;
  65043. if (currentViewport) {
  65044. desiredWidth *= currentViewport.width;
  65045. desiredHeight *= currentViewport.height;
  65046. }
  65047. }
  65048. if (this.renderTargetSamplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE || this.alwaysForcePOT) {
  65049. if (!this._options.width) {
  65050. desiredWidth = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredWidth, maxSize, this.scaleMode) : desiredWidth;
  65051. }
  65052. if (!this._options.height) {
  65053. desiredHeight = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredHeight, maxSize, this.scaleMode) : desiredHeight;
  65054. }
  65055. }
  65056. if (this.width !== desiredWidth || this.height !== desiredHeight) {
  65057. if (this._textures.length > 0) {
  65058. for (var i = 0; i < this._textures.length; i++) {
  65059. this._engine._releaseTexture(this._textures.data[i]);
  65060. }
  65061. this._textures.reset();
  65062. }
  65063. this.width = desiredWidth;
  65064. this.height = desiredHeight;
  65065. var textureSize = { width: this.width, height: this.height };
  65066. var textureOptions = {
  65067. generateMipMaps: false,
  65068. generateDepthBuffer: forceDepthStencil || camera._postProcesses.indexOf(this) === 0,
  65069. generateStencilBuffer: (forceDepthStencil || camera._postProcesses.indexOf(this) === 0) && this._engine.isStencilEnable,
  65070. samplingMode: this.renderTargetSamplingMode,
  65071. type: this._textureType
  65072. };
  65073. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  65074. if (this._reusable) {
  65075. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  65076. }
  65077. this._texelSize.copyFromFloats(1.0 / this.width, 1.0 / this.height);
  65078. this.onSizeChangedObservable.notifyObservers(this);
  65079. }
  65080. this._textures.forEach(function (texture) {
  65081. if (texture.samples !== _this.samples) {
  65082. _this._engine.updateRenderTargetTextureSampleCount(texture, _this.samples);
  65083. }
  65084. });
  65085. }
  65086. var target;
  65087. if (this._shareOutputWithPostProcess) {
  65088. target = this._shareOutputWithPostProcess.inputTexture;
  65089. }
  65090. else if (this._forcedOutputTexture) {
  65091. target = this._forcedOutputTexture;
  65092. this.width = this._forcedOutputTexture.width;
  65093. this.height = this._forcedOutputTexture.height;
  65094. }
  65095. else {
  65096. target = this.inputTexture;
  65097. }
  65098. // Bind the input of this post process to be used as the output of the previous post process.
  65099. if (this.enablePixelPerfectMode) {
  65100. this._scaleRatio.copyFromFloats(requiredWidth / desiredWidth, requiredHeight / desiredHeight);
  65101. this._engine.bindFramebuffer(target, 0, requiredWidth, requiredHeight, true);
  65102. }
  65103. else {
  65104. this._scaleRatio.copyFromFloats(1, 1);
  65105. this._engine.bindFramebuffer(target, 0, undefined, undefined, true);
  65106. }
  65107. this.onActivateObservable.notifyObservers(camera);
  65108. // Clear
  65109. if (this.autoClear && this.alphaMode === BABYLON.Engine.ALPHA_DISABLE) {
  65110. this._engine.clear(this.clearColor ? this.clearColor : scene.clearColor, true, true, true);
  65111. }
  65112. if (this._reusable) {
  65113. this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
  65114. }
  65115. return target;
  65116. };
  65117. Object.defineProperty(PostProcess.prototype, "isSupported", {
  65118. /**
  65119. * If the post process is supported.
  65120. */
  65121. get: function () {
  65122. return this._effect.isSupported;
  65123. },
  65124. enumerable: true,
  65125. configurable: true
  65126. });
  65127. Object.defineProperty(PostProcess.prototype, "aspectRatio", {
  65128. /**
  65129. * The aspect ratio of the output texture.
  65130. */
  65131. get: function () {
  65132. if (this._shareOutputWithPostProcess) {
  65133. return this._shareOutputWithPostProcess.aspectRatio;
  65134. }
  65135. if (this._forcedOutputTexture) {
  65136. return this._forcedOutputTexture.width / this._forcedOutputTexture.height;
  65137. }
  65138. return this.width / this.height;
  65139. },
  65140. enumerable: true,
  65141. configurable: true
  65142. });
  65143. /**
  65144. * Get a value indicating if the post-process is ready to be used
  65145. * @returns true if the post-process is ready (shader is compiled)
  65146. */
  65147. PostProcess.prototype.isReady = function () {
  65148. return this._effect && this._effect.isReady();
  65149. };
  65150. /**
  65151. * Binds all textures and uniforms to the shader, this will be run on every pass.
  65152. * @returns the effect corrisponding to this post process. Null if not compiled or not ready.
  65153. */
  65154. PostProcess.prototype.apply = function () {
  65155. // Check
  65156. if (!this._effect || !this._effect.isReady())
  65157. return null;
  65158. // States
  65159. this._engine.enableEffect(this._effect);
  65160. this._engine.setState(false);
  65161. this._engine.setDepthBuffer(false);
  65162. this._engine.setDepthWrite(false);
  65163. // Alpha
  65164. this._engine.setAlphaMode(this.alphaMode);
  65165. if (this.alphaConstants) {
  65166. this.getEngine().setAlphaConstants(this.alphaConstants.r, this.alphaConstants.g, this.alphaConstants.b, this.alphaConstants.a);
  65167. }
  65168. // Bind the output texture of the preivous post process as the input to this post process.
  65169. var source;
  65170. if (this._shareOutputWithPostProcess) {
  65171. source = this._shareOutputWithPostProcess.inputTexture;
  65172. }
  65173. else if (this._forcedOutputTexture) {
  65174. source = this._forcedOutputTexture;
  65175. }
  65176. else {
  65177. source = this.inputTexture;
  65178. }
  65179. this._effect._bindTexture("textureSampler", source);
  65180. // Parameters
  65181. this._effect.setVector2("scale", this._scaleRatio);
  65182. this.onApplyObservable.notifyObservers(this._effect);
  65183. return this._effect;
  65184. };
  65185. PostProcess.prototype._disposeTextures = function () {
  65186. if (this._shareOutputWithPostProcess || this._forcedOutputTexture) {
  65187. return;
  65188. }
  65189. if (this._textures.length > 0) {
  65190. for (var i = 0; i < this._textures.length; i++) {
  65191. this._engine._releaseTexture(this._textures.data[i]);
  65192. }
  65193. }
  65194. this._textures.dispose();
  65195. };
  65196. /**
  65197. * Disposes the post process.
  65198. * @param camera The camera to dispose the post process on.
  65199. */
  65200. PostProcess.prototype.dispose = function (camera) {
  65201. camera = camera || this._camera;
  65202. this._disposeTextures();
  65203. if (this._scene) {
  65204. var index_1 = this._scene.postProcesses.indexOf(this);
  65205. if (index_1 !== -1) {
  65206. this._scene.postProcesses.splice(index_1, 1);
  65207. }
  65208. }
  65209. else {
  65210. var index_2 = this._engine.postProcesses.indexOf(this);
  65211. if (index_2 !== -1) {
  65212. this._engine.postProcesses.splice(index_2, 1);
  65213. }
  65214. }
  65215. if (!camera) {
  65216. return;
  65217. }
  65218. camera.detachPostProcess(this);
  65219. var index = camera._postProcesses.indexOf(this);
  65220. if (index === 0 && camera._postProcesses.length > 0) {
  65221. var firstPostProcess = this._camera._getFirstPostProcess();
  65222. if (firstPostProcess) {
  65223. firstPostProcess.markTextureDirty();
  65224. }
  65225. }
  65226. this.onActivateObservable.clear();
  65227. this.onAfterRenderObservable.clear();
  65228. this.onApplyObservable.clear();
  65229. this.onBeforeRenderObservable.clear();
  65230. this.onSizeChangedObservable.clear();
  65231. };
  65232. return PostProcess;
  65233. }());
  65234. BABYLON.PostProcess = PostProcess;
  65235. })(BABYLON || (BABYLON = {}));
  65236. //# sourceMappingURL=babylon.postProcess.js.map
  65237. var BABYLON;
  65238. (function (BABYLON) {
  65239. var PassPostProcess = /** @class */ (function (_super) {
  65240. __extends(PassPostProcess, _super);
  65241. function PassPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  65242. if (camera === void 0) { camera = null; }
  65243. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  65244. if (blockCompilation === void 0) { blockCompilation = false; }
  65245. return _super.call(this, name, "pass", null, null, options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation) || this;
  65246. }
  65247. return PassPostProcess;
  65248. }(BABYLON.PostProcess));
  65249. BABYLON.PassPostProcess = PassPostProcess;
  65250. })(BABYLON || (BABYLON = {}));
  65251. //# sourceMappingURL=babylon.passPostProcess.js.map
  65252. var __assign = (this && this.__assign) || Object.assign || function(t) {
  65253. for (var s, i = 1, n = arguments.length; i < n; i++) {
  65254. s = arguments[i];
  65255. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  65256. t[p] = s[p];
  65257. }
  65258. return t;
  65259. };
  65260. var BABYLON;
  65261. (function (BABYLON) {
  65262. /**
  65263. * Default implementation IShadowGenerator.
  65264. * This is the main object responsible of generating shadows in the framework.
  65265. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  65266. */
  65267. var ShadowGenerator = /** @class */ (function () {
  65268. /**
  65269. * Creates a ShadowGenerator object.
  65270. * A ShadowGenerator is the required tool to use the shadows.
  65271. * Each light casting shadows needs to use its own ShadowGenerator.
  65272. * Documentation : http://doc.babylonjs.com/tutorials/shadows
  65273. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  65274. * @param light The light object generating the shadows.
  65275. * @param useFullFloatFirst 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.
  65276. */
  65277. function ShadowGenerator(mapSize, light, useFullFloatFirst) {
  65278. this._bias = 0.00005;
  65279. this._normalBias = 0;
  65280. this._blurBoxOffset = 1;
  65281. this._blurScale = 2;
  65282. this._blurKernel = 1;
  65283. this._useKernelBlur = false;
  65284. this._filter = ShadowGenerator.FILTER_NONE;
  65285. this._filteringQuality = ShadowGenerator.QUALITY_HIGH;
  65286. this._contactHardeningLightSizeUVRatio = 0.1;
  65287. this._darkness = 0;
  65288. this._transparencyShadow = false;
  65289. /**
  65290. * Controls the extent to which the shadows fade out at the edge of the frustum
  65291. * Used only by directionals and spots
  65292. */
  65293. this.frustumEdgeFalloff = 0;
  65294. /**
  65295. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  65296. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  65297. * It might on the other hand introduce peter panning.
  65298. */
  65299. this.forceBackFacesOnly = false;
  65300. this._lightDirection = BABYLON.Vector3.Zero();
  65301. this._viewMatrix = BABYLON.Matrix.Zero();
  65302. this._projectionMatrix = BABYLON.Matrix.Zero();
  65303. this._transformMatrix = BABYLON.Matrix.Zero();
  65304. this._cachedPosition = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  65305. this._cachedDirection = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  65306. this._currentFaceIndex = 0;
  65307. this._currentFaceIndexCache = 0;
  65308. this._defaultTextureMatrix = BABYLON.Matrix.Identity();
  65309. this._mapSize = mapSize;
  65310. this._light = light;
  65311. this._scene = light.getScene();
  65312. light._shadowGenerator = this;
  65313. // Texture type fallback from float to int if not supported.
  65314. var caps = this._scene.getEngine().getCaps();
  65315. if (!useFullFloatFirst) {
  65316. if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  65317. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  65318. }
  65319. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  65320. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  65321. }
  65322. else {
  65323. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  65324. }
  65325. }
  65326. else {
  65327. if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  65328. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  65329. }
  65330. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  65331. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  65332. }
  65333. else {
  65334. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  65335. }
  65336. }
  65337. this._initializeGenerator();
  65338. this._applyFilterValues();
  65339. }
  65340. Object.defineProperty(ShadowGenerator.prototype, "bias", {
  65341. /**
  65342. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  65343. */
  65344. get: function () {
  65345. return this._bias;
  65346. },
  65347. /**
  65348. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  65349. */
  65350. set: function (bias) {
  65351. this._bias = bias;
  65352. },
  65353. enumerable: true,
  65354. configurable: true
  65355. });
  65356. Object.defineProperty(ShadowGenerator.prototype, "normalBias", {
  65357. /**
  65358. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  65359. */
  65360. get: function () {
  65361. return this._normalBias;
  65362. },
  65363. /**
  65364. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  65365. */
  65366. set: function (normalBias) {
  65367. this._normalBias = normalBias;
  65368. },
  65369. enumerable: true,
  65370. configurable: true
  65371. });
  65372. Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", {
  65373. /**
  65374. * Gets the blur box offset: offset applied during the blur pass.
  65375. * Only usefull if useKernelBlur = false
  65376. */
  65377. get: function () {
  65378. return this._blurBoxOffset;
  65379. },
  65380. /**
  65381. * Sets the blur box offset: offset applied during the blur pass.
  65382. * Only usefull if useKernelBlur = false
  65383. */
  65384. set: function (value) {
  65385. if (this._blurBoxOffset === value) {
  65386. return;
  65387. }
  65388. this._blurBoxOffset = value;
  65389. this._disposeBlurPostProcesses();
  65390. },
  65391. enumerable: true,
  65392. configurable: true
  65393. });
  65394. Object.defineProperty(ShadowGenerator.prototype, "blurScale", {
  65395. /**
  65396. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  65397. * 2 means half of the size.
  65398. */
  65399. get: function () {
  65400. return this._blurScale;
  65401. },
  65402. /**
  65403. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  65404. * 2 means half of the size.
  65405. */
  65406. set: function (value) {
  65407. if (this._blurScale === value) {
  65408. return;
  65409. }
  65410. this._blurScale = value;
  65411. this._disposeBlurPostProcesses();
  65412. },
  65413. enumerable: true,
  65414. configurable: true
  65415. });
  65416. Object.defineProperty(ShadowGenerator.prototype, "blurKernel", {
  65417. /**
  65418. * Gets the blur kernel: kernel size of the blur pass.
  65419. * Only usefull if useKernelBlur = true
  65420. */
  65421. get: function () {
  65422. return this._blurKernel;
  65423. },
  65424. /**
  65425. * Sets the blur kernel: kernel size of the blur pass.
  65426. * Only usefull if useKernelBlur = true
  65427. */
  65428. set: function (value) {
  65429. if (this._blurKernel === value) {
  65430. return;
  65431. }
  65432. this._blurKernel = value;
  65433. this._disposeBlurPostProcesses();
  65434. },
  65435. enumerable: true,
  65436. configurable: true
  65437. });
  65438. Object.defineProperty(ShadowGenerator.prototype, "useKernelBlur", {
  65439. /**
  65440. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  65441. * Only usefull in filtered mode (useBlurExponentialShadowMap...)
  65442. */
  65443. get: function () {
  65444. return this._useKernelBlur;
  65445. },
  65446. /**
  65447. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  65448. * Only usefull in filtered mode (useBlurExponentialShadowMap...)
  65449. */
  65450. set: function (value) {
  65451. if (this._useKernelBlur === value) {
  65452. return;
  65453. }
  65454. this._useKernelBlur = value;
  65455. this._disposeBlurPostProcesses();
  65456. },
  65457. enumerable: true,
  65458. configurable: true
  65459. });
  65460. Object.defineProperty(ShadowGenerator.prototype, "depthScale", {
  65461. /**
  65462. * Gets the depth scale used in ESM mode.
  65463. */
  65464. get: function () {
  65465. return this._depthScale !== undefined ? this._depthScale : this._light.getDepthScale();
  65466. },
  65467. /**
  65468. * Sets the depth scale used in ESM mode.
  65469. * This can override the scale stored on the light.
  65470. */
  65471. set: function (value) {
  65472. this._depthScale = value;
  65473. },
  65474. enumerable: true,
  65475. configurable: true
  65476. });
  65477. Object.defineProperty(ShadowGenerator.prototype, "filter", {
  65478. /**
  65479. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  65480. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  65481. */
  65482. get: function () {
  65483. return this._filter;
  65484. },
  65485. /**
  65486. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  65487. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  65488. */
  65489. set: function (value) {
  65490. // Blurring the cubemap is going to be too expensive. Reverting to unblurred version
  65491. if (this._light.needCube()) {
  65492. if (value === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  65493. this.useExponentialShadowMap = true;
  65494. return;
  65495. }
  65496. else if (value === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  65497. this.useCloseExponentialShadowMap = true;
  65498. return;
  65499. }
  65500. // PCF on cubemap would also be expensive
  65501. else if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  65502. this.usePoissonSampling = true;
  65503. return;
  65504. }
  65505. }
  65506. // Weblg1 fallback for PCF.
  65507. if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  65508. if (this._scene.getEngine().webGLVersion === 1) {
  65509. this.usePoissonSampling = true;
  65510. return;
  65511. }
  65512. }
  65513. if (this._filter === value) {
  65514. return;
  65515. }
  65516. this._filter = value;
  65517. this._disposeBlurPostProcesses();
  65518. this._applyFilterValues();
  65519. this._light._markMeshesAsLightDirty();
  65520. },
  65521. enumerable: true,
  65522. configurable: true
  65523. });
  65524. Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
  65525. /**
  65526. * Gets if the current filter is set to Poisson Sampling.
  65527. */
  65528. get: function () {
  65529. return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;
  65530. },
  65531. /**
  65532. * Sets the current filter to Poisson Sampling.
  65533. */
  65534. set: function (value) {
  65535. if (!value && this.filter !== ShadowGenerator.FILTER_POISSONSAMPLING) {
  65536. return;
  65537. }
  65538. this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
  65539. },
  65540. enumerable: true,
  65541. configurable: true
  65542. });
  65543. Object.defineProperty(ShadowGenerator.prototype, "useVarianceShadowMap", {
  65544. /**
  65545. * Gets if the current filter is set to VSM.
  65546. * DEPRECATED. Should use useExponentialShadowMap instead.
  65547. */
  65548. get: function () {
  65549. BABYLON.Tools.Warn("VSM are now replaced by ESM. Please use useExponentialShadowMap instead.");
  65550. return this.useExponentialShadowMap;
  65551. },
  65552. /**
  65553. * Sets the current filter is to VSM.
  65554. * DEPRECATED. Should use useExponentialShadowMap instead.
  65555. */
  65556. set: function (value) {
  65557. BABYLON.Tools.Warn("VSM are now replaced by ESM. Please use useExponentialShadowMap instead.");
  65558. this.useExponentialShadowMap = value;
  65559. },
  65560. enumerable: true,
  65561. configurable: true
  65562. });
  65563. Object.defineProperty(ShadowGenerator.prototype, "useBlurVarianceShadowMap", {
  65564. /**
  65565. * Gets if the current filter is set to blurred VSM.
  65566. * DEPRECATED. Should use useBlurExponentialShadowMap instead.
  65567. */
  65568. get: function () {
  65569. BABYLON.Tools.Warn("VSM are now replaced by ESM. Please use useBlurExponentialShadowMap instead.");
  65570. return this.useBlurExponentialShadowMap;
  65571. },
  65572. /**
  65573. * Sets the current filter is to blurred VSM.
  65574. * DEPRECATED. Should use useBlurExponentialShadowMap instead.
  65575. */
  65576. set: function (value) {
  65577. BABYLON.Tools.Warn("VSM are now replaced by ESM. Please use useBlurExponentialShadowMap instead.");
  65578. this.useBlurExponentialShadowMap = value;
  65579. },
  65580. enumerable: true,
  65581. configurable: true
  65582. });
  65583. Object.defineProperty(ShadowGenerator.prototype, "useExponentialShadowMap", {
  65584. /**
  65585. * Gets if the current filter is set to ESM.
  65586. */
  65587. get: function () {
  65588. return this.filter === ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP;
  65589. },
  65590. /**
  65591. * Sets the current filter is to ESM.
  65592. */
  65593. set: function (value) {
  65594. if (!value && this.filter !== ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP) {
  65595. return;
  65596. }
  65597. this.filter = (value ? ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  65598. },
  65599. enumerable: true,
  65600. configurable: true
  65601. });
  65602. Object.defineProperty(ShadowGenerator.prototype, "useBlurExponentialShadowMap", {
  65603. /**
  65604. * Gets if the current filter is set to filtered ESM.
  65605. */
  65606. get: function () {
  65607. return this.filter === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP;
  65608. },
  65609. /**
  65610. * Gets if the current filter is set to filtered ESM.
  65611. */
  65612. set: function (value) {
  65613. if (!value && this.filter !== ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  65614. return;
  65615. }
  65616. this.filter = (value ? ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  65617. },
  65618. enumerable: true,
  65619. configurable: true
  65620. });
  65621. Object.defineProperty(ShadowGenerator.prototype, "useCloseExponentialShadowMap", {
  65622. /**
  65623. * Gets if the current filter is set to "close ESM" (using the inverse of the
  65624. * exponential to prevent steep falloff artifacts).
  65625. */
  65626. get: function () {
  65627. return this.filter === ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP;
  65628. },
  65629. /**
  65630. * Sets the current filter to "close ESM" (using the inverse of the
  65631. * exponential to prevent steep falloff artifacts).
  65632. */
  65633. set: function (value) {
  65634. if (!value && this.filter !== ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP) {
  65635. return;
  65636. }
  65637. this.filter = (value ? ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  65638. },
  65639. enumerable: true,
  65640. configurable: true
  65641. });
  65642. Object.defineProperty(ShadowGenerator.prototype, "useBlurCloseExponentialShadowMap", {
  65643. /**
  65644. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  65645. * exponential to prevent steep falloff artifacts).
  65646. */
  65647. get: function () {
  65648. return this.filter === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP;
  65649. },
  65650. /**
  65651. * Sets the current filter to filtered "close ESM" (using the inverse of the
  65652. * exponential to prevent steep falloff artifacts).
  65653. */
  65654. set: function (value) {
  65655. if (!value && this.filter !== ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  65656. return;
  65657. }
  65658. this.filter = (value ? ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  65659. },
  65660. enumerable: true,
  65661. configurable: true
  65662. });
  65663. Object.defineProperty(ShadowGenerator.prototype, "usePercentageCloserFiltering", {
  65664. /**
  65665. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  65666. */
  65667. get: function () {
  65668. return this.filter === ShadowGenerator.FILTER_PCF;
  65669. },
  65670. /**
  65671. * Sets the current filter to "PCF" (percentage closer filtering).
  65672. */
  65673. set: function (value) {
  65674. if (!value && this.filter !== ShadowGenerator.FILTER_PCF) {
  65675. return;
  65676. }
  65677. this.filter = (value ? ShadowGenerator.FILTER_PCF : ShadowGenerator.FILTER_NONE);
  65678. },
  65679. enumerable: true,
  65680. configurable: true
  65681. });
  65682. Object.defineProperty(ShadowGenerator.prototype, "filteringQuality", {
  65683. /**
  65684. * Gets the PCF or PCSS Quality.
  65685. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  65686. */
  65687. get: function () {
  65688. return this._filteringQuality;
  65689. },
  65690. /**
  65691. * Sets the PCF or PCSS Quality.
  65692. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  65693. */
  65694. set: function (filteringQuality) {
  65695. this._filteringQuality = filteringQuality;
  65696. },
  65697. enumerable: true,
  65698. configurable: true
  65699. });
  65700. Object.defineProperty(ShadowGenerator.prototype, "useContactHardeningShadow", {
  65701. /**
  65702. * Gets if the current filter is set to "PCSS" (contact hardening).
  65703. */
  65704. get: function () {
  65705. return this.filter === ShadowGenerator.FILTER_PCSS;
  65706. },
  65707. /**
  65708. * Sets the current filter to "PCSS" (contact hardening).
  65709. */
  65710. set: function (value) {
  65711. if (!value && this.filter !== ShadowGenerator.FILTER_PCSS) {
  65712. return;
  65713. }
  65714. this.filter = (value ? ShadowGenerator.FILTER_PCSS : ShadowGenerator.FILTER_NONE);
  65715. },
  65716. enumerable: true,
  65717. configurable: true
  65718. });
  65719. Object.defineProperty(ShadowGenerator.prototype, "contactHardeningLightSizeUVRatio", {
  65720. /**
  65721. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  65722. * Using a ratio helps keeping shape stability independently of the map size.
  65723. *
  65724. * It does not account for the light projection as it was having too much
  65725. * instability during the light setup or during light position changes.
  65726. *
  65727. * Only valid if useContactHardeningShadow is true.
  65728. */
  65729. get: function () {
  65730. return this._contactHardeningLightSizeUVRatio;
  65731. },
  65732. /**
  65733. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  65734. * Using a ratio helps keeping shape stability independently of the map size.
  65735. *
  65736. * It does not account for the light projection as it was having too much
  65737. * instability during the light setup or during light position changes.
  65738. *
  65739. * Only valid if useContactHardeningShadow is true.
  65740. */
  65741. set: function (contactHardeningLightSizeUVRatio) {
  65742. this._contactHardeningLightSizeUVRatio = contactHardeningLightSizeUVRatio;
  65743. },
  65744. enumerable: true,
  65745. configurable: true
  65746. });
  65747. /**
  65748. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  65749. * 0 means strongest and 1 would means no shadow.
  65750. * @returns the darkness.
  65751. */
  65752. ShadowGenerator.prototype.getDarkness = function () {
  65753. return this._darkness;
  65754. };
  65755. /**
  65756. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  65757. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  65758. * @returns the shadow generator allowing fluent coding.
  65759. */
  65760. ShadowGenerator.prototype.setDarkness = function (darkness) {
  65761. if (darkness >= 1.0)
  65762. this._darkness = 1.0;
  65763. else if (darkness <= 0.0)
  65764. this._darkness = 0.0;
  65765. else
  65766. this._darkness = darkness;
  65767. return this;
  65768. };
  65769. /**
  65770. * Sets the ability to have transparent shadow (boolean).
  65771. * @param transparent True if transparent else False
  65772. * @returns the shadow generator allowing fluent coding
  65773. */
  65774. ShadowGenerator.prototype.setTransparencyShadow = function (transparent) {
  65775. this._transparencyShadow = transparent;
  65776. return this;
  65777. };
  65778. /**
  65779. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  65780. * @returns The render target texture if present otherwise, null
  65781. */
  65782. ShadowGenerator.prototype.getShadowMap = function () {
  65783. return this._shadowMap;
  65784. };
  65785. /**
  65786. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  65787. * @returns The render target texture if the shadow map is present otherwise, null
  65788. */
  65789. ShadowGenerator.prototype.getShadowMapForRendering = function () {
  65790. if (this._shadowMap2) {
  65791. return this._shadowMap2;
  65792. }
  65793. return this._shadowMap;
  65794. };
  65795. /**
  65796. * Helper function to add a mesh and its descendants to the list of shadow casters.
  65797. * @param mesh Mesh to add
  65798. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  65799. * @returns the Shadow Generator itself
  65800. */
  65801. ShadowGenerator.prototype.addShadowCaster = function (mesh, includeDescendants) {
  65802. if (includeDescendants === void 0) { includeDescendants = true; }
  65803. if (!this._shadowMap) {
  65804. return this;
  65805. }
  65806. if (!this._shadowMap.renderList) {
  65807. this._shadowMap.renderList = [];
  65808. }
  65809. this._shadowMap.renderList.push(mesh);
  65810. if (includeDescendants) {
  65811. (_a = this._shadowMap.renderList).push.apply(_a, mesh.getChildMeshes());
  65812. }
  65813. return this;
  65814. var _a;
  65815. };
  65816. /**
  65817. * Helper function to remove a mesh and its descendants from the list of shadow casters
  65818. * @param mesh Mesh to remove
  65819. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  65820. * @returns the Shadow Generator itself
  65821. */
  65822. ShadowGenerator.prototype.removeShadowCaster = function (mesh, includeDescendants) {
  65823. if (includeDescendants === void 0) { includeDescendants = true; }
  65824. if (!this._shadowMap || !this._shadowMap.renderList) {
  65825. return this;
  65826. }
  65827. var index = this._shadowMap.renderList.indexOf(mesh);
  65828. if (index !== -1) {
  65829. this._shadowMap.renderList.splice(index, 1);
  65830. }
  65831. if (includeDescendants) {
  65832. for (var _i = 0, _a = mesh.getChildren(); _i < _a.length; _i++) {
  65833. var child = _a[_i];
  65834. this.removeShadowCaster(child);
  65835. }
  65836. }
  65837. return this;
  65838. };
  65839. /**
  65840. * Returns the associated light object.
  65841. * @returns the light generating the shadow
  65842. */
  65843. ShadowGenerator.prototype.getLight = function () {
  65844. return this._light;
  65845. };
  65846. ShadowGenerator.prototype._initializeGenerator = function () {
  65847. this._light._markMeshesAsLightDirty();
  65848. this._initializeShadowMap();
  65849. };
  65850. ShadowGenerator.prototype._initializeShadowMap = function () {
  65851. var _this = this;
  65852. // Render target
  65853. var engine = this._scene.getEngine();
  65854. if (engine.webGLVersion > 1) {
  65855. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube(), undefined, false, false);
  65856. this._shadowMap.createDepthStencilTexture(BABYLON.Engine.LESS, true);
  65857. }
  65858. else {
  65859. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube());
  65860. }
  65861. this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  65862. this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  65863. this._shadowMap.anisotropicFilteringLevel = 1;
  65864. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  65865. this._shadowMap.renderParticles = false;
  65866. this._shadowMap.ignoreCameraViewport = true;
  65867. // Record Face Index before render.
  65868. this._shadowMap.onBeforeRenderObservable.add(function (faceIndex) {
  65869. _this._currentFaceIndex = faceIndex;
  65870. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  65871. engine.setColorWrite(false);
  65872. }
  65873. });
  65874. // Custom render function.
  65875. this._shadowMap.customRenderFunction = this._renderForShadowMap.bind(this);
  65876. // Blur if required afer render.
  65877. this._shadowMap.onAfterUnbindObservable.add(function () {
  65878. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  65879. engine.setColorWrite(true);
  65880. }
  65881. if (!_this.useBlurExponentialShadowMap && !_this.useBlurCloseExponentialShadowMap) {
  65882. return;
  65883. }
  65884. var shadowMap = _this.getShadowMapForRendering();
  65885. if (shadowMap) {
  65886. _this._scene.postProcessManager.directRender(_this._blurPostProcesses, shadowMap.getInternalTexture(), true);
  65887. }
  65888. });
  65889. // Clear according to the chosen filter.
  65890. var clearZero = new BABYLON.Color4(0, 0, 0, 0);
  65891. var clearOne = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  65892. this._shadowMap.onClearObservable.add(function (engine) {
  65893. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  65894. engine.clear(clearOne, false, true, false);
  65895. }
  65896. else if (_this.useExponentialShadowMap || _this.useBlurExponentialShadowMap) {
  65897. engine.clear(clearZero, true, true, false);
  65898. }
  65899. else {
  65900. engine.clear(clearOne, true, true, false);
  65901. }
  65902. });
  65903. };
  65904. ShadowGenerator.prototype._initializeBlurRTTAndPostProcesses = function () {
  65905. var _this = this;
  65906. var engine = this._scene.getEngine();
  65907. var targetSize = this._mapSize / this.blurScale;
  65908. if (!this.useKernelBlur || this.blurScale !== 1.0) {
  65909. this._shadowMap2 = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap2", targetSize, this._scene, false, true, this._textureType);
  65910. this._shadowMap2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  65911. this._shadowMap2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  65912. this._shadowMap2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  65913. }
  65914. if (this.useKernelBlur) {
  65915. 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);
  65916. this._kernelBlurXPostprocess.width = targetSize;
  65917. this._kernelBlurXPostprocess.height = targetSize;
  65918. this._kernelBlurXPostprocess.onApplyObservable.add(function (effect) {
  65919. effect.setTexture("textureSampler", _this._shadowMap);
  65920. });
  65921. 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);
  65922. this._kernelBlurXPostprocess.autoClear = false;
  65923. this._kernelBlurYPostprocess.autoClear = false;
  65924. if (this._textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  65925. this._kernelBlurXPostprocess.packedFloat = true;
  65926. this._kernelBlurYPostprocess.packedFloat = true;
  65927. }
  65928. this._blurPostProcesses = [this._kernelBlurXPostprocess, this._kernelBlurYPostprocess];
  65929. }
  65930. else {
  65931. 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);
  65932. this._boxBlurPostprocess.onApplyObservable.add(function (effect) {
  65933. effect.setFloat2("screenSize", targetSize, targetSize);
  65934. effect.setTexture("textureSampler", _this._shadowMap);
  65935. });
  65936. this._boxBlurPostprocess.autoClear = false;
  65937. this._blurPostProcesses = [this._boxBlurPostprocess];
  65938. }
  65939. };
  65940. ShadowGenerator.prototype._renderForShadowMap = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  65941. var index;
  65942. var engine = this._scene.getEngine();
  65943. if (depthOnlySubMeshes.length) {
  65944. engine.setColorWrite(false);
  65945. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  65946. this._renderSubMeshForShadowMap(depthOnlySubMeshes.data[index]);
  65947. }
  65948. engine.setColorWrite(true);
  65949. }
  65950. for (index = 0; index < opaqueSubMeshes.length; index++) {
  65951. this._renderSubMeshForShadowMap(opaqueSubMeshes.data[index]);
  65952. }
  65953. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  65954. this._renderSubMeshForShadowMap(alphaTestSubMeshes.data[index]);
  65955. }
  65956. if (this._transparencyShadow) {
  65957. for (index = 0; index < transparentSubMeshes.length; index++) {
  65958. this._renderSubMeshForShadowMap(transparentSubMeshes.data[index]);
  65959. }
  65960. }
  65961. };
  65962. ShadowGenerator.prototype._renderSubMeshForShadowMap = function (subMesh) {
  65963. var _this = this;
  65964. var mesh = subMesh.getRenderingMesh();
  65965. var scene = this._scene;
  65966. var engine = scene.getEngine();
  65967. var material = subMesh.getMaterial();
  65968. if (!material) {
  65969. return;
  65970. }
  65971. // Culling
  65972. engine.setState(material.backFaceCulling);
  65973. // Managing instances
  65974. var batch = mesh._getInstancesRenderList(subMesh._id);
  65975. if (batch.mustReturn) {
  65976. return;
  65977. }
  65978. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  65979. if (this.isReady(subMesh, hardwareInstancedRendering)) {
  65980. engine.enableEffect(this._effect);
  65981. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  65982. this._effect.setFloat3("biasAndScale", this.bias, this.normalBias, this.depthScale);
  65983. this._effect.setMatrix("viewProjection", this.getTransformMatrix());
  65984. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  65985. this._effect.setVector3("lightData", this._cachedDirection);
  65986. }
  65987. else {
  65988. this._effect.setVector3("lightData", this._cachedPosition);
  65989. }
  65990. if (scene.activeCamera) {
  65991. this._effect.setFloat2("depthValues", this.getLight().getDepthMinZ(scene.activeCamera), this.getLight().getDepthMinZ(scene.activeCamera) + this.getLight().getDepthMaxZ(scene.activeCamera));
  65992. }
  65993. // Alpha test
  65994. if (material && material.needAlphaTesting()) {
  65995. var alphaTexture = material.getAlphaTestTexture();
  65996. if (alphaTexture) {
  65997. this._effect.setTexture("diffuseSampler", alphaTexture);
  65998. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix() || this._defaultTextureMatrix);
  65999. }
  66000. }
  66001. // Bones
  66002. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  66003. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices((mesh)));
  66004. }
  66005. // Morph targets
  66006. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effect);
  66007. if (this.forceBackFacesOnly) {
  66008. engine.setState(true, 0, false, true);
  66009. }
  66010. // Draw
  66011. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  66012. if (this.forceBackFacesOnly) {
  66013. engine.setState(true, 0, false, false);
  66014. }
  66015. }
  66016. else {
  66017. // Need to reset refresh rate of the shadowMap
  66018. if (this._shadowMap) {
  66019. this._shadowMap.resetRefreshCounter();
  66020. }
  66021. }
  66022. };
  66023. ShadowGenerator.prototype._applyFilterValues = function () {
  66024. if (!this._shadowMap) {
  66025. return;
  66026. }
  66027. if (this.filter === ShadowGenerator.FILTER_NONE || this.filter === ShadowGenerator.FILTER_PCSS) {
  66028. this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
  66029. }
  66030. else {
  66031. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  66032. }
  66033. };
  66034. /**
  66035. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  66036. * @param onCompiled Callback triggered at the and of the effects compilation
  66037. * @param options Sets of optional options forcing the compilation with different modes
  66038. */
  66039. ShadowGenerator.prototype.forceCompilation = function (onCompiled, options) {
  66040. var _this = this;
  66041. var localOptions = __assign({ useInstances: false }, options);
  66042. var shadowMap = this.getShadowMap();
  66043. if (!shadowMap) {
  66044. if (onCompiled) {
  66045. onCompiled(this);
  66046. }
  66047. return;
  66048. }
  66049. var renderList = shadowMap.renderList;
  66050. if (!renderList) {
  66051. if (onCompiled) {
  66052. onCompiled(this);
  66053. }
  66054. return;
  66055. }
  66056. var subMeshes = new Array();
  66057. for (var _i = 0, renderList_1 = renderList; _i < renderList_1.length; _i++) {
  66058. var mesh = renderList_1[_i];
  66059. subMeshes.push.apply(subMeshes, mesh.subMeshes);
  66060. }
  66061. if (subMeshes.length === 0) {
  66062. if (onCompiled) {
  66063. onCompiled(this);
  66064. }
  66065. return;
  66066. }
  66067. var currentIndex = 0;
  66068. var checkReady = function () {
  66069. if (!_this._scene || !_this._scene.getEngine()) {
  66070. return;
  66071. }
  66072. while (_this.isReady(subMeshes[currentIndex], localOptions.useInstances)) {
  66073. currentIndex++;
  66074. if (currentIndex >= subMeshes.length) {
  66075. if (onCompiled) {
  66076. onCompiled(_this);
  66077. }
  66078. return;
  66079. }
  66080. }
  66081. setTimeout(checkReady, 16);
  66082. };
  66083. checkReady();
  66084. };
  66085. /**
  66086. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  66087. * @param options Sets of optional options forcing the compilation with different modes
  66088. * @returns A promise that resolves when the compilation completes
  66089. */
  66090. ShadowGenerator.prototype.forceCompilationAsync = function (options) {
  66091. var _this = this;
  66092. return new Promise(function (resolve) {
  66093. _this.forceCompilation(function () {
  66094. resolve();
  66095. }, options);
  66096. });
  66097. };
  66098. /**
  66099. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  66100. * @param subMesh The submesh we want to render in the shadow map
  66101. * @param useInstances Defines wether will draw in the map using instances
  66102. * @returns true if ready otherwise, false
  66103. */
  66104. ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
  66105. var defines = [];
  66106. if (this._textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  66107. defines.push("#define FLOAT");
  66108. }
  66109. if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  66110. defines.push("#define ESM");
  66111. }
  66112. else if (this.usePercentageCloserFiltering || this.useContactHardeningShadow) {
  66113. defines.push("#define DEPTHTEXTURE");
  66114. }
  66115. var attribs = [BABYLON.VertexBuffer.PositionKind];
  66116. var mesh = subMesh.getMesh();
  66117. var material = subMesh.getMaterial();
  66118. // Normal bias.
  66119. if (this.normalBias && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  66120. attribs.push(BABYLON.VertexBuffer.NormalKind);
  66121. defines.push("#define NORMAL");
  66122. if (mesh.nonUniformScaling) {
  66123. defines.push("#define NONUNIFORMSCALING");
  66124. }
  66125. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  66126. defines.push("#define DIRECTIONINLIGHTDATA");
  66127. }
  66128. }
  66129. // Alpha test
  66130. if (material && material.needAlphaTesting()) {
  66131. var alphaTexture = material.getAlphaTestTexture();
  66132. if (alphaTexture) {
  66133. defines.push("#define ALPHATEST");
  66134. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  66135. attribs.push(BABYLON.VertexBuffer.UVKind);
  66136. defines.push("#define UV1");
  66137. }
  66138. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  66139. if (alphaTexture.coordinatesIndex === 1) {
  66140. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  66141. defines.push("#define UV2");
  66142. }
  66143. }
  66144. }
  66145. }
  66146. // Bones
  66147. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  66148. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  66149. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  66150. if (mesh.numBoneInfluencers > 4) {
  66151. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  66152. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  66153. }
  66154. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  66155. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  66156. }
  66157. else {
  66158. defines.push("#define NUM_BONE_INFLUENCERS 0");
  66159. }
  66160. // Morph targets
  66161. var manager = mesh.morphTargetManager;
  66162. var morphInfluencers = 0;
  66163. if (manager) {
  66164. if (manager.numInfluencers > 0) {
  66165. defines.push("#define MORPHTARGETS");
  66166. morphInfluencers = manager.numInfluencers;
  66167. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  66168. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  66169. }
  66170. }
  66171. // Instances
  66172. if (useInstances) {
  66173. defines.push("#define INSTANCES");
  66174. attribs.push("world0");
  66175. attribs.push("world1");
  66176. attribs.push("world2");
  66177. attribs.push("world3");
  66178. }
  66179. // Get correct effect
  66180. var join = defines.join("\n");
  66181. if (this._cachedDefines !== join) {
  66182. this._cachedDefines = join;
  66183. this._effect = this._scene.getEngine().createEffect("shadowMap", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "lightData", "depthValues", "biasAndScale", "morphTargetInfluences"], ["diffuseSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  66184. }
  66185. if (!this._effect.isReady()) {
  66186. return false;
  66187. }
  66188. if (this.useBlurExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  66189. if (!this._blurPostProcesses || !this._blurPostProcesses.length) {
  66190. this._initializeBlurRTTAndPostProcesses();
  66191. }
  66192. }
  66193. if (this._kernelBlurXPostprocess && !this._kernelBlurXPostprocess.isReady()) {
  66194. return false;
  66195. }
  66196. if (this._kernelBlurYPostprocess && !this._kernelBlurYPostprocess.isReady()) {
  66197. return false;
  66198. }
  66199. if (this._boxBlurPostprocess && !this._boxBlurPostprocess.isReady()) {
  66200. return false;
  66201. }
  66202. return true;
  66203. };
  66204. /**
  66205. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  66206. * @param defines Defines of the material we want to update
  66207. * @param lightIndex Index of the light in the enabled light list of the material
  66208. */
  66209. ShadowGenerator.prototype.prepareDefines = function (defines, lightIndex) {
  66210. var scene = this._scene;
  66211. var light = this._light;
  66212. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  66213. return;
  66214. }
  66215. defines["SHADOW" + lightIndex] = true;
  66216. if (this.useContactHardeningShadow) {
  66217. defines["SHADOWPCSS" + lightIndex] = true;
  66218. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  66219. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  66220. }
  66221. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  66222. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  66223. }
  66224. // else default to high.
  66225. }
  66226. if (this.usePercentageCloserFiltering) {
  66227. defines["SHADOWPCF" + lightIndex] = true;
  66228. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  66229. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  66230. }
  66231. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  66232. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  66233. }
  66234. // else default to high.
  66235. }
  66236. else if (this.usePoissonSampling) {
  66237. defines["SHADOWPOISSON" + lightIndex] = true;
  66238. }
  66239. else if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  66240. defines["SHADOWESM" + lightIndex] = true;
  66241. }
  66242. else if (this.useCloseExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  66243. defines["SHADOWCLOSEESM" + lightIndex] = true;
  66244. }
  66245. if (light.needCube()) {
  66246. defines["SHADOWCUBE" + lightIndex] = true;
  66247. }
  66248. };
  66249. /**
  66250. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  66251. * defined in the generator but impacting the effect).
  66252. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  66253. * @param effect The effect we are binfing the information for
  66254. */
  66255. ShadowGenerator.prototype.bindShadowLight = function (lightIndex, effect) {
  66256. var light = this._light;
  66257. var scene = this._scene;
  66258. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  66259. return;
  66260. }
  66261. var camera = scene.activeCamera;
  66262. if (!camera) {
  66263. return;
  66264. }
  66265. var shadowMap = this.getShadowMap();
  66266. if (!shadowMap) {
  66267. return;
  66268. }
  66269. if (!light.needCube()) {
  66270. effect.setMatrix("lightMatrix" + lightIndex, this.getTransformMatrix());
  66271. }
  66272. // Only PCF uses depth stencil texture.
  66273. if (this._filter === ShadowGenerator.FILTER_PCF) {
  66274. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  66275. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), shadowMap.getSize().width, 1 / shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  66276. }
  66277. else if (this._filter === ShadowGenerator.FILTER_PCSS) {
  66278. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  66279. effect.setTexture("depthSampler" + lightIndex, this.getShadowMapForRendering());
  66280. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), 1 / shadowMap.getSize().width, this._contactHardeningLightSizeUVRatio * shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  66281. }
  66282. else {
  66283. effect.setTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  66284. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), this.blurScale / shadowMap.getSize().width, this.depthScale, this.frustumEdgeFalloff, lightIndex);
  66285. }
  66286. light._uniformBuffer.updateFloat2("depthValues", this.getLight().getDepthMinZ(camera), this.getLight().getDepthMinZ(camera) + this.getLight().getDepthMaxZ(camera), lightIndex);
  66287. };
  66288. /**
  66289. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  66290. * (eq to shadow prjection matrix * light transform matrix)
  66291. * @returns The transform matrix used to create the shadow map
  66292. */
  66293. ShadowGenerator.prototype.getTransformMatrix = function () {
  66294. var scene = this._scene;
  66295. if (this._currentRenderID === scene.getRenderId() && this._currentFaceIndexCache === this._currentFaceIndex) {
  66296. return this._transformMatrix;
  66297. }
  66298. this._currentRenderID = scene.getRenderId();
  66299. this._currentFaceIndexCache = this._currentFaceIndex;
  66300. var lightPosition = this._light.position;
  66301. if (this._light.computeTransformedInformation()) {
  66302. lightPosition = this._light.transformedPosition;
  66303. }
  66304. BABYLON.Vector3.NormalizeToRef(this._light.getShadowDirection(this._currentFaceIndex), this._lightDirection);
  66305. if (Math.abs(BABYLON.Vector3.Dot(this._lightDirection, BABYLON.Vector3.Up())) === 1.0) {
  66306. this._lightDirection.z = 0.0000000000001; // Required to avoid perfectly perpendicular light
  66307. }
  66308. if (this._light.needProjectionMatrixCompute() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !this._lightDirection.equals(this._cachedDirection)) {
  66309. this._cachedPosition.copyFrom(lightPosition);
  66310. this._cachedDirection.copyFrom(this._lightDirection);
  66311. BABYLON.Matrix.LookAtLHToRef(lightPosition, lightPosition.add(this._lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
  66312. var shadowMap = this.getShadowMap();
  66313. if (shadowMap) {
  66314. var renderList = shadowMap.renderList;
  66315. if (renderList) {
  66316. this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, renderList);
  66317. }
  66318. }
  66319. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  66320. }
  66321. return this._transformMatrix;
  66322. };
  66323. /**
  66324. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  66325. * Cube and 2D textures for instance.
  66326. */
  66327. ShadowGenerator.prototype.recreateShadowMap = function () {
  66328. var shadowMap = this._shadowMap;
  66329. if (!shadowMap) {
  66330. return;
  66331. }
  66332. // Track render list.
  66333. var renderList = shadowMap.renderList;
  66334. // Clean up existing data.
  66335. this._disposeRTTandPostProcesses();
  66336. // Reinitializes.
  66337. this._initializeGenerator();
  66338. // Reaffect the filter to ensure a correct fallback if necessary.
  66339. this.filter = this.filter;
  66340. // Reaffect the filter.
  66341. this._applyFilterValues();
  66342. // Reaffect Render List.
  66343. this._shadowMap.renderList = renderList;
  66344. };
  66345. ShadowGenerator.prototype._disposeBlurPostProcesses = function () {
  66346. if (this._shadowMap2) {
  66347. this._shadowMap2.dispose();
  66348. this._shadowMap2 = null;
  66349. }
  66350. if (this._boxBlurPostprocess) {
  66351. this._boxBlurPostprocess.dispose();
  66352. this._boxBlurPostprocess = null;
  66353. }
  66354. if (this._kernelBlurXPostprocess) {
  66355. this._kernelBlurXPostprocess.dispose();
  66356. this._kernelBlurXPostprocess = null;
  66357. }
  66358. if (this._kernelBlurYPostprocess) {
  66359. this._kernelBlurYPostprocess.dispose();
  66360. this._kernelBlurYPostprocess = null;
  66361. }
  66362. this._blurPostProcesses = [];
  66363. };
  66364. ShadowGenerator.prototype._disposeRTTandPostProcesses = function () {
  66365. if (this._shadowMap) {
  66366. this._shadowMap.dispose();
  66367. this._shadowMap = null;
  66368. }
  66369. this._disposeBlurPostProcesses();
  66370. };
  66371. /**
  66372. * Disposes the ShadowGenerator.
  66373. * Returns nothing.
  66374. */
  66375. ShadowGenerator.prototype.dispose = function () {
  66376. this._disposeRTTandPostProcesses();
  66377. if (this._light) {
  66378. this._light._shadowGenerator = null;
  66379. this._light._markMeshesAsLightDirty();
  66380. }
  66381. };
  66382. /**
  66383. * Serializes the shadow generator setup to a json object.
  66384. * @returns The serialized JSON object
  66385. */
  66386. ShadowGenerator.prototype.serialize = function () {
  66387. var serializationObject = {};
  66388. var shadowMap = this.getShadowMap();
  66389. if (!shadowMap) {
  66390. return serializationObject;
  66391. }
  66392. serializationObject.lightId = this._light.id;
  66393. serializationObject.mapSize = shadowMap.getRenderSize();
  66394. serializationObject.useExponentialShadowMap = this.useExponentialShadowMap;
  66395. serializationObject.useBlurExponentialShadowMap = this.useBlurExponentialShadowMap;
  66396. serializationObject.useCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  66397. serializationObject.useBlurCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  66398. serializationObject.usePoissonSampling = this.usePoissonSampling;
  66399. serializationObject.forceBackFacesOnly = this.forceBackFacesOnly;
  66400. serializationObject.depthScale = this.depthScale;
  66401. serializationObject.darkness = this.getDarkness();
  66402. serializationObject.blurBoxOffset = this.blurBoxOffset;
  66403. serializationObject.blurKernel = this.blurKernel;
  66404. serializationObject.blurScale = this.blurScale;
  66405. serializationObject.useKernelBlur = this.useKernelBlur;
  66406. serializationObject.transparencyShadow = this._transparencyShadow;
  66407. serializationObject.bias = this.bias;
  66408. serializationObject.normalBias = this.normalBias;
  66409. serializationObject.usePercentageCloserFiltering = this.usePercentageCloserFiltering;
  66410. serializationObject.useContactHardeningShadow = this.useContactHardeningShadow;
  66411. serializationObject.filteringQuality = this.filteringQuality;
  66412. serializationObject.contactHardeningLightSizeUVRatio = this.contactHardeningLightSizeUVRatio;
  66413. serializationObject.renderList = [];
  66414. if (shadowMap.renderList) {
  66415. for (var meshIndex = 0; meshIndex < shadowMap.renderList.length; meshIndex++) {
  66416. var mesh = shadowMap.renderList[meshIndex];
  66417. serializationObject.renderList.push(mesh.id);
  66418. }
  66419. }
  66420. return serializationObject;
  66421. };
  66422. /**
  66423. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  66424. * @param parsedShadowGenerator The JSON object to parse
  66425. * @param scene The scene to create the shadow map for
  66426. * @returns The parsed shadow generator
  66427. */
  66428. ShadowGenerator.Parse = function (parsedShadowGenerator, scene) {
  66429. //casting to point light, as light is missing the position attr and typescript complains.
  66430. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  66431. var shadowGenerator = new ShadowGenerator(parsedShadowGenerator.mapSize, light);
  66432. var shadowMap = shadowGenerator.getShadowMap();
  66433. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  66434. var meshes = scene.getMeshesByID(parsedShadowGenerator.renderList[meshIndex]);
  66435. meshes.forEach(function (mesh) {
  66436. if (!shadowMap) {
  66437. return;
  66438. }
  66439. if (!shadowMap.renderList) {
  66440. shadowMap.renderList = [];
  66441. }
  66442. shadowMap.renderList.push(mesh);
  66443. });
  66444. }
  66445. if (parsedShadowGenerator.usePoissonSampling) {
  66446. shadowGenerator.usePoissonSampling = true;
  66447. }
  66448. else if (parsedShadowGenerator.useExponentialShadowMap) {
  66449. shadowGenerator.useExponentialShadowMap = true;
  66450. }
  66451. else if (parsedShadowGenerator.useBlurExponentialShadowMap) {
  66452. shadowGenerator.useBlurExponentialShadowMap = true;
  66453. }
  66454. else if (parsedShadowGenerator.useCloseExponentialShadowMap) {
  66455. shadowGenerator.useCloseExponentialShadowMap = true;
  66456. }
  66457. else if (parsedShadowGenerator.useBlurCloseExponentialShadowMap) {
  66458. shadowGenerator.useBlurCloseExponentialShadowMap = true;
  66459. }
  66460. else if (parsedShadowGenerator.usePercentageCloserFiltering) {
  66461. shadowGenerator.usePercentageCloserFiltering = true;
  66462. }
  66463. else if (parsedShadowGenerator.useContactHardeningShadow) {
  66464. shadowGenerator.useContactHardeningShadow = true;
  66465. }
  66466. if (parsedShadowGenerator.filteringQuality) {
  66467. shadowGenerator.filteringQuality = parsedShadowGenerator.filteringQuality;
  66468. }
  66469. if (parsedShadowGenerator.contactHardeningLightSizeUVRatio) {
  66470. shadowGenerator.contactHardeningLightSizeUVRatio = parsedShadowGenerator.contactHardeningLightSizeUVRatio;
  66471. }
  66472. // Backward compat
  66473. else if (parsedShadowGenerator.useVarianceShadowMap) {
  66474. shadowGenerator.useExponentialShadowMap = true;
  66475. }
  66476. else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  66477. shadowGenerator.useBlurExponentialShadowMap = true;
  66478. }
  66479. if (parsedShadowGenerator.depthScale) {
  66480. shadowGenerator.depthScale = parsedShadowGenerator.depthScale;
  66481. }
  66482. if (parsedShadowGenerator.blurScale) {
  66483. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  66484. }
  66485. if (parsedShadowGenerator.blurBoxOffset) {
  66486. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  66487. }
  66488. if (parsedShadowGenerator.useKernelBlur) {
  66489. shadowGenerator.useKernelBlur = parsedShadowGenerator.useKernelBlur;
  66490. }
  66491. if (parsedShadowGenerator.blurKernel) {
  66492. shadowGenerator.blurKernel = parsedShadowGenerator.blurKernel;
  66493. }
  66494. if (parsedShadowGenerator.bias !== undefined) {
  66495. shadowGenerator.bias = parsedShadowGenerator.bias;
  66496. }
  66497. if (parsedShadowGenerator.normalBias !== undefined) {
  66498. shadowGenerator.normalBias = parsedShadowGenerator.normalBias;
  66499. }
  66500. if (parsedShadowGenerator.darkness) {
  66501. shadowGenerator.setDarkness(parsedShadowGenerator.darkness);
  66502. }
  66503. if (parsedShadowGenerator.transparencyShadow) {
  66504. shadowGenerator.setTransparencyShadow(true);
  66505. }
  66506. shadowGenerator.forceBackFacesOnly = parsedShadowGenerator.forceBackFacesOnly;
  66507. return shadowGenerator;
  66508. };
  66509. /**
  66510. * Shadow generator mode None: no filtering applied.
  66511. */
  66512. ShadowGenerator.FILTER_NONE = 0;
  66513. /**
  66514. * Shadow generator mode ESM: Exponential Shadow Mapping.
  66515. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  66516. */
  66517. ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP = 1;
  66518. /**
  66519. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  66520. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  66521. */
  66522. ShadowGenerator.FILTER_POISSONSAMPLING = 2;
  66523. /**
  66524. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  66525. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  66526. */
  66527. ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP = 3;
  66528. /**
  66529. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  66530. * edge artifacts on steep falloff.
  66531. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  66532. */
  66533. ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP = 4;
  66534. /**
  66535. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  66536. * edge artifacts on steep falloff.
  66537. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  66538. */
  66539. ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP = 5;
  66540. /**
  66541. * Shadow generator mode PCF: Percentage Closer Filtering
  66542. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  66543. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  66544. */
  66545. ShadowGenerator.FILTER_PCF = 6;
  66546. /**
  66547. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  66548. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  66549. * Contact Hardening
  66550. */
  66551. ShadowGenerator.FILTER_PCSS = 7;
  66552. /**
  66553. * Reserved for PCF and PCSS
  66554. * Highest Quality.
  66555. *
  66556. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  66557. *
  66558. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  66559. */
  66560. ShadowGenerator.QUALITY_HIGH = 0;
  66561. /**
  66562. * Reserved for PCF and PCSS
  66563. * Good tradeoff for quality/perf cross devices
  66564. *
  66565. * Execute PCF on a 3*3 kernel.
  66566. *
  66567. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  66568. */
  66569. ShadowGenerator.QUALITY_MEDIUM = 1;
  66570. /**
  66571. * Reserved for PCF and PCSS
  66572. * The lowest quality but the fastest.
  66573. *
  66574. * Execute PCF on a 1*1 kernel.
  66575. *
  66576. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  66577. */
  66578. ShadowGenerator.QUALITY_LOW = 2;
  66579. return ShadowGenerator;
  66580. }());
  66581. BABYLON.ShadowGenerator = ShadowGenerator;
  66582. })(BABYLON || (BABYLON = {}));
  66583. //# sourceMappingURL=babylon.shadowGenerator.js.map
  66584. var BABYLON;
  66585. (function (BABYLON) {
  66586. var DefaultLoadingScreen = /** @class */ (function () {
  66587. function DefaultLoadingScreen(_renderingCanvas, _loadingText, _loadingDivBackgroundColor) {
  66588. if (_loadingText === void 0) { _loadingText = ""; }
  66589. if (_loadingDivBackgroundColor === void 0) { _loadingDivBackgroundColor = "black"; }
  66590. var _this = this;
  66591. this._renderingCanvas = _renderingCanvas;
  66592. this._loadingText = _loadingText;
  66593. this._loadingDivBackgroundColor = _loadingDivBackgroundColor;
  66594. // Resize
  66595. this._resizeLoadingUI = function () {
  66596. var canvasRect = _this._renderingCanvas.getBoundingClientRect();
  66597. var canvasPositioning = window.getComputedStyle(_this._renderingCanvas).position;
  66598. if (!_this._loadingDiv) {
  66599. return;
  66600. }
  66601. _this._loadingDiv.style.position = (canvasPositioning === "fixed") ? "fixed" : "absolute";
  66602. _this._loadingDiv.style.left = canvasRect.left + "px";
  66603. _this._loadingDiv.style.top = canvasRect.top + "px";
  66604. _this._loadingDiv.style.width = canvasRect.width + "px";
  66605. _this._loadingDiv.style.height = canvasRect.height + "px";
  66606. };
  66607. }
  66608. DefaultLoadingScreen.prototype.displayLoadingUI = function () {
  66609. if (this._loadingDiv) {
  66610. // Do not add a loading screen if there is already one
  66611. return;
  66612. }
  66613. this._loadingDiv = document.createElement("div");
  66614. this._loadingDiv.id = "babylonjsLoadingDiv";
  66615. this._loadingDiv.style.opacity = "0";
  66616. this._loadingDiv.style.transition = "opacity 1.5s ease";
  66617. this._loadingDiv.style.pointerEvents = "none";
  66618. // Loading text
  66619. this._loadingTextDiv = document.createElement("div");
  66620. this._loadingTextDiv.style.position = "absolute";
  66621. this._loadingTextDiv.style.left = "0";
  66622. this._loadingTextDiv.style.top = "50%";
  66623. this._loadingTextDiv.style.marginTop = "80px";
  66624. this._loadingTextDiv.style.width = "100%";
  66625. this._loadingTextDiv.style.height = "20px";
  66626. this._loadingTextDiv.style.fontFamily = "Arial";
  66627. this._loadingTextDiv.style.fontSize = "14px";
  66628. this._loadingTextDiv.style.color = "white";
  66629. this._loadingTextDiv.style.textAlign = "center";
  66630. this._loadingTextDiv.innerHTML = "Loading";
  66631. this._loadingDiv.appendChild(this._loadingTextDiv);
  66632. //set the predefined text
  66633. this._loadingTextDiv.innerHTML = this._loadingText;
  66634. // Generating keyframes
  66635. var style = document.createElement('style');
  66636. style.type = 'text/css';
  66637. 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 }";
  66638. style.innerHTML = keyFrames;
  66639. document.getElementsByTagName('head')[0].appendChild(style);
  66640. // Loading img
  66641. var imgBack = new Image();
  66642. imgBack.src = "data:image/png;base64,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";
  66643. imgBack.style.position = "absolute";
  66644. imgBack.style.left = "50%";
  66645. imgBack.style.top = "50%";
  66646. imgBack.style.marginLeft = "-60px";
  66647. imgBack.style.marginTop = "-60px";
  66648. imgBack.style.animation = "spin1 2s infinite ease-in-out";
  66649. imgBack.style.webkitAnimation = "spin1 2s infinite ease-in-out";
  66650. imgBack.style.transformOrigin = "50% 50%";
  66651. imgBack.style.webkitTransformOrigin = "50% 50%";
  66652. this._loadingDiv.appendChild(imgBack);
  66653. this._resizeLoadingUI();
  66654. window.addEventListener("resize", this._resizeLoadingUI);
  66655. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  66656. document.body.appendChild(this._loadingDiv);
  66657. this._loadingDiv.style.opacity = "1";
  66658. };
  66659. DefaultLoadingScreen.prototype.hideLoadingUI = function () {
  66660. var _this = this;
  66661. if (!this._loadingDiv) {
  66662. return;
  66663. }
  66664. var onTransitionEnd = function () {
  66665. if (!_this._loadingDiv) {
  66666. return;
  66667. }
  66668. document.body.removeChild(_this._loadingDiv);
  66669. window.removeEventListener("resize", _this._resizeLoadingUI);
  66670. _this._loadingDiv = null;
  66671. };
  66672. this._loadingDiv.style.opacity = "0";
  66673. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  66674. };
  66675. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIText", {
  66676. set: function (text) {
  66677. this._loadingText = text;
  66678. if (this._loadingTextDiv) {
  66679. this._loadingTextDiv.innerHTML = this._loadingText;
  66680. }
  66681. },
  66682. enumerable: true,
  66683. configurable: true
  66684. });
  66685. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIBackgroundColor", {
  66686. get: function () {
  66687. return this._loadingDivBackgroundColor;
  66688. },
  66689. set: function (color) {
  66690. this._loadingDivBackgroundColor = color;
  66691. if (!this._loadingDiv) {
  66692. return;
  66693. }
  66694. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  66695. },
  66696. enumerable: true,
  66697. configurable: true
  66698. });
  66699. return DefaultLoadingScreen;
  66700. }());
  66701. BABYLON.DefaultLoadingScreen = DefaultLoadingScreen;
  66702. })(BABYLON || (BABYLON = {}));
  66703. //# sourceMappingURL=babylon.loadingScreen.js.map
  66704. var BABYLON;
  66705. (function (BABYLON) {
  66706. var SceneLoaderProgressEvent = /** @class */ (function () {
  66707. function SceneLoaderProgressEvent(lengthComputable, loaded, total) {
  66708. this.lengthComputable = lengthComputable;
  66709. this.loaded = loaded;
  66710. this.total = total;
  66711. }
  66712. SceneLoaderProgressEvent.FromProgressEvent = function (event) {
  66713. return new SceneLoaderProgressEvent(event.lengthComputable, event.loaded, event.total);
  66714. };
  66715. return SceneLoaderProgressEvent;
  66716. }());
  66717. BABYLON.SceneLoaderProgressEvent = SceneLoaderProgressEvent;
  66718. var SceneLoader = /** @class */ (function () {
  66719. function SceneLoader() {
  66720. }
  66721. Object.defineProperty(SceneLoader, "NO_LOGGING", {
  66722. get: function () {
  66723. return 0;
  66724. },
  66725. enumerable: true,
  66726. configurable: true
  66727. });
  66728. Object.defineProperty(SceneLoader, "MINIMAL_LOGGING", {
  66729. get: function () {
  66730. return 1;
  66731. },
  66732. enumerable: true,
  66733. configurable: true
  66734. });
  66735. Object.defineProperty(SceneLoader, "SUMMARY_LOGGING", {
  66736. get: function () {
  66737. return 2;
  66738. },
  66739. enumerable: true,
  66740. configurable: true
  66741. });
  66742. Object.defineProperty(SceneLoader, "DETAILED_LOGGING", {
  66743. get: function () {
  66744. return 3;
  66745. },
  66746. enumerable: true,
  66747. configurable: true
  66748. });
  66749. Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
  66750. get: function () {
  66751. return SceneLoader._ForceFullSceneLoadingForIncremental;
  66752. },
  66753. set: function (value) {
  66754. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  66755. },
  66756. enumerable: true,
  66757. configurable: true
  66758. });
  66759. Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
  66760. get: function () {
  66761. return SceneLoader._ShowLoadingScreen;
  66762. },
  66763. set: function (value) {
  66764. SceneLoader._ShowLoadingScreen = value;
  66765. },
  66766. enumerable: true,
  66767. configurable: true
  66768. });
  66769. Object.defineProperty(SceneLoader, "loggingLevel", {
  66770. get: function () {
  66771. return SceneLoader._loggingLevel;
  66772. },
  66773. set: function (value) {
  66774. SceneLoader._loggingLevel = value;
  66775. },
  66776. enumerable: true,
  66777. configurable: true
  66778. });
  66779. Object.defineProperty(SceneLoader, "CleanBoneMatrixWeights", {
  66780. get: function () {
  66781. return SceneLoader._CleanBoneMatrixWeights;
  66782. },
  66783. set: function (value) {
  66784. SceneLoader._CleanBoneMatrixWeights = value;
  66785. },
  66786. enumerable: true,
  66787. configurable: true
  66788. });
  66789. SceneLoader._getDefaultPlugin = function () {
  66790. return SceneLoader._registeredPlugins[".babylon"];
  66791. };
  66792. SceneLoader._getPluginForExtension = function (extension) {
  66793. var registeredPlugin = SceneLoader._registeredPlugins[extension];
  66794. if (registeredPlugin) {
  66795. return registeredPlugin;
  66796. }
  66797. BABYLON.Tools.Warn("Unable to find a plugin to load " + extension + " files. Trying to use .babylon default plugin.");
  66798. return SceneLoader._getDefaultPlugin();
  66799. };
  66800. SceneLoader._getPluginForDirectLoad = function (data) {
  66801. for (var extension in SceneLoader._registeredPlugins) {
  66802. var plugin = SceneLoader._registeredPlugins[extension].plugin;
  66803. if (plugin.canDirectLoad && plugin.canDirectLoad(data)) {
  66804. return SceneLoader._registeredPlugins[extension];
  66805. }
  66806. }
  66807. return SceneLoader._getDefaultPlugin();
  66808. };
  66809. SceneLoader._getPluginForFilename = function (sceneFilename) {
  66810. if (sceneFilename.name) {
  66811. sceneFilename = sceneFilename.name;
  66812. }
  66813. var queryStringPosition = sceneFilename.indexOf("?");
  66814. if (queryStringPosition !== -1) {
  66815. sceneFilename = sceneFilename.substring(0, queryStringPosition);
  66816. }
  66817. var dotPosition = sceneFilename.lastIndexOf(".");
  66818. var extension = sceneFilename.substring(dotPosition, sceneFilename.length).toLowerCase();
  66819. return SceneLoader._getPluginForExtension(extension);
  66820. };
  66821. // use babylon file loader directly if sceneFilename is prefixed with "data:"
  66822. SceneLoader._getDirectLoad = function (sceneFilename) {
  66823. if (sceneFilename.substr && sceneFilename.substr(0, 5) === "data:") {
  66824. return sceneFilename.substr(5);
  66825. }
  66826. return null;
  66827. };
  66828. SceneLoader._loadData = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, onDispose, pluginExtension) {
  66829. var directLoad = SceneLoader._getDirectLoad(sceneFilename);
  66830. var registeredPlugin = pluginExtension ? SceneLoader._getPluginForExtension(pluginExtension) : (directLoad ? SceneLoader._getPluginForDirectLoad(sceneFilename) : SceneLoader._getPluginForFilename(sceneFilename));
  66831. var plugin;
  66832. if (registeredPlugin.plugin.createPlugin) {
  66833. plugin = registeredPlugin.plugin.createPlugin();
  66834. }
  66835. else {
  66836. plugin = registeredPlugin.plugin;
  66837. }
  66838. var useArrayBuffer = registeredPlugin.isBinary;
  66839. var database;
  66840. SceneLoader.OnPluginActivatedObservable.notifyObservers(plugin);
  66841. var dataCallback = function (data, responseURL) {
  66842. if (scene.isDisposed) {
  66843. onError("Scene has been disposed");
  66844. return;
  66845. }
  66846. scene.database = database;
  66847. onSuccess(plugin, data, responseURL);
  66848. };
  66849. var request = null;
  66850. var pluginDisposed = false;
  66851. var onDisposeObservable = plugin.onDisposeObservable;
  66852. if (onDisposeObservable) {
  66853. onDisposeObservable.add(function () {
  66854. pluginDisposed = true;
  66855. if (request) {
  66856. request.abort();
  66857. request = null;
  66858. }
  66859. onDispose();
  66860. });
  66861. }
  66862. var manifestChecked = function () {
  66863. if (pluginDisposed) {
  66864. return;
  66865. }
  66866. var url = rootUrl + sceneFilename;
  66867. request = BABYLON.Tools.LoadFile(url, dataCallback, onProgress ? function (event) {
  66868. onProgress(SceneLoaderProgressEvent.FromProgressEvent(event));
  66869. } : undefined, database, useArrayBuffer, function (request, exception) {
  66870. onError("Failed to load scene." + (exception ? "" : " " + exception.message), exception);
  66871. });
  66872. };
  66873. if (directLoad) {
  66874. dataCallback(directLoad);
  66875. return plugin;
  66876. }
  66877. if (rootUrl.indexOf("file:") === -1) {
  66878. var engine = scene.getEngine();
  66879. var canUseOfflineSupport = engine.enableOfflineSupport;
  66880. if (canUseOfflineSupport) {
  66881. // Also check for exceptions
  66882. var exceptionFound = false;
  66883. for (var _i = 0, _a = scene.disableOfflineSupportExceptionRules; _i < _a.length; _i++) {
  66884. var regex = _a[_i];
  66885. if (regex.test(rootUrl + sceneFilename)) {
  66886. exceptionFound = true;
  66887. break;
  66888. }
  66889. }
  66890. canUseOfflineSupport = !exceptionFound;
  66891. }
  66892. if (canUseOfflineSupport) {
  66893. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  66894. database = new BABYLON.Database(rootUrl + sceneFilename, manifestChecked, engine.disableManifestCheck);
  66895. }
  66896. else {
  66897. manifestChecked();
  66898. }
  66899. }
  66900. // Loading file from disk via input file or drag'n'drop
  66901. else {
  66902. var fileOrString = sceneFilename;
  66903. if (fileOrString.name) { // File
  66904. request = BABYLON.Tools.ReadFile(fileOrString, dataCallback, onProgress, useArrayBuffer);
  66905. }
  66906. else if (BABYLON.FilesInput.FilesToLoad[sceneFilename]) {
  66907. request = BABYLON.Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[sceneFilename], dataCallback, onProgress, useArrayBuffer);
  66908. }
  66909. else {
  66910. onError("Unable to find file named " + sceneFilename);
  66911. }
  66912. }
  66913. return plugin;
  66914. };
  66915. // Public functions
  66916. SceneLoader.GetPluginForExtension = function (extension) {
  66917. return SceneLoader._getPluginForExtension(extension).plugin;
  66918. };
  66919. SceneLoader.IsPluginForExtensionAvailable = function (extension) {
  66920. return !!SceneLoader._registeredPlugins[extension];
  66921. };
  66922. SceneLoader.RegisterPlugin = function (plugin) {
  66923. if (typeof plugin.extensions === "string") {
  66924. var extension = plugin.extensions;
  66925. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  66926. plugin: plugin,
  66927. isBinary: false
  66928. };
  66929. }
  66930. else {
  66931. var extensions = plugin.extensions;
  66932. Object.keys(extensions).forEach(function (extension) {
  66933. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  66934. plugin: plugin,
  66935. isBinary: extensions[extension].isBinary
  66936. };
  66937. });
  66938. }
  66939. };
  66940. /**
  66941. * Import meshes into a scene
  66942. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  66943. * @param rootUrl a string that defines the root url for scene and resources
  66944. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  66945. * @param scene the instance of BABYLON.Scene to append to
  66946. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  66947. * @param onProgress a callback with a progress event for each file being loaded
  66948. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  66949. * @param pluginExtension the extension used to determine the plugin
  66950. * @returns The loaded plugin
  66951. */
  66952. SceneLoader.ImportMesh = function (meshNames, rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  66953. if (onSuccess === void 0) { onSuccess = null; }
  66954. if (onProgress === void 0) { onProgress = null; }
  66955. if (onError === void 0) { onError = null; }
  66956. if (pluginExtension === void 0) { pluginExtension = null; }
  66957. if (sceneFilename.substr && sceneFilename.substr(0, 1) === "/") {
  66958. BABYLON.Tools.Error("Wrong sceneFilename parameter");
  66959. return null;
  66960. }
  66961. var loadingToken = {};
  66962. scene._addPendingData(loadingToken);
  66963. var disposeHandler = function () {
  66964. scene._removePendingData(loadingToken);
  66965. };
  66966. var errorHandler = function (message, exception) {
  66967. var errorMessage = "Unable to import meshes from " + rootUrl + sceneFilename + ": " + message;
  66968. if (onError) {
  66969. onError(scene, errorMessage, exception);
  66970. }
  66971. else {
  66972. BABYLON.Tools.Error(errorMessage);
  66973. // should the exception be thrown?
  66974. }
  66975. disposeHandler();
  66976. };
  66977. var progressHandler = onProgress ? function (event) {
  66978. try {
  66979. onProgress(event);
  66980. }
  66981. catch (e) {
  66982. errorHandler("Error in onProgress callback", e);
  66983. }
  66984. } : undefined;
  66985. var successHandler = function (meshes, particleSystems, skeletons, animationGroups) {
  66986. scene.importedMeshesFiles.push(rootUrl + sceneFilename);
  66987. if (onSuccess) {
  66988. try {
  66989. onSuccess(meshes, particleSystems, skeletons, animationGroups);
  66990. }
  66991. catch (e) {
  66992. errorHandler("Error in onSuccess callback", e);
  66993. }
  66994. }
  66995. scene._removePendingData(loadingToken);
  66996. };
  66997. return SceneLoader._loadData(rootUrl, sceneFilename, scene, function (plugin, data, responseURL) {
  66998. if (plugin.rewriteRootURL) {
  66999. rootUrl = plugin.rewriteRootURL(rootUrl, responseURL);
  67000. }
  67001. if (sceneFilename === "") {
  67002. if (sceneFilename === "") {
  67003. rootUrl = BABYLON.Tools.GetFolderPath(rootUrl, true);
  67004. }
  67005. }
  67006. if (plugin.importMesh) {
  67007. var syncedPlugin = plugin;
  67008. var meshes = new Array();
  67009. var particleSystems = new Array();
  67010. var skeletons = new Array();
  67011. if (!syncedPlugin.importMesh(meshNames, scene, data, rootUrl, meshes, particleSystems, skeletons, errorHandler)) {
  67012. return;
  67013. }
  67014. scene.loadingPluginName = plugin.name;
  67015. successHandler(meshes, particleSystems, skeletons, []);
  67016. }
  67017. else {
  67018. var asyncedPlugin = plugin;
  67019. asyncedPlugin.importMeshAsync(meshNames, scene, data, rootUrl, progressHandler).then(function (result) {
  67020. scene.loadingPluginName = plugin.name;
  67021. successHandler(result.meshes, result.particleSystems, result.skeletons, result.animationGroups);
  67022. }).catch(function (error) {
  67023. errorHandler(error.message, error);
  67024. });
  67025. }
  67026. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  67027. };
  67028. /**
  67029. * Import meshes into a scene
  67030. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  67031. * @param rootUrl a string that defines the root url for scene and resources
  67032. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  67033. * @param scene the instance of BABYLON.Scene to append to
  67034. * @param onProgress a callback with a progress event for each file being loaded
  67035. * @param pluginExtension the extension used to determine the plugin
  67036. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  67037. */
  67038. SceneLoader.ImportMeshAsync = function (meshNames, rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  67039. if (onProgress === void 0) { onProgress = null; }
  67040. if (pluginExtension === void 0) { pluginExtension = null; }
  67041. return new Promise(function (resolve, reject) {
  67042. SceneLoader.ImportMesh(meshNames, rootUrl, sceneFilename, scene, function (meshes, particleSystems, skeletons, animationGroups) {
  67043. resolve({
  67044. meshes: meshes,
  67045. particleSystems: particleSystems,
  67046. skeletons: skeletons,
  67047. animationGroups: animationGroups
  67048. });
  67049. }, onProgress, function (scene, message, exception) {
  67050. reject(exception || new Error(message));
  67051. });
  67052. });
  67053. };
  67054. /**
  67055. * Load a scene
  67056. * @param rootUrl a string that defines the root url for scene and resources
  67057. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  67058. * @param engine is the instance of BABYLON.Engine to use to create the scene
  67059. * @param onSuccess a callback with the scene when import succeeds
  67060. * @param onProgress a callback with a progress event for each file being loaded
  67061. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  67062. * @param pluginExtension the extension used to determine the plugin
  67063. * @returns The loaded plugin
  67064. */
  67065. SceneLoader.Load = function (rootUrl, sceneFilename, engine, onSuccess, onProgress, onError, pluginExtension) {
  67066. if (onSuccess === void 0) { onSuccess = null; }
  67067. if (onProgress === void 0) { onProgress = null; }
  67068. if (onError === void 0) { onError = null; }
  67069. if (pluginExtension === void 0) { pluginExtension = null; }
  67070. return SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onSuccess, onProgress, onError, pluginExtension);
  67071. };
  67072. /**
  67073. * Load a scene
  67074. * @param rootUrl a string that defines the root url for scene and resources
  67075. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  67076. * @param engine is the instance of BABYLON.Engine to use to create the scene
  67077. * @param onProgress a callback with a progress event for each file being loaded
  67078. * @param pluginExtension the extension used to determine the plugin
  67079. * @returns The loaded scene
  67080. */
  67081. SceneLoader.LoadAsync = function (rootUrl, sceneFilename, engine, onProgress, pluginExtension) {
  67082. if (onProgress === void 0) { onProgress = null; }
  67083. if (pluginExtension === void 0) { pluginExtension = null; }
  67084. return new Promise(function (resolve, reject) {
  67085. SceneLoader.Load(rootUrl, sceneFilename, engine, function (scene) {
  67086. resolve(scene);
  67087. }, onProgress, function (scene, message, exception) {
  67088. reject(exception || new Error(message));
  67089. }, pluginExtension);
  67090. });
  67091. };
  67092. /**
  67093. * Append a scene
  67094. * @param rootUrl a string that defines the root url for scene and resources
  67095. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  67096. * @param scene is the instance of BABYLON.Scene to append to
  67097. * @param onSuccess a callback with the scene when import succeeds
  67098. * @param onProgress a callback with a progress event for each file being loaded
  67099. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  67100. * @param pluginExtension the extension used to determine the plugin
  67101. * @returns The loaded plugin
  67102. */
  67103. SceneLoader.Append = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  67104. if (onSuccess === void 0) { onSuccess = null; }
  67105. if (onProgress === void 0) { onProgress = null; }
  67106. if (onError === void 0) { onError = null; }
  67107. if (pluginExtension === void 0) { pluginExtension = null; }
  67108. if (sceneFilename.substr && sceneFilename.substr(0, 1) === "/") {
  67109. BABYLON.Tools.Error("Wrong sceneFilename parameter");
  67110. return null;
  67111. }
  67112. if (SceneLoader.ShowLoadingScreen) {
  67113. scene.getEngine().displayLoadingUI();
  67114. }
  67115. var loadingToken = {};
  67116. scene._addPendingData(loadingToken);
  67117. var disposeHandler = function () {
  67118. scene._removePendingData(loadingToken);
  67119. scene.getEngine().hideLoadingUI();
  67120. };
  67121. var errorHandler = function (message, exception) {
  67122. var errorMessage = "Unable to load from " + rootUrl + sceneFilename + (message ? ": " + message : "");
  67123. if (onError) {
  67124. onError(scene, errorMessage, exception);
  67125. }
  67126. else {
  67127. BABYLON.Tools.Error(errorMessage);
  67128. // should the exception be thrown?
  67129. }
  67130. disposeHandler();
  67131. };
  67132. var progressHandler = onProgress ? function (event) {
  67133. try {
  67134. onProgress(event);
  67135. }
  67136. catch (e) {
  67137. errorHandler("Error in onProgress callback", e);
  67138. }
  67139. } : undefined;
  67140. var successHandler = function () {
  67141. if (onSuccess) {
  67142. try {
  67143. onSuccess(scene);
  67144. }
  67145. catch (e) {
  67146. errorHandler("Error in onSuccess callback", e);
  67147. }
  67148. }
  67149. scene._removePendingData(loadingToken);
  67150. };
  67151. return SceneLoader._loadData(rootUrl, sceneFilename, scene, function (plugin, data, responseURL) {
  67152. if (sceneFilename === "") {
  67153. rootUrl = BABYLON.Tools.GetFolderPath(rootUrl, true);
  67154. }
  67155. if (plugin.load) {
  67156. var syncedPlugin = plugin;
  67157. if (!syncedPlugin.load(scene, data, rootUrl, errorHandler)) {
  67158. return;
  67159. }
  67160. scene.loadingPluginName = plugin.name;
  67161. successHandler();
  67162. }
  67163. else {
  67164. var asyncedPlugin = plugin;
  67165. asyncedPlugin.loadAsync(scene, data, rootUrl, progressHandler).then(function () {
  67166. scene.loadingPluginName = plugin.name;
  67167. successHandler();
  67168. }).catch(function (error) {
  67169. errorHandler(error.message, error);
  67170. });
  67171. }
  67172. if (SceneLoader.ShowLoadingScreen) {
  67173. scene.executeWhenReady(function () {
  67174. scene.getEngine().hideLoadingUI();
  67175. });
  67176. }
  67177. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  67178. };
  67179. /**
  67180. * Append a scene
  67181. * @param rootUrl a string that defines the root url for scene and resources
  67182. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  67183. * @param scene is the instance of BABYLON.Scene to append to
  67184. * @param onProgress a callback with a progress event for each file being loaded
  67185. * @param pluginExtension the extension used to determine the plugin
  67186. * @returns The given scene
  67187. */
  67188. SceneLoader.AppendAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  67189. if (onProgress === void 0) { onProgress = null; }
  67190. if (pluginExtension === void 0) { pluginExtension = null; }
  67191. return new Promise(function (resolve, reject) {
  67192. SceneLoader.Append(rootUrl, sceneFilename, scene, function (scene) {
  67193. resolve(scene);
  67194. }, onProgress, function (scene, message, exception) {
  67195. reject(exception || new Error(message));
  67196. }, pluginExtension);
  67197. });
  67198. };
  67199. /**
  67200. * Load a scene into an asset container
  67201. * @param rootUrl a string that defines the root url for scene and resources
  67202. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  67203. * @param scene is the instance of BABYLON.Scene to append to
  67204. * @param onSuccess a callback with the scene when import succeeds
  67205. * @param onProgress a callback with a progress event for each file being loaded
  67206. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  67207. * @param pluginExtension the extension used to determine the plugin
  67208. * @returns The loaded plugin
  67209. */
  67210. SceneLoader.LoadAssetContainer = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  67211. if (onSuccess === void 0) { onSuccess = null; }
  67212. if (onProgress === void 0) { onProgress = null; }
  67213. if (onError === void 0) { onError = null; }
  67214. if (pluginExtension === void 0) { pluginExtension = null; }
  67215. if (sceneFilename.substr && sceneFilename.substr(0, 1) === "/") {
  67216. BABYLON.Tools.Error("Wrong sceneFilename parameter");
  67217. return null;
  67218. }
  67219. var loadingToken = {};
  67220. scene._addPendingData(loadingToken);
  67221. var disposeHandler = function () {
  67222. scene._removePendingData(loadingToken);
  67223. };
  67224. var errorHandler = function (message, exception) {
  67225. var errorMessage = "Unable to load assets from " + rootUrl + sceneFilename + (message ? ": " + message : "");
  67226. if (onError) {
  67227. onError(scene, errorMessage, exception);
  67228. }
  67229. else {
  67230. BABYLON.Tools.Error(errorMessage);
  67231. // should the exception be thrown?
  67232. }
  67233. disposeHandler();
  67234. };
  67235. var progressHandler = onProgress ? function (event) {
  67236. try {
  67237. onProgress(event);
  67238. }
  67239. catch (e) {
  67240. errorHandler("Error in onProgress callback", e);
  67241. }
  67242. } : undefined;
  67243. var successHandler = function (assets) {
  67244. if (onSuccess) {
  67245. try {
  67246. onSuccess(assets);
  67247. }
  67248. catch (e) {
  67249. errorHandler("Error in onSuccess callback", e);
  67250. }
  67251. }
  67252. scene._removePendingData(loadingToken);
  67253. };
  67254. return SceneLoader._loadData(rootUrl, sceneFilename, scene, function (plugin, data, responseURL) {
  67255. if (plugin.loadAssetContainer) {
  67256. var syncedPlugin = plugin;
  67257. var assetContainer = syncedPlugin.loadAssetContainer(scene, data, rootUrl, errorHandler);
  67258. if (!assetContainer) {
  67259. return;
  67260. }
  67261. scene.loadingPluginName = plugin.name;
  67262. successHandler(assetContainer);
  67263. }
  67264. else if (plugin.loadAssetContainerAsync) {
  67265. var asyncedPlugin = plugin;
  67266. asyncedPlugin.loadAssetContainerAsync(scene, data, rootUrl, progressHandler).then(function (assetContainer) {
  67267. scene.loadingPluginName = plugin.name;
  67268. successHandler(assetContainer);
  67269. }).catch(function (error) {
  67270. errorHandler(error.message, error);
  67271. });
  67272. }
  67273. else {
  67274. errorHandler("LoadAssetContainer is not supported by this plugin. Plugin did not provide a loadAssetContainer or loadAssetContainerAsync method.");
  67275. }
  67276. if (SceneLoader.ShowLoadingScreen) {
  67277. scene.executeWhenReady(function () {
  67278. scene.getEngine().hideLoadingUI();
  67279. });
  67280. }
  67281. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  67282. };
  67283. /**
  67284. * Load a scene into an asset container
  67285. * @param rootUrl a string that defines the root url for scene and resources
  67286. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  67287. * @param scene is the instance of BABYLON.Scene to append to
  67288. * @param onProgress a callback with a progress event for each file being loaded
  67289. * @param pluginExtension the extension used to determine the plugin
  67290. * @returns The loaded asset container
  67291. */
  67292. SceneLoader.LoadAssetContainerAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  67293. if (onProgress === void 0) { onProgress = null; }
  67294. if (pluginExtension === void 0) { pluginExtension = null; }
  67295. return new Promise(function (resolve, reject) {
  67296. SceneLoader.LoadAssetContainer(rootUrl, sceneFilename, scene, function (assetContainer) {
  67297. resolve(assetContainer);
  67298. }, onProgress, function (scene, message, exception) {
  67299. reject(exception || new Error(message));
  67300. }, pluginExtension);
  67301. });
  67302. };
  67303. // Flags
  67304. SceneLoader._ForceFullSceneLoadingForIncremental = false;
  67305. SceneLoader._ShowLoadingScreen = true;
  67306. SceneLoader._CleanBoneMatrixWeights = false;
  67307. SceneLoader._loggingLevel = SceneLoader.NO_LOGGING;
  67308. // Members
  67309. SceneLoader.OnPluginActivatedObservable = new BABYLON.Observable();
  67310. SceneLoader._registeredPlugins = {};
  67311. return SceneLoader;
  67312. }());
  67313. BABYLON.SceneLoader = SceneLoader;
  67314. ;
  67315. })(BABYLON || (BABYLON = {}));
  67316. //# sourceMappingURL=babylon.sceneLoader.js.map
  67317. var BABYLON;
  67318. (function (BABYLON) {
  67319. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  67320. for (var index = 0, cache = parsedData.materials.length; index < cache; index++) {
  67321. var parsedMaterial = parsedData.materials[index];
  67322. if (parsedMaterial.id === id) {
  67323. return BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  67324. }
  67325. }
  67326. return null;
  67327. };
  67328. var isDescendantOf = function (mesh, names, hierarchyIds) {
  67329. for (var i in names) {
  67330. if (mesh.name === names[i]) {
  67331. hierarchyIds.push(mesh.id);
  67332. return true;
  67333. }
  67334. }
  67335. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  67336. hierarchyIds.push(mesh.id);
  67337. return true;
  67338. }
  67339. return false;
  67340. };
  67341. var logOperation = function (operation, producer) {
  67342. return operation + " of " + (producer ? producer.file + " from " + producer.name + " version: " + producer.version + ", exporter version: " + producer.exporter_version : "unknown");
  67343. };
  67344. var loadAssetContainer = function (scene, data, rootUrl, onError, addToScene) {
  67345. if (addToScene === void 0) { addToScene = false; }
  67346. var container = new BABYLON.AssetContainer(scene);
  67347. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  67348. // when SceneLoader.debugLogging = true (default), or exception encountered.
  67349. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  67350. // and avoid problems with multiple concurrent .babylon loads.
  67351. var log = "importScene has failed JSON parse";
  67352. try {
  67353. var parsedData = JSON.parse(data);
  67354. log = "";
  67355. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  67356. var index;
  67357. var cache;
  67358. // Lights
  67359. if (parsedData.lights !== undefined && parsedData.lights !== null) {
  67360. for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
  67361. var parsedLight = parsedData.lights[index];
  67362. var light = BABYLON.Light.Parse(parsedLight, scene);
  67363. if (light) {
  67364. container.lights.push(light);
  67365. log += (index === 0 ? "\n\tLights:" : "");
  67366. log += "\n\t\t" + light.toString(fullDetails);
  67367. }
  67368. }
  67369. }
  67370. // Animations
  67371. if (parsedData.animations !== undefined && parsedData.animations !== null) {
  67372. for (index = 0, cache = parsedData.animations.length; index < cache; index++) {
  67373. var parsedAnimation = parsedData.animations[index];
  67374. var animation = BABYLON.Animation.Parse(parsedAnimation);
  67375. scene.animations.push(animation);
  67376. container.animations.push(animation);
  67377. log += (index === 0 ? "\n\tAnimations:" : "");
  67378. log += "\n\t\t" + animation.toString(fullDetails);
  67379. }
  67380. }
  67381. // Materials
  67382. if (parsedData.materials !== undefined && parsedData.materials !== null) {
  67383. for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
  67384. var parsedMaterial = parsedData.materials[index];
  67385. var mat = BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  67386. container.materials.push(mat);
  67387. log += (index === 0 ? "\n\tMaterials:" : "");
  67388. log += "\n\t\t" + mat.toString(fullDetails);
  67389. }
  67390. }
  67391. if (parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  67392. for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
  67393. var parsedMultiMaterial = parsedData.multiMaterials[index];
  67394. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  67395. container.multiMaterials.push(mmat);
  67396. log += (index === 0 ? "\n\tMultiMaterials:" : "");
  67397. log += "\n\t\t" + mmat.toString(fullDetails);
  67398. }
  67399. }
  67400. // Morph targets
  67401. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  67402. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  67403. var managerData = _a[_i];
  67404. container.morphTargetManagers.push(BABYLON.MorphTargetManager.Parse(managerData, scene));
  67405. }
  67406. }
  67407. // Skeletons
  67408. if (parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  67409. for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
  67410. var parsedSkeleton = parsedData.skeletons[index];
  67411. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  67412. container.skeletons.push(skeleton);
  67413. log += (index === 0 ? "\n\tSkeletons:" : "");
  67414. log += "\n\t\t" + skeleton.toString(fullDetails);
  67415. }
  67416. }
  67417. // Geometries
  67418. var geometries = parsedData.geometries;
  67419. if (geometries !== undefined && geometries !== null) {
  67420. var addedGeometry = new Array();
  67421. // Boxes
  67422. var boxes = geometries.boxes;
  67423. if (boxes !== undefined && boxes !== null) {
  67424. for (index = 0, cache = boxes.length; index < cache; index++) {
  67425. var parsedBox = boxes[index];
  67426. addedGeometry.push(BABYLON.BoxGeometry.Parse(parsedBox, scene));
  67427. }
  67428. }
  67429. // Spheres
  67430. var spheres = geometries.spheres;
  67431. if (spheres !== undefined && spheres !== null) {
  67432. for (index = 0, cache = spheres.length; index < cache; index++) {
  67433. var parsedSphere = spheres[index];
  67434. addedGeometry.push(BABYLON.SphereGeometry.Parse(parsedSphere, scene));
  67435. }
  67436. }
  67437. // Cylinders
  67438. var cylinders = geometries.cylinders;
  67439. if (cylinders !== undefined && cylinders !== null) {
  67440. for (index = 0, cache = cylinders.length; index < cache; index++) {
  67441. var parsedCylinder = cylinders[index];
  67442. addedGeometry.push(BABYLON.CylinderGeometry.Parse(parsedCylinder, scene));
  67443. }
  67444. }
  67445. // Toruses
  67446. var toruses = geometries.toruses;
  67447. if (toruses !== undefined && toruses !== null) {
  67448. for (index = 0, cache = toruses.length; index < cache; index++) {
  67449. var parsedTorus = toruses[index];
  67450. addedGeometry.push(BABYLON.TorusGeometry.Parse(parsedTorus, scene));
  67451. }
  67452. }
  67453. // Grounds
  67454. var grounds = geometries.grounds;
  67455. if (grounds !== undefined && grounds !== null) {
  67456. for (index = 0, cache = grounds.length; index < cache; index++) {
  67457. var parsedGround = grounds[index];
  67458. addedGeometry.push(BABYLON.GroundGeometry.Parse(parsedGround, scene));
  67459. }
  67460. }
  67461. // Planes
  67462. var planes = geometries.planes;
  67463. if (planes !== undefined && planes !== null) {
  67464. for (index = 0, cache = planes.length; index < cache; index++) {
  67465. var parsedPlane = planes[index];
  67466. addedGeometry.push(BABYLON.PlaneGeometry.Parse(parsedPlane, scene));
  67467. }
  67468. }
  67469. // TorusKnots
  67470. var torusKnots = geometries.torusKnots;
  67471. if (torusKnots !== undefined && torusKnots !== null) {
  67472. for (index = 0, cache = torusKnots.length; index < cache; index++) {
  67473. var parsedTorusKnot = torusKnots[index];
  67474. addedGeometry.push(BABYLON.TorusKnotGeometry.Parse(parsedTorusKnot, scene));
  67475. }
  67476. }
  67477. // VertexData
  67478. var vertexData = geometries.vertexData;
  67479. if (vertexData !== undefined && vertexData !== null) {
  67480. for (index = 0, cache = vertexData.length; index < cache; index++) {
  67481. var parsedVertexData = vertexData[index];
  67482. addedGeometry.push(BABYLON.Geometry.Parse(parsedVertexData, scene, rootUrl));
  67483. }
  67484. }
  67485. addedGeometry.forEach(function (g) {
  67486. if (g) {
  67487. container.geometries.push(g);
  67488. }
  67489. });
  67490. }
  67491. // Transform nodes
  67492. if (parsedData.transformNodes !== undefined && parsedData.transformNodes !== null) {
  67493. for (index = 0, cache = parsedData.transformNodes.length; index < cache; index++) {
  67494. var parsedTransformNode = parsedData.transformNodes[index];
  67495. var node = BABYLON.TransformNode.Parse(parsedTransformNode, scene, rootUrl);
  67496. container.transformNodes.push(node);
  67497. }
  67498. }
  67499. // Meshes
  67500. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  67501. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  67502. var parsedMesh = parsedData.meshes[index];
  67503. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  67504. container.meshes.push(mesh);
  67505. log += (index === 0 ? "\n\tMeshes:" : "");
  67506. log += "\n\t\t" + mesh.toString(fullDetails);
  67507. }
  67508. }
  67509. // Cameras
  67510. if (parsedData.cameras !== undefined && parsedData.cameras !== null) {
  67511. for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
  67512. var parsedCamera = parsedData.cameras[index];
  67513. var camera = BABYLON.Camera.Parse(parsedCamera, scene);
  67514. container.cameras.push(camera);
  67515. log += (index === 0 ? "\n\tCameras:" : "");
  67516. log += "\n\t\t" + camera.toString(fullDetails);
  67517. }
  67518. }
  67519. // Browsing all the graph to connect the dots
  67520. for (index = 0, cache = scene.cameras.length; index < cache; index++) {
  67521. var camera = scene.cameras[index];
  67522. if (camera._waitingParentId) {
  67523. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  67524. camera._waitingParentId = null;
  67525. }
  67526. }
  67527. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  67528. var light_1 = scene.lights[index];
  67529. if (light_1 && light_1._waitingParentId) {
  67530. light_1.parent = scene.getLastEntryByID(light_1._waitingParentId);
  67531. light_1._waitingParentId = null;
  67532. }
  67533. }
  67534. // Sounds
  67535. // TODO: add sound
  67536. var loadedSounds = [];
  67537. var loadedSound;
  67538. if (BABYLON.AudioEngine && parsedData.sounds !== undefined && parsedData.sounds !== null) {
  67539. for (index = 0, cache = parsedData.sounds.length; index < cache; index++) {
  67540. var parsedSound = parsedData.sounds[index];
  67541. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  67542. if (!parsedSound.url)
  67543. parsedSound.url = parsedSound.name;
  67544. if (!loadedSounds[parsedSound.url]) {
  67545. loadedSound = BABYLON.Sound.Parse(parsedSound, scene, rootUrl);
  67546. loadedSounds[parsedSound.url] = loadedSound;
  67547. container.sounds.push(loadedSound);
  67548. }
  67549. else {
  67550. container.sounds.push(BABYLON.Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]));
  67551. }
  67552. }
  67553. else {
  67554. container.sounds.push(new BABYLON.Sound(parsedSound.name, null, scene));
  67555. }
  67556. }
  67557. }
  67558. loadedSounds = [];
  67559. // Connect parents & children and parse actions
  67560. for (index = 0, cache = scene.transformNodes.length; index < cache; index++) {
  67561. var transformNode = scene.transformNodes[index];
  67562. if (transformNode._waitingParentId) {
  67563. transformNode.parent = scene.getLastEntryByID(transformNode._waitingParentId);
  67564. transformNode._waitingParentId = null;
  67565. }
  67566. }
  67567. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  67568. var mesh = scene.meshes[index];
  67569. if (mesh._waitingParentId) {
  67570. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  67571. mesh._waitingParentId = null;
  67572. }
  67573. if (mesh._waitingActions) {
  67574. BABYLON.ActionManager.Parse(mesh._waitingActions, mesh, scene);
  67575. mesh._waitingActions = null;
  67576. }
  67577. }
  67578. // freeze world matrix application
  67579. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  67580. var currentMesh = scene.meshes[index];
  67581. if (currentMesh._waitingFreezeWorldMatrix) {
  67582. currentMesh.freezeWorldMatrix();
  67583. currentMesh._waitingFreezeWorldMatrix = null;
  67584. }
  67585. else {
  67586. currentMesh.computeWorldMatrix(true);
  67587. }
  67588. }
  67589. // Particles Systems
  67590. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  67591. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  67592. var parsedParticleSystem = parsedData.particleSystems[index];
  67593. if (parsedParticleSystem.activeParticleCount) {
  67594. var ps = BABYLON.GPUParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  67595. container.particleSystems.push(ps);
  67596. }
  67597. else {
  67598. var ps = BABYLON.ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  67599. container.particleSystems.push(ps);
  67600. }
  67601. }
  67602. }
  67603. // Lens flares
  67604. if (parsedData.lensFlareSystems !== undefined && parsedData.lensFlareSystems !== null) {
  67605. for (index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
  67606. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  67607. var lf = BABYLON.LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
  67608. container.lensFlareSystems.push(lf);
  67609. }
  67610. }
  67611. // Shadows
  67612. if (parsedData.shadowGenerators !== undefined && parsedData.shadowGenerators !== null) {
  67613. for (index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
  67614. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  67615. var sg = BABYLON.ShadowGenerator.Parse(parsedShadowGenerator, scene);
  67616. container.shadowGenerators.push(sg);
  67617. }
  67618. }
  67619. // Lights exclusions / inclusions
  67620. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  67621. var light_2 = scene.lights[index];
  67622. // Excluded check
  67623. if (light_2._excludedMeshesIds.length > 0) {
  67624. for (var excludedIndex = 0; excludedIndex < light_2._excludedMeshesIds.length; excludedIndex++) {
  67625. var excludedMesh = scene.getMeshByID(light_2._excludedMeshesIds[excludedIndex]);
  67626. if (excludedMesh) {
  67627. light_2.excludedMeshes.push(excludedMesh);
  67628. }
  67629. }
  67630. light_2._excludedMeshesIds = [];
  67631. }
  67632. // Included check
  67633. if (light_2._includedOnlyMeshesIds.length > 0) {
  67634. for (var includedOnlyIndex = 0; includedOnlyIndex < light_2._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  67635. var includedOnlyMesh = scene.getMeshByID(light_2._includedOnlyMeshesIds[includedOnlyIndex]);
  67636. if (includedOnlyMesh) {
  67637. light_2.includedOnlyMeshes.push(includedOnlyMesh);
  67638. }
  67639. }
  67640. light_2._includedOnlyMeshesIds = [];
  67641. }
  67642. }
  67643. // Effect layers
  67644. if (parsedData.effectLayers) {
  67645. for (index = 0; index < parsedData.effectLayers.length; index++) {
  67646. var effectLayer = BABYLON.EffectLayer.Parse(parsedData.effectLayers[index], scene, rootUrl);
  67647. container.effectLayers.push(effectLayer);
  67648. }
  67649. }
  67650. // Actions (scene)
  67651. if (parsedData.actions !== undefined && parsedData.actions !== null) {
  67652. BABYLON.ActionManager.Parse(parsedData.actions, null, scene);
  67653. }
  67654. if (!addToScene) {
  67655. container.removeAllFromScene();
  67656. }
  67657. }
  67658. catch (err) {
  67659. var msg = logOperation("loadAssts", parsedData ? parsedData.producer : "Unknown") + log;
  67660. if (onError) {
  67661. onError(msg, err);
  67662. }
  67663. else {
  67664. BABYLON.Tools.Log(msg);
  67665. throw err;
  67666. }
  67667. }
  67668. finally {
  67669. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  67670. BABYLON.Tools.Log(logOperation("loadAssts", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  67671. }
  67672. }
  67673. return container;
  67674. };
  67675. BABYLON.SceneLoader.RegisterPlugin({
  67676. name: "babylon.js",
  67677. extensions: ".babylon",
  67678. canDirectLoad: function (data) {
  67679. if (data.indexOf("babylon") !== -1) { // We consider that the producer string is filled
  67680. return true;
  67681. }
  67682. return false;
  67683. },
  67684. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons, onError) {
  67685. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  67686. // when SceneLoader.debugLogging = true (default), or exception encountered.
  67687. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  67688. // and avoid problems with multiple concurrent .babylon loads.
  67689. var log = "importMesh has failed JSON parse";
  67690. try {
  67691. var parsedData = JSON.parse(data);
  67692. log = "";
  67693. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  67694. if (!meshesNames) {
  67695. meshesNames = null;
  67696. }
  67697. else if (!Array.isArray(meshesNames)) {
  67698. meshesNames = [meshesNames];
  67699. }
  67700. var hierarchyIds = new Array();
  67701. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  67702. var loadedSkeletonsIds = [];
  67703. var loadedMaterialsIds = [];
  67704. var index;
  67705. var cache;
  67706. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  67707. var parsedMesh = parsedData.meshes[index];
  67708. if (meshesNames === null || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  67709. if (meshesNames !== null) {
  67710. // Remove found mesh name from list.
  67711. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  67712. }
  67713. //Geometry?
  67714. if (parsedMesh.geometryId !== undefined && parsedMesh.geometryId !== null) {
  67715. //does the file contain geometries?
  67716. if (parsedData.geometries !== undefined && parsedData.geometries !== null) {
  67717. //find the correct geometry and add it to the scene
  67718. var found = false;
  67719. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach(function (geometryType) {
  67720. if (found === true || !parsedData.geometries[geometryType] || !(Array.isArray(parsedData.geometries[geometryType]))) {
  67721. return;
  67722. }
  67723. else {
  67724. parsedData.geometries[geometryType].forEach(function (parsedGeometryData) {
  67725. if (parsedGeometryData.id === parsedMesh.geometryId) {
  67726. switch (geometryType) {
  67727. case "boxes":
  67728. BABYLON.BoxGeometry.Parse(parsedGeometryData, scene);
  67729. break;
  67730. case "spheres":
  67731. BABYLON.SphereGeometry.Parse(parsedGeometryData, scene);
  67732. break;
  67733. case "cylinders":
  67734. BABYLON.CylinderGeometry.Parse(parsedGeometryData, scene);
  67735. break;
  67736. case "toruses":
  67737. BABYLON.TorusGeometry.Parse(parsedGeometryData, scene);
  67738. break;
  67739. case "grounds":
  67740. BABYLON.GroundGeometry.Parse(parsedGeometryData, scene);
  67741. break;
  67742. case "planes":
  67743. BABYLON.PlaneGeometry.Parse(parsedGeometryData, scene);
  67744. break;
  67745. case "torusKnots":
  67746. BABYLON.TorusKnotGeometry.Parse(parsedGeometryData, scene);
  67747. break;
  67748. case "vertexData":
  67749. BABYLON.Geometry.Parse(parsedGeometryData, scene, rootUrl);
  67750. break;
  67751. }
  67752. found = true;
  67753. }
  67754. });
  67755. }
  67756. });
  67757. if (found === false) {
  67758. BABYLON.Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  67759. }
  67760. }
  67761. }
  67762. // Material ?
  67763. if (parsedMesh.materialId) {
  67764. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  67765. if (materialFound === false && parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  67766. for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {
  67767. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  67768. if (parsedMultiMaterial.id === parsedMesh.materialId) {
  67769. for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {
  67770. var subMatId = parsedMultiMaterial.materials[matIndex];
  67771. loadedMaterialsIds.push(subMatId);
  67772. var mat = parseMaterialById(subMatId, parsedData, scene, rootUrl);
  67773. if (mat) {
  67774. log += "\n\tMaterial " + mat.toString(fullDetails);
  67775. }
  67776. }
  67777. loadedMaterialsIds.push(parsedMultiMaterial.id);
  67778. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  67779. if (mmat) {
  67780. materialFound = true;
  67781. log += "\n\tMulti-Material " + mmat.toString(fullDetails);
  67782. }
  67783. break;
  67784. }
  67785. }
  67786. }
  67787. if (materialFound === false) {
  67788. loadedMaterialsIds.push(parsedMesh.materialId);
  67789. var mat = parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  67790. if (!mat) {
  67791. BABYLON.Tools.Warn("Material not found for mesh " + parsedMesh.id);
  67792. }
  67793. else {
  67794. log += "\n\tMaterial " + mat.toString(fullDetails);
  67795. }
  67796. }
  67797. }
  67798. // Skeleton ?
  67799. if (parsedMesh.skeletonId > -1 && parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  67800. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  67801. if (skeletonAlreadyLoaded === false) {
  67802. for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {
  67803. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  67804. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  67805. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  67806. skeletons.push(skeleton);
  67807. loadedSkeletonsIds.push(parsedSkeleton.id);
  67808. log += "\n\tSkeleton " + skeleton.toString(fullDetails);
  67809. }
  67810. }
  67811. }
  67812. }
  67813. // Morph targets ?
  67814. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  67815. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  67816. var managerData = _a[_i];
  67817. BABYLON.MorphTargetManager.Parse(managerData, scene);
  67818. }
  67819. }
  67820. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  67821. meshes.push(mesh);
  67822. log += "\n\tMesh " + mesh.toString(fullDetails);
  67823. }
  67824. }
  67825. // Connecting parents
  67826. var currentMesh;
  67827. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  67828. currentMesh = scene.meshes[index];
  67829. if (currentMesh._waitingParentId) {
  67830. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  67831. currentMesh._waitingParentId = null;
  67832. }
  67833. }
  67834. // freeze and compute world matrix application
  67835. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  67836. currentMesh = scene.meshes[index];
  67837. if (currentMesh._waitingFreezeWorldMatrix) {
  67838. currentMesh.freezeWorldMatrix();
  67839. currentMesh._waitingFreezeWorldMatrix = null;
  67840. }
  67841. else {
  67842. currentMesh.computeWorldMatrix(true);
  67843. }
  67844. }
  67845. }
  67846. // Particles
  67847. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  67848. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  67849. var parsedParticleSystem = parsedData.particleSystems[index];
  67850. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  67851. particleSystems.push(BABYLON.ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl));
  67852. }
  67853. }
  67854. }
  67855. return true;
  67856. }
  67857. catch (err) {
  67858. var msg = logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + log;
  67859. if (onError) {
  67860. onError(msg, err);
  67861. }
  67862. else {
  67863. BABYLON.Tools.Log(msg);
  67864. throw err;
  67865. }
  67866. }
  67867. finally {
  67868. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  67869. BABYLON.Tools.Log(logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  67870. }
  67871. }
  67872. return false;
  67873. },
  67874. load: function (scene, data, rootUrl, onError) {
  67875. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  67876. // when SceneLoader.debugLogging = true (default), or exception encountered.
  67877. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  67878. // and avoid problems with multiple concurrent .babylon loads.
  67879. var log = "importScene has failed JSON parse";
  67880. try {
  67881. var parsedData = JSON.parse(data);
  67882. log = "";
  67883. // Scene
  67884. if (parsedData.useDelayedTextureLoading !== undefined && parsedData.useDelayedTextureLoading !== null) {
  67885. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  67886. }
  67887. if (parsedData.autoClear !== undefined && parsedData.autoClear !== null) {
  67888. scene.autoClear = parsedData.autoClear;
  67889. }
  67890. if (parsedData.clearColor !== undefined && parsedData.clearColor !== null) {
  67891. scene.clearColor = BABYLON.Color4.FromArray(parsedData.clearColor);
  67892. }
  67893. if (parsedData.ambientColor !== undefined && parsedData.ambientColor !== null) {
  67894. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  67895. }
  67896. if (parsedData.gravity !== undefined && parsedData.gravity !== null) {
  67897. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  67898. }
  67899. // Fog
  67900. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  67901. scene.fogMode = parsedData.fogMode;
  67902. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  67903. scene.fogStart = parsedData.fogStart;
  67904. scene.fogEnd = parsedData.fogEnd;
  67905. scene.fogDensity = parsedData.fogDensity;
  67906. log += "\tFog mode for scene: ";
  67907. switch (scene.fogMode) {
  67908. // getters not compiling, so using hardcoded
  67909. case 1:
  67910. log += "exp\n";
  67911. break;
  67912. case 2:
  67913. log += "exp2\n";
  67914. break;
  67915. case 3:
  67916. log += "linear\n";
  67917. break;
  67918. }
  67919. }
  67920. //Physics
  67921. if (parsedData.physicsEnabled) {
  67922. var physicsPlugin;
  67923. if (parsedData.physicsEngine === "cannon") {
  67924. physicsPlugin = new BABYLON.CannonJSPlugin();
  67925. }
  67926. else if (parsedData.physicsEngine === "oimo") {
  67927. physicsPlugin = new BABYLON.OimoJSPlugin();
  67928. }
  67929. log = "\tPhysics engine " + (parsedData.physicsEngine ? parsedData.physicsEngine : "oimo") + " enabled\n";
  67930. //else - default engine, which is currently oimo
  67931. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  67932. scene.enablePhysics(physicsGravity, physicsPlugin);
  67933. }
  67934. // Metadata
  67935. if (parsedData.metadata !== undefined && parsedData.metadata !== null) {
  67936. scene.metadata = parsedData.metadata;
  67937. }
  67938. //collisions, if defined. otherwise, default is true
  67939. if (parsedData.collisionsEnabled !== undefined && parsedData.collisionsEnabled !== null) {
  67940. scene.collisionsEnabled = parsedData.collisionsEnabled;
  67941. }
  67942. scene.workerCollisions = !!parsedData.workerCollisions;
  67943. var container = loadAssetContainer(scene, data, rootUrl, onError, true);
  67944. if (!container) {
  67945. return false;
  67946. }
  67947. if (parsedData.autoAnimate) {
  67948. scene.beginAnimation(scene, parsedData.autoAnimateFrom, parsedData.autoAnimateTo, parsedData.autoAnimateLoop, parsedData.autoAnimateSpeed || 1.0);
  67949. }
  67950. if (parsedData.activeCameraID !== undefined && parsedData.activeCameraID !== null) {
  67951. scene.setActiveCameraByID(parsedData.activeCameraID);
  67952. }
  67953. // Environment texture
  67954. if (parsedData.environmentTexture !== undefined && parsedData.environmentTexture !== null) {
  67955. scene.environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(rootUrl + parsedData.environmentTexture, scene);
  67956. if (parsedData.createDefaultSkybox === true) {
  67957. var skyboxScale = (scene.activeCamera !== undefined && scene.activeCamera !== null) ? (scene.activeCamera.maxZ - scene.activeCamera.minZ) / 2 : 1000;
  67958. var skyboxBlurLevel = parsedData.skyboxBlurLevel || 0;
  67959. scene.createDefaultSkybox(undefined, true, skyboxScale, skyboxBlurLevel);
  67960. }
  67961. }
  67962. // Finish
  67963. return true;
  67964. }
  67965. catch (err) {
  67966. var msg = logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + log;
  67967. if (onError) {
  67968. onError(msg, err);
  67969. }
  67970. else {
  67971. BABYLON.Tools.Log(msg);
  67972. throw err;
  67973. }
  67974. }
  67975. finally {
  67976. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  67977. BABYLON.Tools.Log(logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  67978. }
  67979. }
  67980. return false;
  67981. },
  67982. loadAssetContainer: function (scene, data, rootUrl, onError) {
  67983. var container = loadAssetContainer(scene, data, rootUrl, onError);
  67984. return container;
  67985. }
  67986. });
  67987. })(BABYLON || (BABYLON = {}));
  67988. //# sourceMappingURL=babylon.babylonFileLoader.js.map
  67989. var BABYLON;
  67990. (function (BABYLON) {
  67991. var FilesInput = /** @class */ (function () {
  67992. function FilesInput(engine, scene, sceneLoadedCallback, progressCallback, additionalRenderLoopLogicCallback, textureLoadingCallback, startingProcessingFilesCallback, onReloadCallback, errorCallback) {
  67993. this.onProcessFileCallback = function () { return true; };
  67994. this._engine = engine;
  67995. this._currentScene = scene;
  67996. this._sceneLoadedCallback = sceneLoadedCallback;
  67997. this._progressCallback = progressCallback;
  67998. this._additionalRenderLoopLogicCallback = additionalRenderLoopLogicCallback;
  67999. this._textureLoadingCallback = textureLoadingCallback;
  68000. this._startingProcessingFilesCallback = startingProcessingFilesCallback;
  68001. this._onReloadCallback = onReloadCallback;
  68002. this._errorCallback = errorCallback;
  68003. }
  68004. FilesInput.prototype.monitorElementForDragNDrop = function (elementToMonitor) {
  68005. var _this = this;
  68006. if (elementToMonitor) {
  68007. this._elementToMonitor = elementToMonitor;
  68008. this._dragEnterHandler = function (e) { _this.drag(e); };
  68009. this._dragOverHandler = function (e) { _this.drag(e); };
  68010. this._dropHandler = function (e) { _this.drop(e); };
  68011. this._elementToMonitor.addEventListener("dragenter", this._dragEnterHandler, false);
  68012. this._elementToMonitor.addEventListener("dragover", this._dragOverHandler, false);
  68013. this._elementToMonitor.addEventListener("drop", this._dropHandler, false);
  68014. }
  68015. };
  68016. FilesInput.prototype.dispose = function () {
  68017. if (!this._elementToMonitor) {
  68018. return;
  68019. }
  68020. this._elementToMonitor.removeEventListener("dragenter", this._dragEnterHandler);
  68021. this._elementToMonitor.removeEventListener("dragover", this._dragOverHandler);
  68022. this._elementToMonitor.removeEventListener("drop", this._dropHandler);
  68023. };
  68024. FilesInput.prototype.renderFunction = function () {
  68025. if (this._additionalRenderLoopLogicCallback) {
  68026. this._additionalRenderLoopLogicCallback();
  68027. }
  68028. if (this._currentScene) {
  68029. if (this._textureLoadingCallback) {
  68030. var remaining = this._currentScene.getWaitingItemsCount();
  68031. if (remaining > 0) {
  68032. this._textureLoadingCallback(remaining);
  68033. }
  68034. }
  68035. this._currentScene.render();
  68036. }
  68037. };
  68038. FilesInput.prototype.drag = function (e) {
  68039. e.stopPropagation();
  68040. e.preventDefault();
  68041. };
  68042. FilesInput.prototype.drop = function (eventDrop) {
  68043. eventDrop.stopPropagation();
  68044. eventDrop.preventDefault();
  68045. this.loadFiles(eventDrop);
  68046. };
  68047. FilesInput.prototype._traverseFolder = function (folder, files, remaining, callback) {
  68048. var _this = this;
  68049. var reader = folder.createReader();
  68050. var relativePath = folder.fullPath.replace(/^\//, "").replace(/(.+?)\/?$/, "$1/");
  68051. reader.readEntries(function (entries) {
  68052. remaining.count += entries.length;
  68053. for (var _i = 0, entries_1 = entries; _i < entries_1.length; _i++) {
  68054. var entry = entries_1[_i];
  68055. if (entry.isFile) {
  68056. entry.file(function (file) {
  68057. file.correctName = relativePath + file.name;
  68058. files.push(file);
  68059. if (--remaining.count === 0) {
  68060. callback();
  68061. }
  68062. });
  68063. }
  68064. else if (entry.isDirectory) {
  68065. _this._traverseFolder(entry, files, remaining, callback);
  68066. }
  68067. }
  68068. if (--remaining.count) {
  68069. callback();
  68070. }
  68071. });
  68072. };
  68073. FilesInput.prototype._processFiles = function (files) {
  68074. for (var i = 0; i < files.length; i++) {
  68075. var name = files[i].correctName.toLowerCase();
  68076. var extension = name.split('.').pop();
  68077. if (!this.onProcessFileCallback(files[i], name, extension)) {
  68078. continue;
  68079. }
  68080. if ((extension === "babylon" || extension === "stl" || extension === "obj" || extension === "gltf" || extension === "glb")
  68081. && name.indexOf(".binary.babylon") === -1 && name.indexOf(".incremental.babylon") === -1) {
  68082. this._sceneFileToLoad = files[i];
  68083. }
  68084. else {
  68085. FilesInput.FilesToLoad[name] = files[i];
  68086. }
  68087. }
  68088. };
  68089. FilesInput.prototype.loadFiles = function (event) {
  68090. var _this = this;
  68091. if (this._startingProcessingFilesCallback)
  68092. this._startingProcessingFilesCallback();
  68093. // Handling data transfer via drag'n'drop
  68094. if (event && event.dataTransfer && event.dataTransfer.files) {
  68095. this._filesToLoad = event.dataTransfer.files;
  68096. }
  68097. // Handling files from input files
  68098. if (event && event.target && event.target.files) {
  68099. this._filesToLoad = event.target.files;
  68100. }
  68101. if (this._filesToLoad && this._filesToLoad.length > 0) {
  68102. var files_1 = new Array();
  68103. var folders = [];
  68104. var items = event.dataTransfer ? event.dataTransfer.items : null;
  68105. for (var i = 0; i < this._filesToLoad.length; i++) {
  68106. var fileToLoad = this._filesToLoad[i];
  68107. var name_1 = fileToLoad.name.toLowerCase();
  68108. var entry = void 0;
  68109. fileToLoad.correctName = name_1;
  68110. if (items) {
  68111. var item = items[i];
  68112. if (item.getAsEntry) {
  68113. entry = item.getAsEntry();
  68114. }
  68115. else if (item.webkitGetAsEntry) {
  68116. entry = item.webkitGetAsEntry();
  68117. }
  68118. }
  68119. if (!entry) {
  68120. files_1.push(fileToLoad);
  68121. }
  68122. else {
  68123. if (entry.isDirectory) {
  68124. folders.push(entry);
  68125. }
  68126. else {
  68127. files_1.push(fileToLoad);
  68128. }
  68129. }
  68130. }
  68131. if (folders.length === 0) {
  68132. this._processFiles(files_1);
  68133. this._processReload();
  68134. }
  68135. else {
  68136. var remaining = { count: folders.length };
  68137. for (var _i = 0, folders_1 = folders; _i < folders_1.length; _i++) {
  68138. var folder = folders_1[_i];
  68139. this._traverseFolder(folder, files_1, remaining, function () {
  68140. _this._processFiles(files_1);
  68141. if (remaining.count === 0) {
  68142. _this._processReload();
  68143. }
  68144. });
  68145. }
  68146. }
  68147. }
  68148. };
  68149. FilesInput.prototype._processReload = function () {
  68150. if (this._onReloadCallback) {
  68151. this._onReloadCallback(this._sceneFileToLoad);
  68152. }
  68153. else {
  68154. this.reload();
  68155. }
  68156. };
  68157. FilesInput.prototype.reload = function () {
  68158. var _this = this;
  68159. // If a scene file has been provided
  68160. if (this._sceneFileToLoad) {
  68161. if (this._currentScene) {
  68162. if (BABYLON.Tools.errorsCount > 0) {
  68163. BABYLON.Tools.ClearLogCache();
  68164. }
  68165. this._engine.stopRenderLoop();
  68166. this._currentScene.dispose();
  68167. }
  68168. BABYLON.SceneLoader.LoadAsync("file:", this._sceneFileToLoad, this._engine, function (progress) {
  68169. if (_this._progressCallback) {
  68170. _this._progressCallback(progress);
  68171. }
  68172. }).then(function (scene) {
  68173. _this._currentScene = scene;
  68174. if (_this._sceneLoadedCallback) {
  68175. _this._sceneLoadedCallback(_this._sceneFileToLoad, _this._currentScene);
  68176. }
  68177. // Wait for textures and shaders to be ready
  68178. _this._currentScene.executeWhenReady(function () {
  68179. _this._engine.runRenderLoop(function () {
  68180. _this.renderFunction();
  68181. });
  68182. });
  68183. }).catch(function (error) {
  68184. if (_this._errorCallback) {
  68185. _this._errorCallback(_this._sceneFileToLoad, _this._currentScene, error.message);
  68186. }
  68187. });
  68188. }
  68189. else {
  68190. BABYLON.Tools.Error("Please provide a valid .babylon file.");
  68191. }
  68192. };
  68193. FilesInput.FilesToLoad = {};
  68194. return FilesInput;
  68195. }());
  68196. BABYLON.FilesInput = FilesInput;
  68197. })(BABYLON || (BABYLON = {}));
  68198. //# sourceMappingURL=babylon.filesInput.js.map
  68199. var BABYLON;
  68200. (function (BABYLON) {
  68201. /**
  68202. * This class implement a typical dictionary using a string as key and the generic type T as value.
  68203. * The underlying implementation relies on an associative array to ensure the best performances.
  68204. * The value can be anything including 'null' but except 'undefined'
  68205. */
  68206. var StringDictionary = /** @class */ (function () {
  68207. function StringDictionary() {
  68208. this._count = 0;
  68209. this._data = {};
  68210. }
  68211. /**
  68212. * This will clear this dictionary and copy the content from the 'source' one.
  68213. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  68214. * @param source the dictionary to take the content from and copy to this dictionary
  68215. */
  68216. StringDictionary.prototype.copyFrom = function (source) {
  68217. var _this = this;
  68218. this.clear();
  68219. source.forEach(function (t, v) { return _this.add(t, v); });
  68220. };
  68221. /**
  68222. * Get a value based from its key
  68223. * @param key the given key to get the matching value from
  68224. * @return the value if found, otherwise undefined is returned
  68225. */
  68226. StringDictionary.prototype.get = function (key) {
  68227. var val = this._data[key];
  68228. if (val !== undefined) {
  68229. return val;
  68230. }
  68231. return undefined;
  68232. };
  68233. /**
  68234. * Get a value from its key or add it if it doesn't exist.
  68235. * This method will ensure you that a given key/data will be present in the dictionary.
  68236. * @param key the given key to get the matching value from
  68237. * @param factory the factory that will create the value if the key is not present in the dictionary.
  68238. * The factory will only be invoked if there's no data for the given key.
  68239. * @return the value corresponding to the key.
  68240. */
  68241. StringDictionary.prototype.getOrAddWithFactory = function (key, factory) {
  68242. var val = this.get(key);
  68243. if (val !== undefined) {
  68244. return val;
  68245. }
  68246. val = factory(key);
  68247. if (val) {
  68248. this.add(key, val);
  68249. }
  68250. return val;
  68251. };
  68252. /**
  68253. * Get a value from its key if present in the dictionary otherwise add it
  68254. * @param key the key to get the value from
  68255. * @param val if there's no such key/value pair in the dictionary add it with this value
  68256. * @return the value corresponding to the key
  68257. */
  68258. StringDictionary.prototype.getOrAdd = function (key, val) {
  68259. var curVal = this.get(key);
  68260. if (curVal !== undefined) {
  68261. return curVal;
  68262. }
  68263. this.add(key, val);
  68264. return val;
  68265. };
  68266. /**
  68267. * Check if there's a given key in the dictionary
  68268. * @param key the key to check for
  68269. * @return true if the key is present, false otherwise
  68270. */
  68271. StringDictionary.prototype.contains = function (key) {
  68272. return this._data[key] !== undefined;
  68273. };
  68274. /**
  68275. * Add a new key and its corresponding value
  68276. * @param key the key to add
  68277. * @param value the value corresponding to the key
  68278. * @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
  68279. */
  68280. StringDictionary.prototype.add = function (key, value) {
  68281. if (this._data[key] !== undefined) {
  68282. return false;
  68283. }
  68284. this._data[key] = value;
  68285. ++this._count;
  68286. return true;
  68287. };
  68288. StringDictionary.prototype.set = function (key, value) {
  68289. if (this._data[key] === undefined) {
  68290. return false;
  68291. }
  68292. this._data[key] = value;
  68293. return true;
  68294. };
  68295. /**
  68296. * Get the element of the given key and remove it from the dictionary
  68297. * @param key
  68298. */
  68299. StringDictionary.prototype.getAndRemove = function (key) {
  68300. var val = this.get(key);
  68301. if (val !== undefined) {
  68302. delete this._data[key];
  68303. --this._count;
  68304. return val;
  68305. }
  68306. return null;
  68307. };
  68308. /**
  68309. * Remove a key/value from the dictionary.
  68310. * @param key the key to remove
  68311. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  68312. */
  68313. StringDictionary.prototype.remove = function (key) {
  68314. if (this.contains(key)) {
  68315. delete this._data[key];
  68316. --this._count;
  68317. return true;
  68318. }
  68319. return false;
  68320. };
  68321. /**
  68322. * Clear the whole content of the dictionary
  68323. */
  68324. StringDictionary.prototype.clear = function () {
  68325. this._data = {};
  68326. this._count = 0;
  68327. };
  68328. Object.defineProperty(StringDictionary.prototype, "count", {
  68329. get: function () {
  68330. return this._count;
  68331. },
  68332. enumerable: true,
  68333. configurable: true
  68334. });
  68335. /**
  68336. * Execute a callback on each key/val of the dictionary.
  68337. * Note that you can remove any element in this dictionary in the callback implementation
  68338. * @param callback the callback to execute on a given key/value pair
  68339. */
  68340. StringDictionary.prototype.forEach = function (callback) {
  68341. for (var cur in this._data) {
  68342. var val = this._data[cur];
  68343. callback(cur, val);
  68344. }
  68345. };
  68346. /**
  68347. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  68348. * If the callback returns null or undefined the method will iterate to the next key/value pair
  68349. * Note that you can remove any element in this dictionary in the callback implementation
  68350. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  68351. */
  68352. StringDictionary.prototype.first = function (callback) {
  68353. for (var cur in this._data) {
  68354. var val = this._data[cur];
  68355. var res = callback(cur, val);
  68356. if (res) {
  68357. return res;
  68358. }
  68359. }
  68360. return null;
  68361. };
  68362. return StringDictionary;
  68363. }());
  68364. BABYLON.StringDictionary = StringDictionary;
  68365. })(BABYLON || (BABYLON = {}));
  68366. //# sourceMappingURL=babylon.stringDictionary.js.map
  68367. var BABYLON;
  68368. (function (BABYLON) {
  68369. var Tags = /** @class */ (function () {
  68370. function Tags() {
  68371. }
  68372. Tags.EnableFor = function (obj) {
  68373. obj._tags = obj._tags || {};
  68374. obj.hasTags = function () {
  68375. return Tags.HasTags(obj);
  68376. };
  68377. obj.addTags = function (tagsString) {
  68378. return Tags.AddTagsTo(obj, tagsString);
  68379. };
  68380. obj.removeTags = function (tagsString) {
  68381. return Tags.RemoveTagsFrom(obj, tagsString);
  68382. };
  68383. obj.matchesTagsQuery = function (tagsQuery) {
  68384. return Tags.MatchesQuery(obj, tagsQuery);
  68385. };
  68386. };
  68387. Tags.DisableFor = function (obj) {
  68388. delete obj._tags;
  68389. delete obj.hasTags;
  68390. delete obj.addTags;
  68391. delete obj.removeTags;
  68392. delete obj.matchesTagsQuery;
  68393. };
  68394. Tags.HasTags = function (obj) {
  68395. if (!obj._tags) {
  68396. return false;
  68397. }
  68398. return !BABYLON.Tools.IsEmpty(obj._tags);
  68399. };
  68400. Tags.GetTags = function (obj, asString) {
  68401. if (asString === void 0) { asString = true; }
  68402. if (!obj._tags) {
  68403. return null;
  68404. }
  68405. if (asString) {
  68406. var tagsArray = [];
  68407. for (var tag in obj._tags) {
  68408. if (obj._tags.hasOwnProperty(tag) && obj._tags[tag] === true) {
  68409. tagsArray.push(tag);
  68410. }
  68411. }
  68412. return tagsArray.join(" ");
  68413. }
  68414. else {
  68415. return obj._tags;
  68416. }
  68417. };
  68418. // the tags 'true' and 'false' are reserved and cannot be used as tags
  68419. // a tag cannot start with '||', '&&', and '!'
  68420. // it cannot contain whitespaces
  68421. Tags.AddTagsTo = function (obj, tagsString) {
  68422. if (!tagsString) {
  68423. return;
  68424. }
  68425. if (typeof tagsString !== "string") {
  68426. return;
  68427. }
  68428. var tags = tagsString.split(" ");
  68429. tags.forEach(function (tag, index, array) {
  68430. Tags._AddTagTo(obj, tag);
  68431. });
  68432. };
  68433. Tags._AddTagTo = function (obj, tag) {
  68434. tag = tag.trim();
  68435. if (tag === "" || tag === "true" || tag === "false") {
  68436. return;
  68437. }
  68438. if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
  68439. return;
  68440. }
  68441. Tags.EnableFor(obj);
  68442. obj._tags[tag] = true;
  68443. };
  68444. Tags.RemoveTagsFrom = function (obj, tagsString) {
  68445. if (!Tags.HasTags(obj)) {
  68446. return;
  68447. }
  68448. var tags = tagsString.split(" ");
  68449. for (var t in tags) {
  68450. Tags._RemoveTagFrom(obj, tags[t]);
  68451. }
  68452. };
  68453. Tags._RemoveTagFrom = function (obj, tag) {
  68454. delete obj._tags[tag];
  68455. };
  68456. Tags.MatchesQuery = function (obj, tagsQuery) {
  68457. if (tagsQuery === undefined) {
  68458. return true;
  68459. }
  68460. if (tagsQuery === "") {
  68461. return Tags.HasTags(obj);
  68462. }
  68463. return BABYLON.AndOrNotEvaluator.Eval(tagsQuery, function (r) { return Tags.HasTags(obj) && obj._tags[r]; });
  68464. };
  68465. return Tags;
  68466. }());
  68467. BABYLON.Tags = Tags;
  68468. })(BABYLON || (BABYLON = {}));
  68469. //# sourceMappingURL=babylon.tags.js.map
  68470. var BABYLON;
  68471. (function (BABYLON) {
  68472. /**
  68473. * Class used to evalaute queries containing `and` and `or` operators
  68474. */
  68475. var AndOrNotEvaluator = /** @class */ (function () {
  68476. function AndOrNotEvaluator() {
  68477. }
  68478. /**
  68479. * Evaluate a query
  68480. * @param query defines the query to evaluate
  68481. * @param evaluateCallback defines the callback used to filter result
  68482. * @returns true if the query matches
  68483. */
  68484. AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
  68485. if (!query.match(/\([^\(\)]*\)/g)) {
  68486. query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
  68487. }
  68488. else {
  68489. query = query.replace(/\([^\(\)]*\)/g, function (r) {
  68490. // remove parenthesis
  68491. r = r.slice(1, r.length - 1);
  68492. return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
  68493. });
  68494. }
  68495. if (query === "true") {
  68496. return true;
  68497. }
  68498. if (query === "false") {
  68499. return false;
  68500. }
  68501. return AndOrNotEvaluator.Eval(query, evaluateCallback);
  68502. };
  68503. AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
  68504. evaluateCallback = evaluateCallback || (function (r) {
  68505. return r === "true" ? true : false;
  68506. });
  68507. var result;
  68508. var or = parenthesisContent.split("||");
  68509. for (var i in or) {
  68510. if (or.hasOwnProperty(i)) {
  68511. var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
  68512. var and = ori.split("&&");
  68513. if (and.length > 1) {
  68514. for (var j = 0; j < and.length; ++j) {
  68515. var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
  68516. if (andj !== "true" && andj !== "false") {
  68517. if (andj[0] === "!") {
  68518. result = !evaluateCallback(andj.substring(1));
  68519. }
  68520. else {
  68521. result = evaluateCallback(andj);
  68522. }
  68523. }
  68524. else {
  68525. result = andj === "true" ? true : false;
  68526. }
  68527. if (!result) { // no need to continue since 'false && ... && ...' will always return false
  68528. ori = "false";
  68529. break;
  68530. }
  68531. }
  68532. }
  68533. if (result || ori === "true") { // no need to continue since 'true || ... || ...' will always return true
  68534. result = true;
  68535. break;
  68536. }
  68537. // result equals false (or undefined)
  68538. if (ori !== "true" && ori !== "false") {
  68539. if (ori[0] === "!") {
  68540. result = !evaluateCallback(ori.substring(1));
  68541. }
  68542. else {
  68543. result = evaluateCallback(ori);
  68544. }
  68545. }
  68546. else {
  68547. result = ori === "true" ? true : false;
  68548. }
  68549. }
  68550. }
  68551. // the whole parenthesis scope is replaced by 'true' or 'false'
  68552. return result ? "true" : "false";
  68553. };
  68554. AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
  68555. booleanString = booleanString.replace(/^[\s!]+/, function (r) {
  68556. // remove whitespaces
  68557. r = r.replace(/[\s]/g, function () { return ""; });
  68558. return r.length % 2 ? "!" : "";
  68559. });
  68560. booleanString = booleanString.trim();
  68561. if (booleanString === "!true") {
  68562. booleanString = "false";
  68563. }
  68564. else if (booleanString === "!false") {
  68565. booleanString = "true";
  68566. }
  68567. return booleanString;
  68568. };
  68569. return AndOrNotEvaluator;
  68570. }());
  68571. BABYLON.AndOrNotEvaluator = AndOrNotEvaluator;
  68572. })(BABYLON || (BABYLON = {}));
  68573. //# sourceMappingURL=babylon.andOrNotEvaluator.js.map
  68574. var BABYLON;
  68575. (function (BABYLON) {
  68576. /**
  68577. * Class used to enable access to IndexedDB
  68578. * @see @https://developer.mozilla.org/en-US/docs/Web/API/IndexedDB_API
  68579. */
  68580. var Database = /** @class */ (function () {
  68581. /**
  68582. * Creates a new Database
  68583. * @param urlToScene defines the url to load the scene
  68584. * @param callbackManifestChecked defines the callback to use when manifest is checked
  68585. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  68586. */
  68587. function Database(urlToScene, callbackManifestChecked, disableManifestCheck) {
  68588. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  68589. var _this = this;
  68590. // Handling various flavors of prefixed version of IndexedDB
  68591. this.idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
  68592. this.callbackManifestChecked = callbackManifestChecked;
  68593. this.currentSceneUrl = Database._ReturnFullUrlLocation(urlToScene);
  68594. this.db = null;
  68595. this._enableSceneOffline = false;
  68596. this._enableTexturesOffline = false;
  68597. this.manifestVersionFound = 0;
  68598. this.mustUpdateRessources = false;
  68599. this.hasReachedQuota = false;
  68600. if (!Database.IDBStorageEnabled) {
  68601. this.callbackManifestChecked(true);
  68602. }
  68603. else {
  68604. if (disableManifestCheck) {
  68605. this._enableSceneOffline = true;
  68606. this._enableTexturesOffline = true;
  68607. this.manifestVersionFound = 1;
  68608. BABYLON.Tools.SetImmediate(function () {
  68609. _this.callbackManifestChecked(true);
  68610. });
  68611. }
  68612. else {
  68613. this._checkManifestFile();
  68614. }
  68615. }
  68616. }
  68617. Object.defineProperty(Database.prototype, "enableSceneOffline", {
  68618. /**
  68619. * Gets a boolean indicating if scene must be saved in the database
  68620. */
  68621. get: function () {
  68622. return this._enableSceneOffline;
  68623. },
  68624. enumerable: true,
  68625. configurable: true
  68626. });
  68627. Object.defineProperty(Database.prototype, "enableTexturesOffline", {
  68628. /**
  68629. * Gets a boolean indicating if textures must be saved in the database
  68630. */
  68631. get: function () {
  68632. return this._enableTexturesOffline;
  68633. },
  68634. enumerable: true,
  68635. configurable: true
  68636. });
  68637. Database.prototype._checkManifestFile = function () {
  68638. var _this = this;
  68639. var noManifestFile = function () {
  68640. _this._enableSceneOffline = false;
  68641. _this._enableTexturesOffline = false;
  68642. _this.callbackManifestChecked(false);
  68643. };
  68644. var timeStampUsed = false;
  68645. var manifestURL = this.currentSceneUrl + ".manifest";
  68646. var xhr = new XMLHttpRequest();
  68647. if (navigator.onLine) {
  68648. // Adding a timestamp to by-pass browsers' cache
  68649. timeStampUsed = true;
  68650. manifestURL = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + Date.now();
  68651. }
  68652. xhr.open("GET", manifestURL, true);
  68653. xhr.addEventListener("load", function () {
  68654. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  68655. try {
  68656. var manifestFile = JSON.parse(xhr.response);
  68657. _this._enableSceneOffline = manifestFile.enableSceneOffline;
  68658. _this._enableTexturesOffline = manifestFile.enableTexturesOffline;
  68659. if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
  68660. _this.manifestVersionFound = manifestFile.version;
  68661. }
  68662. if (_this.callbackManifestChecked) {
  68663. _this.callbackManifestChecked(true);
  68664. }
  68665. }
  68666. catch (ex) {
  68667. noManifestFile();
  68668. }
  68669. }
  68670. else {
  68671. noManifestFile();
  68672. }
  68673. }, false);
  68674. xhr.addEventListener("error", function (event) {
  68675. if (timeStampUsed) {
  68676. timeStampUsed = false;
  68677. // Let's retry without the timeStamp
  68678. // It could fail when coupled with HTML5 Offline API
  68679. var retryManifestURL = _this.currentSceneUrl + ".manifest";
  68680. xhr.open("GET", retryManifestURL, true);
  68681. xhr.send();
  68682. }
  68683. else {
  68684. noManifestFile();
  68685. }
  68686. }, false);
  68687. try {
  68688. xhr.send();
  68689. }
  68690. catch (ex) {
  68691. BABYLON.Tools.Error("Error on XHR send request.");
  68692. this.callbackManifestChecked(false);
  68693. }
  68694. };
  68695. /**
  68696. * Open the database and make it available
  68697. * @param successCallback defines the callback to call on success
  68698. * @param errorCallback defines the callback to call on error
  68699. */
  68700. Database.prototype.openAsync = function (successCallback, errorCallback) {
  68701. var _this = this;
  68702. var handleError = function () {
  68703. _this.isSupported = false;
  68704. if (errorCallback)
  68705. errorCallback();
  68706. };
  68707. if (!this.idbFactory || !(this._enableSceneOffline || this._enableTexturesOffline)) {
  68708. // Your browser doesn't support IndexedDB
  68709. this.isSupported = false;
  68710. if (errorCallback)
  68711. errorCallback();
  68712. }
  68713. else {
  68714. // If the DB hasn't been opened or created yet
  68715. if (!this.db) {
  68716. this.hasReachedQuota = false;
  68717. this.isSupported = true;
  68718. var request = this.idbFactory.open("babylonjs", 1);
  68719. // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB
  68720. request.onerror = function (event) {
  68721. handleError();
  68722. };
  68723. // executes when a version change transaction cannot complete due to other active transactions
  68724. request.onblocked = function (event) {
  68725. BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
  68726. handleError();
  68727. };
  68728. // DB has been opened successfully
  68729. request.onsuccess = function (event) {
  68730. _this.db = request.result;
  68731. successCallback();
  68732. };
  68733. // Initialization of the DB. Creating Scenes & Textures stores
  68734. request.onupgradeneeded = function (event) {
  68735. _this.db = (event.target).result;
  68736. if (_this.db) {
  68737. try {
  68738. _this.db.createObjectStore("scenes", { keyPath: "sceneUrl" });
  68739. _this.db.createObjectStore("versions", { keyPath: "sceneUrl" });
  68740. _this.db.createObjectStore("textures", { keyPath: "textureUrl" });
  68741. }
  68742. catch (ex) {
  68743. BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
  68744. handleError();
  68745. }
  68746. }
  68747. };
  68748. }
  68749. // DB has already been created and opened
  68750. else {
  68751. if (successCallback)
  68752. successCallback();
  68753. }
  68754. }
  68755. };
  68756. /**
  68757. * Loads an image from the database
  68758. * @param url defines the url to load from
  68759. * @param image defines the target DOM image
  68760. */
  68761. Database.prototype.loadImageFromDB = function (url, image) {
  68762. var _this = this;
  68763. var completeURL = Database._ReturnFullUrlLocation(url);
  68764. var saveAndLoadImage = function () {
  68765. if (!_this.hasReachedQuota && _this.db !== null) {
  68766. // the texture is not yet in the DB, let's try to save it
  68767. _this._saveImageIntoDBAsync(completeURL, image);
  68768. }
  68769. // If the texture is not in the DB and we've reached the DB quota limit
  68770. // let's load it directly from the web
  68771. else {
  68772. image.src = url;
  68773. }
  68774. };
  68775. if (!this.mustUpdateRessources) {
  68776. this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
  68777. }
  68778. // First time we're download the images or update requested in the manifest file by a version change
  68779. else {
  68780. saveAndLoadImage();
  68781. }
  68782. };
  68783. Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
  68784. if (this.isSupported && this.db !== null) {
  68785. var texture;
  68786. var transaction = this.db.transaction(["textures"]);
  68787. transaction.onabort = function (event) {
  68788. image.src = url;
  68789. };
  68790. transaction.oncomplete = function (event) {
  68791. var blobTextureURL;
  68792. if (texture) {
  68793. var URL = window.URL || window.webkitURL;
  68794. blobTextureURL = URL.createObjectURL(texture.data, { oneTimeOnly: true });
  68795. image.onerror = function () {
  68796. BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
  68797. image.src = url;
  68798. };
  68799. image.src = blobTextureURL;
  68800. }
  68801. else {
  68802. notInDBCallback();
  68803. }
  68804. };
  68805. var getRequest = transaction.objectStore("textures").get(url);
  68806. getRequest.onsuccess = function (event) {
  68807. texture = (event.target).result;
  68808. };
  68809. getRequest.onerror = function (event) {
  68810. BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
  68811. image.src = url;
  68812. };
  68813. }
  68814. else {
  68815. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  68816. image.src = url;
  68817. }
  68818. };
  68819. Database.prototype._saveImageIntoDBAsync = function (url, image) {
  68820. var _this = this;
  68821. if (this.isSupported) {
  68822. // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on
  68823. var generateBlobUrl = function () {
  68824. var blobTextureURL;
  68825. if (blob) {
  68826. var URL = window.URL || window.webkitURL;
  68827. try {
  68828. blobTextureURL = URL.createObjectURL(blob, { oneTimeOnly: true });
  68829. }
  68830. // Chrome is raising a type error if we're setting the oneTimeOnly parameter
  68831. catch (ex) {
  68832. blobTextureURL = URL.createObjectURL(blob);
  68833. }
  68834. }
  68835. if (blobTextureURL) {
  68836. image.src = blobTextureURL;
  68837. }
  68838. };
  68839. if (Database.IsUASupportingBlobStorage) { // Create XHR
  68840. var xhr = new XMLHttpRequest(), blob;
  68841. xhr.open("GET", url, true);
  68842. xhr.responseType = "blob";
  68843. xhr.addEventListener("load", function () {
  68844. if (xhr.status === 200 && _this.db) {
  68845. // Blob as response (XHR2)
  68846. blob = xhr.response;
  68847. var transaction = _this.db.transaction(["textures"], "readwrite");
  68848. // the transaction could abort because of a QuotaExceededError error
  68849. transaction.onabort = function (event) {
  68850. try {
  68851. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  68852. var srcElement = (event.srcElement || event.target);
  68853. var error = srcElement.error;
  68854. if (error && error.name === "QuotaExceededError") {
  68855. _this.hasReachedQuota = true;
  68856. }
  68857. }
  68858. catch (ex) { }
  68859. generateBlobUrl();
  68860. };
  68861. transaction.oncomplete = function (event) {
  68862. generateBlobUrl();
  68863. };
  68864. var newTexture = { textureUrl: url, data: blob };
  68865. try {
  68866. // Put the blob into the dabase
  68867. var addRequest = transaction.objectStore("textures").put(newTexture);
  68868. addRequest.onsuccess = function (event) {
  68869. };
  68870. addRequest.onerror = function (event) {
  68871. generateBlobUrl();
  68872. };
  68873. }
  68874. catch (ex) {
  68875. // "DataCloneError" generated by Chrome when you try to inject blob into IndexedDB
  68876. if (ex.code === 25) {
  68877. Database.IsUASupportingBlobStorage = false;
  68878. }
  68879. image.src = url;
  68880. }
  68881. }
  68882. else {
  68883. image.src = url;
  68884. }
  68885. }, false);
  68886. xhr.addEventListener("error", function (event) {
  68887. BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
  68888. image.src = url;
  68889. }, false);
  68890. xhr.send();
  68891. }
  68892. else {
  68893. image.src = url;
  68894. }
  68895. }
  68896. else {
  68897. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  68898. image.src = url;
  68899. }
  68900. };
  68901. Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
  68902. var _this = this;
  68903. var updateVersion = function () {
  68904. // the version is not yet in the DB or we need to update it
  68905. _this._saveVersionIntoDBAsync(url, versionLoaded);
  68906. };
  68907. this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
  68908. };
  68909. Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
  68910. var _this = this;
  68911. if (this.isSupported && this.db) {
  68912. var version;
  68913. try {
  68914. var transaction = this.db.transaction(["versions"]);
  68915. transaction.oncomplete = function (event) {
  68916. if (version) {
  68917. // If the version in the JSON file is > than the version in DB
  68918. if (_this.manifestVersionFound > version.data) {
  68919. _this.mustUpdateRessources = true;
  68920. updateInDBCallback();
  68921. }
  68922. else {
  68923. callback(version.data);
  68924. }
  68925. }
  68926. // version was not found in DB
  68927. else {
  68928. _this.mustUpdateRessources = true;
  68929. updateInDBCallback();
  68930. }
  68931. };
  68932. transaction.onabort = function (event) {
  68933. callback(-1);
  68934. };
  68935. var getRequest = transaction.objectStore("versions").get(url);
  68936. getRequest.onsuccess = function (event) {
  68937. version = (event.target).result;
  68938. };
  68939. getRequest.onerror = function (event) {
  68940. BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
  68941. callback(-1);
  68942. };
  68943. }
  68944. catch (ex) {
  68945. BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
  68946. callback(-1);
  68947. }
  68948. }
  68949. else {
  68950. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  68951. callback(-1);
  68952. }
  68953. };
  68954. Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
  68955. var _this = this;
  68956. if (this.isSupported && !this.hasReachedQuota && this.db) {
  68957. try {
  68958. // Open a transaction to the database
  68959. var transaction = this.db.transaction(["versions"], "readwrite");
  68960. // the transaction could abort because of a QuotaExceededError error
  68961. transaction.onabort = function (event) {
  68962. try { //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  68963. var error = event.srcElement['error'];
  68964. if (error && error.name === "QuotaExceededError") {
  68965. _this.hasReachedQuota = true;
  68966. }
  68967. }
  68968. catch (ex) { }
  68969. callback(-1);
  68970. };
  68971. transaction.oncomplete = function (event) {
  68972. callback(_this.manifestVersionFound);
  68973. };
  68974. var newVersion = { sceneUrl: url, data: this.manifestVersionFound };
  68975. // Put the scene into the database
  68976. var addRequest = transaction.objectStore("versions").put(newVersion);
  68977. addRequest.onsuccess = function (event) {
  68978. };
  68979. addRequest.onerror = function (event) {
  68980. BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
  68981. };
  68982. }
  68983. catch (ex) {
  68984. BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
  68985. callback(-1);
  68986. }
  68987. }
  68988. else {
  68989. callback(-1);
  68990. }
  68991. };
  68992. /**
  68993. * Loads a file from database
  68994. * @param url defines the URL to load from
  68995. * @param sceneLoaded defines a callback to call on success
  68996. * @param progressCallBack defines a callback to call when progress changed
  68997. * @param errorCallback defines a callback to call on error
  68998. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  68999. */
  69000. Database.prototype.loadFileFromDB = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
  69001. var _this = this;
  69002. var completeUrl = Database._ReturnFullUrlLocation(url);
  69003. var saveAndLoadFile = function () {
  69004. // the scene is not yet in the DB, let's try to save it
  69005. _this._saveFileIntoDBAsync(completeUrl, sceneLoaded, progressCallBack);
  69006. };
  69007. this._checkVersionFromDB(completeUrl, function (version) {
  69008. if (version !== -1) {
  69009. if (!_this.mustUpdateRessources) {
  69010. _this._loadFileFromDBAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
  69011. }
  69012. else {
  69013. _this._saveFileIntoDBAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer);
  69014. }
  69015. }
  69016. else {
  69017. if (errorCallback) {
  69018. errorCallback();
  69019. }
  69020. }
  69021. });
  69022. };
  69023. Database.prototype._loadFileFromDBAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
  69024. if (this.isSupported && this.db) {
  69025. var targetStore;
  69026. if (url.indexOf(".babylon") !== -1) {
  69027. targetStore = "scenes";
  69028. }
  69029. else {
  69030. targetStore = "textures";
  69031. }
  69032. var file;
  69033. var transaction = this.db.transaction([targetStore]);
  69034. transaction.oncomplete = function (event) {
  69035. if (file) {
  69036. callback(file.data);
  69037. }
  69038. // file was not found in DB
  69039. else {
  69040. notInDBCallback();
  69041. }
  69042. };
  69043. transaction.onabort = function (event) {
  69044. notInDBCallback();
  69045. };
  69046. var getRequest = transaction.objectStore(targetStore).get(url);
  69047. getRequest.onsuccess = function (event) {
  69048. file = (event.target).result;
  69049. };
  69050. getRequest.onerror = function (event) {
  69051. BABYLON.Tools.Error("Error loading file " + url + " from DB.");
  69052. notInDBCallback();
  69053. };
  69054. }
  69055. else {
  69056. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  69057. callback();
  69058. }
  69059. };
  69060. Database.prototype._saveFileIntoDBAsync = function (url, callback, progressCallback, useArrayBuffer) {
  69061. var _this = this;
  69062. if (this.isSupported) {
  69063. var targetStore;
  69064. if (url.indexOf(".babylon") !== -1) {
  69065. targetStore = "scenes";
  69066. }
  69067. else {
  69068. targetStore = "textures";
  69069. }
  69070. // Create XHR
  69071. var xhr = new XMLHttpRequest();
  69072. var fileData;
  69073. xhr.open("GET", url, true);
  69074. if (useArrayBuffer) {
  69075. xhr.responseType = "arraybuffer";
  69076. }
  69077. if (progressCallback) {
  69078. xhr.onprogress = progressCallback;
  69079. }
  69080. xhr.addEventListener("load", function () {
  69081. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6)) {
  69082. // Blob as response (XHR2)
  69083. //fileData = xhr.responseText;
  69084. fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
  69085. if (!_this.hasReachedQuota && _this.db) {
  69086. // Open a transaction to the database
  69087. var transaction = _this.db.transaction([targetStore], "readwrite");
  69088. // the transaction could abort because of a QuotaExceededError error
  69089. transaction.onabort = function (event) {
  69090. try {
  69091. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  69092. var error = event.srcElement['error'];
  69093. if (error && error.name === "QuotaExceededError") {
  69094. _this.hasReachedQuota = true;
  69095. }
  69096. }
  69097. catch (ex) { }
  69098. callback(fileData);
  69099. };
  69100. transaction.oncomplete = function (event) {
  69101. callback(fileData);
  69102. };
  69103. var newFile;
  69104. if (targetStore === "scenes") {
  69105. newFile = { sceneUrl: url, data: fileData, version: _this.manifestVersionFound };
  69106. }
  69107. else {
  69108. newFile = { textureUrl: url, data: fileData };
  69109. }
  69110. try {
  69111. // Put the scene into the database
  69112. var addRequest = transaction.objectStore(targetStore).put(newFile);
  69113. addRequest.onsuccess = function (event) {
  69114. };
  69115. addRequest.onerror = function (event) {
  69116. BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
  69117. };
  69118. }
  69119. catch (ex) {
  69120. callback(fileData);
  69121. }
  69122. }
  69123. else {
  69124. callback(fileData);
  69125. }
  69126. }
  69127. else {
  69128. callback();
  69129. }
  69130. }, false);
  69131. xhr.addEventListener("error", function (event) {
  69132. BABYLON.Tools.Error("error on XHR request.");
  69133. callback();
  69134. }, false);
  69135. xhr.send();
  69136. }
  69137. else {
  69138. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  69139. callback();
  69140. }
  69141. };
  69142. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  69143. Database.IsUASupportingBlobStorage = true;
  69144. /** Gets a boolean indicating if Database storate is enabled */
  69145. Database.IDBStorageEnabled = true;
  69146. Database._ParseURL = function (url) {
  69147. var a = document.createElement('a');
  69148. a.href = url;
  69149. var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
  69150. var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
  69151. var absLocation = url.substring(0, url.indexOf(fileName, 0));
  69152. return absLocation;
  69153. };
  69154. Database._ReturnFullUrlLocation = function (url) {
  69155. if (url.indexOf("http:/") === -1 && url.indexOf("https:/") === -1) {
  69156. return (Database._ParseURL(window.location.href) + url);
  69157. }
  69158. else {
  69159. return url;
  69160. }
  69161. };
  69162. return Database;
  69163. }());
  69164. BABYLON.Database = Database;
  69165. })(BABYLON || (BABYLON = {}));
  69166. //# sourceMappingURL=babylon.database.js.map
  69167. var BABYLON;
  69168. (function (BABYLON) {
  69169. var FresnelParameters = /** @class */ (function () {
  69170. function FresnelParameters() {
  69171. this._isEnabled = true;
  69172. this.leftColor = BABYLON.Color3.White();
  69173. this.rightColor = BABYLON.Color3.Black();
  69174. this.bias = 0;
  69175. this.power = 1;
  69176. }
  69177. Object.defineProperty(FresnelParameters.prototype, "isEnabled", {
  69178. get: function () {
  69179. return this._isEnabled;
  69180. },
  69181. set: function (value) {
  69182. if (this._isEnabled === value) {
  69183. return;
  69184. }
  69185. this._isEnabled = value;
  69186. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  69187. },
  69188. enumerable: true,
  69189. configurable: true
  69190. });
  69191. FresnelParameters.prototype.clone = function () {
  69192. var newFresnelParameters = new FresnelParameters();
  69193. BABYLON.Tools.DeepCopy(this, newFresnelParameters);
  69194. return newFresnelParameters;
  69195. };
  69196. FresnelParameters.prototype.serialize = function () {
  69197. var serializationObject = {};
  69198. serializationObject.isEnabled = this.isEnabled;
  69199. serializationObject.leftColor = this.leftColor.asArray();
  69200. serializationObject.rightColor = this.rightColor.asArray();
  69201. serializationObject.bias = this.bias;
  69202. serializationObject.power = this.power;
  69203. return serializationObject;
  69204. };
  69205. FresnelParameters.Parse = function (parsedFresnelParameters) {
  69206. var fresnelParameters = new FresnelParameters();
  69207. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  69208. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  69209. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  69210. fresnelParameters.bias = parsedFresnelParameters.bias;
  69211. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  69212. return fresnelParameters;
  69213. };
  69214. return FresnelParameters;
  69215. }());
  69216. BABYLON.FresnelParameters = FresnelParameters;
  69217. })(BABYLON || (BABYLON = {}));
  69218. //# sourceMappingURL=babylon.fresnelParameters.js.map
  69219. var BABYLON;
  69220. (function (BABYLON) {
  69221. var MultiMaterial = /** @class */ (function (_super) {
  69222. __extends(MultiMaterial, _super);
  69223. function MultiMaterial(name, scene) {
  69224. var _this = _super.call(this, name, scene, true) || this;
  69225. scene.multiMaterials.push(_this);
  69226. _this.subMaterials = new Array();
  69227. _this.storeEffectOnSubMeshes = true; // multimaterial is considered like a push material
  69228. return _this;
  69229. }
  69230. Object.defineProperty(MultiMaterial.prototype, "subMaterials", {
  69231. get: function () {
  69232. return this._subMaterials;
  69233. },
  69234. set: function (value) {
  69235. this._subMaterials = value;
  69236. this._hookArray(value);
  69237. },
  69238. enumerable: true,
  69239. configurable: true
  69240. });
  69241. MultiMaterial.prototype._hookArray = function (array) {
  69242. var _this = this;
  69243. var oldPush = array.push;
  69244. array.push = function () {
  69245. var items = [];
  69246. for (var _i = 0; _i < arguments.length; _i++) {
  69247. items[_i] = arguments[_i];
  69248. }
  69249. var result = oldPush.apply(array, items);
  69250. _this._markAllSubMeshesAsTexturesDirty();
  69251. return result;
  69252. };
  69253. var oldSplice = array.splice;
  69254. array.splice = function (index, deleteCount) {
  69255. var deleted = oldSplice.apply(array, [index, deleteCount]);
  69256. _this._markAllSubMeshesAsTexturesDirty();
  69257. return deleted;
  69258. };
  69259. };
  69260. // Properties
  69261. MultiMaterial.prototype.getSubMaterial = function (index) {
  69262. if (index < 0 || index >= this.subMaterials.length) {
  69263. return this.getScene().defaultMaterial;
  69264. }
  69265. return this.subMaterials[index];
  69266. };
  69267. MultiMaterial.prototype.getActiveTextures = function () {
  69268. return (_a = _super.prototype.getActiveTextures.call(this)).concat.apply(_a, this.subMaterials.map(function (subMaterial) {
  69269. if (subMaterial) {
  69270. return subMaterial.getActiveTextures();
  69271. }
  69272. else {
  69273. return [];
  69274. }
  69275. }));
  69276. var _a;
  69277. };
  69278. // Methods
  69279. MultiMaterial.prototype.getClassName = function () {
  69280. return "MultiMaterial";
  69281. };
  69282. MultiMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  69283. for (var index = 0; index < this.subMaterials.length; index++) {
  69284. var subMaterial = this.subMaterials[index];
  69285. if (subMaterial) {
  69286. if (subMaterial.storeEffectOnSubMeshes) {
  69287. if (!subMaterial.isReadyForSubMesh(mesh, subMesh, useInstances)) {
  69288. return false;
  69289. }
  69290. continue;
  69291. }
  69292. if (!subMaterial.isReady(mesh)) {
  69293. return false;
  69294. }
  69295. }
  69296. }
  69297. return true;
  69298. };
  69299. MultiMaterial.prototype.clone = function (name, cloneChildren) {
  69300. var newMultiMaterial = new MultiMaterial(name, this.getScene());
  69301. for (var index = 0; index < this.subMaterials.length; index++) {
  69302. var subMaterial = null;
  69303. var current = this.subMaterials[index];
  69304. if (cloneChildren && current) {
  69305. subMaterial = current.clone(name + "-" + current.name);
  69306. }
  69307. else {
  69308. subMaterial = this.subMaterials[index];
  69309. }
  69310. newMultiMaterial.subMaterials.push(subMaterial);
  69311. }
  69312. return newMultiMaterial;
  69313. };
  69314. MultiMaterial.prototype.serialize = function () {
  69315. var serializationObject = {};
  69316. serializationObject.name = this.name;
  69317. serializationObject.id = this.id;
  69318. if (BABYLON.Tags) {
  69319. serializationObject.tags = BABYLON.Tags.GetTags(this);
  69320. }
  69321. serializationObject.materials = [];
  69322. for (var matIndex = 0; matIndex < this.subMaterials.length; matIndex++) {
  69323. var subMat = this.subMaterials[matIndex];
  69324. if (subMat) {
  69325. serializationObject.materials.push(subMat.id);
  69326. }
  69327. else {
  69328. serializationObject.materials.push(null);
  69329. }
  69330. }
  69331. return serializationObject;
  69332. };
  69333. MultiMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  69334. var scene = this.getScene();
  69335. if (!scene) {
  69336. return;
  69337. }
  69338. var index = scene.multiMaterials.indexOf(this);
  69339. if (index >= 0) {
  69340. scene.multiMaterials.splice(index, 1);
  69341. }
  69342. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  69343. };
  69344. return MultiMaterial;
  69345. }(BABYLON.Material));
  69346. BABYLON.MultiMaterial = MultiMaterial;
  69347. })(BABYLON || (BABYLON = {}));
  69348. //# sourceMappingURL=babylon.multiMaterial.js.map
  69349. var BABYLON;
  69350. (function (BABYLON) {
  69351. var FreeCameraTouchInput = /** @class */ (function () {
  69352. function FreeCameraTouchInput() {
  69353. this._offsetX = null;
  69354. this._offsetY = null;
  69355. this._pointerPressed = new Array();
  69356. this.touchAngularSensibility = 200000.0;
  69357. this.touchMoveSensibility = 250.0;
  69358. }
  69359. FreeCameraTouchInput.prototype.attachControl = function (element, noPreventDefault) {
  69360. var _this = this;
  69361. var previousPosition = null;
  69362. if (this._pointerInput === undefined) {
  69363. this._onLostFocus = function (evt) {
  69364. _this._offsetX = null;
  69365. _this._offsetY = null;
  69366. };
  69367. this._pointerInput = function (p, s) {
  69368. var evt = p.event;
  69369. if (evt.pointerType === "mouse") {
  69370. return;
  69371. }
  69372. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  69373. if (!noPreventDefault) {
  69374. evt.preventDefault();
  69375. }
  69376. _this._pointerPressed.push(evt.pointerId);
  69377. if (_this._pointerPressed.length !== 1) {
  69378. return;
  69379. }
  69380. previousPosition = {
  69381. x: evt.clientX,
  69382. y: evt.clientY
  69383. };
  69384. }
  69385. else if (p.type === BABYLON.PointerEventTypes.POINTERUP) {
  69386. if (!noPreventDefault) {
  69387. evt.preventDefault();
  69388. }
  69389. var index = _this._pointerPressed.indexOf(evt.pointerId);
  69390. if (index === -1) {
  69391. return;
  69392. }
  69393. _this._pointerPressed.splice(index, 1);
  69394. if (index != 0) {
  69395. return;
  69396. }
  69397. previousPosition = null;
  69398. _this._offsetX = null;
  69399. _this._offsetY = null;
  69400. }
  69401. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  69402. if (!noPreventDefault) {
  69403. evt.preventDefault();
  69404. }
  69405. if (!previousPosition) {
  69406. return;
  69407. }
  69408. var index = _this._pointerPressed.indexOf(evt.pointerId);
  69409. if (index != 0) {
  69410. return;
  69411. }
  69412. _this._offsetX = evt.clientX - previousPosition.x;
  69413. _this._offsetY = -(evt.clientY - previousPosition.y);
  69414. }
  69415. };
  69416. }
  69417. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  69418. if (this._onLostFocus) {
  69419. element.addEventListener("blur", this._onLostFocus);
  69420. }
  69421. };
  69422. FreeCameraTouchInput.prototype.detachControl = function (element) {
  69423. if (this._pointerInput && element) {
  69424. if (this._observer) {
  69425. this.camera.getScene().onPointerObservable.remove(this._observer);
  69426. this._observer = null;
  69427. }
  69428. if (this._onLostFocus) {
  69429. element.removeEventListener("blur", this._onLostFocus);
  69430. this._onLostFocus = null;
  69431. }
  69432. this._pointerPressed = [];
  69433. this._offsetX = null;
  69434. this._offsetY = null;
  69435. }
  69436. };
  69437. FreeCameraTouchInput.prototype.checkInputs = function () {
  69438. if (this._offsetX && this._offsetY) {
  69439. var camera = this.camera;
  69440. camera.cameraRotation.y += this._offsetX / this.touchAngularSensibility;
  69441. if (this._pointerPressed.length > 1) {
  69442. camera.cameraRotation.x += -this._offsetY / this.touchAngularSensibility;
  69443. }
  69444. else {
  69445. var speed = camera._computeLocalCameraSpeed();
  69446. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.touchMoveSensibility);
  69447. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, camera._cameraRotationMatrix);
  69448. camera.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, camera._cameraRotationMatrix));
  69449. }
  69450. }
  69451. };
  69452. FreeCameraTouchInput.prototype.getClassName = function () {
  69453. return "FreeCameraTouchInput";
  69454. };
  69455. FreeCameraTouchInput.prototype.getSimpleName = function () {
  69456. return "touch";
  69457. };
  69458. __decorate([
  69459. BABYLON.serialize()
  69460. ], FreeCameraTouchInput.prototype, "touchAngularSensibility", void 0);
  69461. __decorate([
  69462. BABYLON.serialize()
  69463. ], FreeCameraTouchInput.prototype, "touchMoveSensibility", void 0);
  69464. return FreeCameraTouchInput;
  69465. }());
  69466. BABYLON.FreeCameraTouchInput = FreeCameraTouchInput;
  69467. BABYLON.CameraInputTypes["FreeCameraTouchInput"] = FreeCameraTouchInput;
  69468. })(BABYLON || (BABYLON = {}));
  69469. //# sourceMappingURL=babylon.freeCameraTouchInput.js.map
  69470. var BABYLON;
  69471. (function (BABYLON) {
  69472. // We're mainly based on the logic defined into the FreeCamera code
  69473. var TouchCamera = /** @class */ (function (_super) {
  69474. __extends(TouchCamera, _super);
  69475. //-- end properties for backward compatibility for inputs
  69476. function TouchCamera(name, position, scene) {
  69477. var _this = _super.call(this, name, position, scene) || this;
  69478. _this.inputs.addTouch();
  69479. _this._setupInputs();
  69480. return _this;
  69481. }
  69482. Object.defineProperty(TouchCamera.prototype, "touchAngularSensibility", {
  69483. //-- Begin properties for backward compatibility for inputs
  69484. get: function () {
  69485. var touch = this.inputs.attached["touch"];
  69486. if (touch)
  69487. return touch.touchAngularSensibility;
  69488. return 0;
  69489. },
  69490. set: function (value) {
  69491. var touch = this.inputs.attached["touch"];
  69492. if (touch)
  69493. touch.touchAngularSensibility = value;
  69494. },
  69495. enumerable: true,
  69496. configurable: true
  69497. });
  69498. Object.defineProperty(TouchCamera.prototype, "touchMoveSensibility", {
  69499. get: function () {
  69500. var touch = this.inputs.attached["touch"];
  69501. if (touch)
  69502. return touch.touchMoveSensibility;
  69503. return 0;
  69504. },
  69505. set: function (value) {
  69506. var touch = this.inputs.attached["touch"];
  69507. if (touch)
  69508. touch.touchMoveSensibility = value;
  69509. },
  69510. enumerable: true,
  69511. configurable: true
  69512. });
  69513. TouchCamera.prototype.getClassName = function () {
  69514. return "TouchCamera";
  69515. };
  69516. TouchCamera.prototype._setupInputs = function () {
  69517. var mouse = this.inputs.attached["mouse"];
  69518. if (mouse) {
  69519. mouse.touchEnabled = false;
  69520. }
  69521. };
  69522. return TouchCamera;
  69523. }(BABYLON.FreeCamera));
  69524. BABYLON.TouchCamera = TouchCamera;
  69525. })(BABYLON || (BABYLON = {}));
  69526. //# sourceMappingURL=babylon.touchCamera.js.map
  69527. var BABYLON;
  69528. (function (BABYLON) {
  69529. var ProceduralTexture = /** @class */ (function (_super) {
  69530. __extends(ProceduralTexture, _super);
  69531. function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps, isCube) {
  69532. if (fallbackTexture === void 0) { fallbackTexture = null; }
  69533. if (generateMipMaps === void 0) { generateMipMaps = true; }
  69534. if (isCube === void 0) { isCube = false; }
  69535. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  69536. _this.isCube = isCube;
  69537. _this.isEnabled = true;
  69538. _this._currentRefreshId = -1;
  69539. _this._refreshRate = 1;
  69540. _this._vertexBuffers = {};
  69541. _this._uniforms = new Array();
  69542. _this._samplers = new Array();
  69543. _this._textures = {};
  69544. _this._floats = {};
  69545. _this._floatsArrays = {};
  69546. _this._colors3 = {};
  69547. _this._colors4 = {};
  69548. _this._vectors2 = {};
  69549. _this._vectors3 = {};
  69550. _this._matrices = {};
  69551. _this._fallbackTextureUsed = false;
  69552. scene.proceduralTextures.push(_this);
  69553. _this._engine = scene.getEngine();
  69554. _this.name = name;
  69555. _this.isRenderTarget = true;
  69556. _this._size = size;
  69557. _this._generateMipMaps = generateMipMaps;
  69558. _this.setFragment(fragment);
  69559. _this._fallbackTexture = fallbackTexture;
  69560. if (isCube) {
  69561. _this._texture = _this._engine.createRenderTargetCubeTexture(size, { generateMipMaps: generateMipMaps });
  69562. _this.setFloat("face", 0);
  69563. }
  69564. else {
  69565. _this._texture = _this._engine.createRenderTargetTexture(size, generateMipMaps);
  69566. }
  69567. // VBO
  69568. var vertices = [];
  69569. vertices.push(1, 1);
  69570. vertices.push(-1, 1);
  69571. vertices.push(-1, -1);
  69572. vertices.push(1, -1);
  69573. _this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(_this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  69574. _this._createIndexBuffer();
  69575. return _this;
  69576. }
  69577. ProceduralTexture.prototype._createIndexBuffer = function () {
  69578. var engine = this._engine;
  69579. // Indices
  69580. var indices = [];
  69581. indices.push(0);
  69582. indices.push(1);
  69583. indices.push(2);
  69584. indices.push(0);
  69585. indices.push(2);
  69586. indices.push(3);
  69587. this._indexBuffer = engine.createIndexBuffer(indices);
  69588. };
  69589. ProceduralTexture.prototype._rebuild = function () {
  69590. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  69591. if (vb) {
  69592. vb._rebuild();
  69593. }
  69594. this._createIndexBuffer();
  69595. if (this.refreshRate === BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  69596. this.refreshRate = BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  69597. }
  69598. };
  69599. ProceduralTexture.prototype.reset = function () {
  69600. if (this._effect === undefined) {
  69601. return;
  69602. }
  69603. var engine = this._engine;
  69604. engine._releaseEffect(this._effect);
  69605. };
  69606. ProceduralTexture.prototype.isReady = function () {
  69607. var _this = this;
  69608. var engine = this._engine;
  69609. var shaders;
  69610. if (!this._fragment) {
  69611. return false;
  69612. }
  69613. if (this._fallbackTextureUsed) {
  69614. return true;
  69615. }
  69616. if (this._fragment.fragmentElement !== undefined) {
  69617. shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
  69618. }
  69619. else {
  69620. shaders = { vertex: "procedural", fragment: this._fragment };
  69621. }
  69622. this._effect = engine.createEffect(shaders, [BABYLON.VertexBuffer.PositionKind], this._uniforms, this._samplers, "", undefined, undefined, function () {
  69623. _this.releaseInternalTexture();
  69624. if (_this._fallbackTexture) {
  69625. _this._texture = _this._fallbackTexture._texture;
  69626. if (_this._texture) {
  69627. _this._texture.incrementReferences();
  69628. }
  69629. }
  69630. _this._fallbackTextureUsed = true;
  69631. });
  69632. return this._effect.isReady();
  69633. };
  69634. ProceduralTexture.prototype.resetRefreshCounter = function () {
  69635. this._currentRefreshId = -1;
  69636. };
  69637. ProceduralTexture.prototype.setFragment = function (fragment) {
  69638. this._fragment = fragment;
  69639. };
  69640. Object.defineProperty(ProceduralTexture.prototype, "refreshRate", {
  69641. get: function () {
  69642. return this._refreshRate;
  69643. },
  69644. // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  69645. set: function (value) {
  69646. this._refreshRate = value;
  69647. this.resetRefreshCounter();
  69648. },
  69649. enumerable: true,
  69650. configurable: true
  69651. });
  69652. ProceduralTexture.prototype._shouldRender = function () {
  69653. if (!this.isEnabled || !this.isReady() || !this._texture) {
  69654. return false;
  69655. }
  69656. if (this._fallbackTextureUsed) {
  69657. return false;
  69658. }
  69659. if (this._currentRefreshId === -1) { // At least render once
  69660. this._currentRefreshId = 1;
  69661. return true;
  69662. }
  69663. if (this.refreshRate === this._currentRefreshId) {
  69664. this._currentRefreshId = 1;
  69665. return true;
  69666. }
  69667. this._currentRefreshId++;
  69668. return false;
  69669. };
  69670. ProceduralTexture.prototype.getRenderSize = function () {
  69671. return this._size;
  69672. };
  69673. ProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  69674. if (this._fallbackTextureUsed) {
  69675. return;
  69676. }
  69677. this.releaseInternalTexture();
  69678. this._texture = this._engine.createRenderTargetTexture(size, generateMipMaps);
  69679. };
  69680. ProceduralTexture.prototype._checkUniform = function (uniformName) {
  69681. if (this._uniforms.indexOf(uniformName) === -1) {
  69682. this._uniforms.push(uniformName);
  69683. }
  69684. };
  69685. ProceduralTexture.prototype.setTexture = function (name, texture) {
  69686. if (this._samplers.indexOf(name) === -1) {
  69687. this._samplers.push(name);
  69688. }
  69689. this._textures[name] = texture;
  69690. return this;
  69691. };
  69692. ProceduralTexture.prototype.setFloat = function (name, value) {
  69693. this._checkUniform(name);
  69694. this._floats[name] = value;
  69695. return this;
  69696. };
  69697. ProceduralTexture.prototype.setFloats = function (name, value) {
  69698. this._checkUniform(name);
  69699. this._floatsArrays[name] = value;
  69700. return this;
  69701. };
  69702. ProceduralTexture.prototype.setColor3 = function (name, value) {
  69703. this._checkUniform(name);
  69704. this._colors3[name] = value;
  69705. return this;
  69706. };
  69707. ProceduralTexture.prototype.setColor4 = function (name, value) {
  69708. this._checkUniform(name);
  69709. this._colors4[name] = value;
  69710. return this;
  69711. };
  69712. ProceduralTexture.prototype.setVector2 = function (name, value) {
  69713. this._checkUniform(name);
  69714. this._vectors2[name] = value;
  69715. return this;
  69716. };
  69717. ProceduralTexture.prototype.setVector3 = function (name, value) {
  69718. this._checkUniform(name);
  69719. this._vectors3[name] = value;
  69720. return this;
  69721. };
  69722. ProceduralTexture.prototype.setMatrix = function (name, value) {
  69723. this._checkUniform(name);
  69724. this._matrices[name] = value;
  69725. return this;
  69726. };
  69727. ProceduralTexture.prototype.render = function (useCameraPostProcess) {
  69728. var scene = this.getScene();
  69729. if (!scene) {
  69730. return;
  69731. }
  69732. var engine = this._engine;
  69733. // Render
  69734. engine.enableEffect(this._effect);
  69735. engine.setState(false);
  69736. // Texture
  69737. for (var name in this._textures) {
  69738. this._effect.setTexture(name, this._textures[name]);
  69739. }
  69740. // Float
  69741. for (name in this._floats) {
  69742. this._effect.setFloat(name, this._floats[name]);
  69743. }
  69744. // Floats
  69745. for (name in this._floatsArrays) {
  69746. this._effect.setArray(name, this._floatsArrays[name]);
  69747. }
  69748. // Color3
  69749. for (name in this._colors3) {
  69750. this._effect.setColor3(name, this._colors3[name]);
  69751. }
  69752. // Color4
  69753. for (name in this._colors4) {
  69754. var color = this._colors4[name];
  69755. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  69756. }
  69757. // Vector2
  69758. for (name in this._vectors2) {
  69759. this._effect.setVector2(name, this._vectors2[name]);
  69760. }
  69761. // Vector3
  69762. for (name in this._vectors3) {
  69763. this._effect.setVector3(name, this._vectors3[name]);
  69764. }
  69765. // Matrix
  69766. for (name in this._matrices) {
  69767. this._effect.setMatrix(name, this._matrices[name]);
  69768. }
  69769. if (!this._texture) {
  69770. return;
  69771. }
  69772. if (this.isCube) {
  69773. for (var face = 0; face < 6; face++) {
  69774. engine.bindFramebuffer(this._texture, face, undefined, undefined, true);
  69775. // VBOs
  69776. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  69777. this._effect.setFloat("face", face);
  69778. // Clear
  69779. engine.clear(scene.clearColor, true, true, true);
  69780. // Draw order
  69781. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  69782. // Mipmaps
  69783. if (face === 5) {
  69784. engine.generateMipMapsForCubemap(this._texture);
  69785. }
  69786. }
  69787. }
  69788. else {
  69789. engine.bindFramebuffer(this._texture, 0, undefined, undefined, true);
  69790. // VBOs
  69791. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  69792. // Clear
  69793. engine.clear(scene.clearColor, true, true, true);
  69794. // Draw order
  69795. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  69796. }
  69797. // Unbind
  69798. engine.unBindFramebuffer(this._texture, this.isCube);
  69799. if (this.onGenerated) {
  69800. this.onGenerated();
  69801. }
  69802. };
  69803. ProceduralTexture.prototype.clone = function () {
  69804. var textureSize = this.getSize();
  69805. var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
  69806. // Base texture
  69807. newTexture.hasAlpha = this.hasAlpha;
  69808. newTexture.level = this.level;
  69809. // RenderTarget Texture
  69810. newTexture.coordinatesMode = this.coordinatesMode;
  69811. return newTexture;
  69812. };
  69813. ProceduralTexture.prototype.dispose = function () {
  69814. var scene = this.getScene();
  69815. if (!scene) {
  69816. return;
  69817. }
  69818. var index = scene.proceduralTextures.indexOf(this);
  69819. if (index >= 0) {
  69820. scene.proceduralTextures.splice(index, 1);
  69821. }
  69822. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  69823. if (vertexBuffer) {
  69824. vertexBuffer.dispose();
  69825. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  69826. }
  69827. if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
  69828. this._indexBuffer = null;
  69829. }
  69830. _super.prototype.dispose.call(this);
  69831. };
  69832. return ProceduralTexture;
  69833. }(BABYLON.Texture));
  69834. BABYLON.ProceduralTexture = ProceduralTexture;
  69835. })(BABYLON || (BABYLON = {}));
  69836. //# sourceMappingURL=babylon.proceduralTexture.js.map
  69837. var BABYLON;
  69838. (function (BABYLON) {
  69839. var CustomProceduralTexture = /** @class */ (function (_super) {
  69840. __extends(CustomProceduralTexture, _super);
  69841. function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) {
  69842. var _this = _super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps) || this;
  69843. _this._animate = true;
  69844. _this._time = 0;
  69845. _this._texturePath = texturePath;
  69846. //Try to load json
  69847. _this.loadJson(texturePath);
  69848. _this.refreshRate = 1;
  69849. return _this;
  69850. }
  69851. CustomProceduralTexture.prototype.loadJson = function (jsonUrl) {
  69852. var _this = this;
  69853. var noConfigFile = function () {
  69854. BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShadersStore or DOM element");
  69855. try {
  69856. _this.setFragment(_this._texturePath);
  69857. }
  69858. catch (ex) {
  69859. BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture");
  69860. }
  69861. };
  69862. var configFileUrl = jsonUrl + "/config.json";
  69863. var xhr = new XMLHttpRequest();
  69864. xhr.open("GET", configFileUrl, true);
  69865. xhr.addEventListener("load", function () {
  69866. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  69867. try {
  69868. _this._config = JSON.parse(xhr.response);
  69869. _this.updateShaderUniforms();
  69870. _this.updateTextures();
  69871. _this.setFragment(_this._texturePath + "/custom");
  69872. _this._animate = _this._config.animate;
  69873. _this.refreshRate = _this._config.refreshrate;
  69874. }
  69875. catch (ex) {
  69876. noConfigFile();
  69877. }
  69878. }
  69879. else {
  69880. noConfigFile();
  69881. }
  69882. }, false);
  69883. xhr.addEventListener("error", function () {
  69884. noConfigFile();
  69885. }, false);
  69886. try {
  69887. xhr.send();
  69888. }
  69889. catch (ex) {
  69890. BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request.");
  69891. }
  69892. };
  69893. CustomProceduralTexture.prototype.isReady = function () {
  69894. if (!_super.prototype.isReady.call(this)) {
  69895. return false;
  69896. }
  69897. for (var name in this._textures) {
  69898. var texture = this._textures[name];
  69899. if (!texture.isReady()) {
  69900. return false;
  69901. }
  69902. }
  69903. return true;
  69904. };
  69905. CustomProceduralTexture.prototype.render = function (useCameraPostProcess) {
  69906. var scene = this.getScene();
  69907. if (this._animate && scene) {
  69908. this._time += scene.getAnimationRatio() * 0.03;
  69909. this.updateShaderUniforms();
  69910. }
  69911. _super.prototype.render.call(this, useCameraPostProcess);
  69912. };
  69913. CustomProceduralTexture.prototype.updateTextures = function () {
  69914. for (var i = 0; i < this._config.sampler2Ds.length; i++) {
  69915. this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));
  69916. }
  69917. };
  69918. CustomProceduralTexture.prototype.updateShaderUniforms = function () {
  69919. if (this._config) {
  69920. for (var j = 0; j < this._config.uniforms.length; j++) {
  69921. var uniform = this._config.uniforms[j];
  69922. switch (uniform.type) {
  69923. case "float":
  69924. this.setFloat(uniform.name, uniform.value);
  69925. break;
  69926. case "color3":
  69927. this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b));
  69928. break;
  69929. case "color4":
  69930. this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a));
  69931. break;
  69932. case "vector2":
  69933. this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y));
  69934. break;
  69935. case "vector3":
  69936. this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z));
  69937. break;
  69938. }
  69939. }
  69940. }
  69941. this.setFloat("time", this._time);
  69942. };
  69943. Object.defineProperty(CustomProceduralTexture.prototype, "animate", {
  69944. get: function () {
  69945. return this._animate;
  69946. },
  69947. set: function (value) {
  69948. this._animate = value;
  69949. },
  69950. enumerable: true,
  69951. configurable: true
  69952. });
  69953. return CustomProceduralTexture;
  69954. }(BABYLON.ProceduralTexture));
  69955. BABYLON.CustomProceduralTexture = CustomProceduralTexture;
  69956. })(BABYLON || (BABYLON = {}));
  69957. //# sourceMappingURL=babylon.customProceduralTexture.js.map
  69958. var BABYLON;
  69959. (function (BABYLON) {
  69960. var FreeCameraGamepadInput = /** @class */ (function () {
  69961. function FreeCameraGamepadInput() {
  69962. this.gamepadAngularSensibility = 200;
  69963. this.gamepadMoveSensibility = 40;
  69964. // private members
  69965. this._cameraTransform = BABYLON.Matrix.Identity();
  69966. this._deltaTransform = BABYLON.Vector3.Zero();
  69967. this._vector3 = BABYLON.Vector3.Zero();
  69968. this._vector2 = BABYLON.Vector2.Zero();
  69969. }
  69970. FreeCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  69971. var _this = this;
  69972. var manager = this.camera.getScene().gamepadManager;
  69973. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  69974. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  69975. // prioritize XBOX gamepads.
  69976. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  69977. _this.gamepad = gamepad;
  69978. }
  69979. }
  69980. });
  69981. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  69982. if (_this.gamepad === gamepad) {
  69983. _this.gamepad = null;
  69984. }
  69985. });
  69986. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  69987. };
  69988. FreeCameraGamepadInput.prototype.detachControl = function (element) {
  69989. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  69990. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  69991. this.gamepad = null;
  69992. };
  69993. FreeCameraGamepadInput.prototype.checkInputs = function () {
  69994. if (this.gamepad && this.gamepad.leftStick) {
  69995. var camera = this.camera;
  69996. var LSValues = this.gamepad.leftStick;
  69997. var normalizedLX = LSValues.x / this.gamepadMoveSensibility;
  69998. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  69999. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  70000. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  70001. var RSValues = this.gamepad.rightStick;
  70002. if (RSValues) {
  70003. var normalizedRX = RSValues.x / this.gamepadAngularSensibility;
  70004. var normalizedRY = RSValues.y / this.gamepadAngularSensibility;
  70005. RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
  70006. RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
  70007. }
  70008. else {
  70009. RSValues = { x: 0, y: 0 };
  70010. }
  70011. if (!camera.rotationQuaternion) {
  70012. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);
  70013. }
  70014. else {
  70015. camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);
  70016. }
  70017. var speed = camera._computeLocalCameraSpeed() * 50.0;
  70018. this._vector3.copyFromFloats(LSValues.x * speed, 0, -LSValues.y * speed);
  70019. BABYLON.Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);
  70020. camera.cameraDirection.addInPlace(this._deltaTransform);
  70021. this._vector2.copyFromFloats(RSValues.y, RSValues.x);
  70022. camera.cameraRotation.addInPlace(this._vector2);
  70023. }
  70024. };
  70025. FreeCameraGamepadInput.prototype.getClassName = function () {
  70026. return "FreeCameraGamepadInput";
  70027. };
  70028. FreeCameraGamepadInput.prototype.getSimpleName = function () {
  70029. return "gamepad";
  70030. };
  70031. __decorate([
  70032. BABYLON.serialize()
  70033. ], FreeCameraGamepadInput.prototype, "gamepadAngularSensibility", void 0);
  70034. __decorate([
  70035. BABYLON.serialize()
  70036. ], FreeCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  70037. return FreeCameraGamepadInput;
  70038. }());
  70039. BABYLON.FreeCameraGamepadInput = FreeCameraGamepadInput;
  70040. BABYLON.CameraInputTypes["FreeCameraGamepadInput"] = FreeCameraGamepadInput;
  70041. })(BABYLON || (BABYLON = {}));
  70042. //# sourceMappingURL=babylon.freeCameraGamepadInput.js.map
  70043. var BABYLON;
  70044. (function (BABYLON) {
  70045. var ArcRotateCameraGamepadInput = /** @class */ (function () {
  70046. function ArcRotateCameraGamepadInput() {
  70047. this.gamepadRotationSensibility = 80;
  70048. this.gamepadMoveSensibility = 40;
  70049. }
  70050. ArcRotateCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  70051. var _this = this;
  70052. var manager = this.camera.getScene().gamepadManager;
  70053. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  70054. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  70055. // prioritize XBOX gamepads.
  70056. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  70057. _this.gamepad = gamepad;
  70058. }
  70059. }
  70060. });
  70061. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  70062. if (_this.gamepad === gamepad) {
  70063. _this.gamepad = null;
  70064. }
  70065. });
  70066. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  70067. };
  70068. ArcRotateCameraGamepadInput.prototype.detachControl = function (element) {
  70069. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  70070. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  70071. this.gamepad = null;
  70072. };
  70073. ArcRotateCameraGamepadInput.prototype.checkInputs = function () {
  70074. if (this.gamepad) {
  70075. var camera = this.camera;
  70076. var RSValues = this.gamepad.rightStick;
  70077. if (RSValues) {
  70078. if (RSValues.x != 0) {
  70079. var normalizedRX = RSValues.x / this.gamepadRotationSensibility;
  70080. if (normalizedRX != 0 && Math.abs(normalizedRX) > 0.005) {
  70081. camera.inertialAlphaOffset += normalizedRX;
  70082. }
  70083. }
  70084. if (RSValues.y != 0) {
  70085. var normalizedRY = RSValues.y / this.gamepadRotationSensibility;
  70086. if (normalizedRY != 0 && Math.abs(normalizedRY) > 0.005) {
  70087. camera.inertialBetaOffset += normalizedRY;
  70088. }
  70089. }
  70090. }
  70091. var LSValues = this.gamepad.leftStick;
  70092. if (LSValues && LSValues.y != 0) {
  70093. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  70094. if (normalizedLY != 0 && Math.abs(normalizedLY) > 0.005) {
  70095. this.camera.inertialRadiusOffset -= normalizedLY;
  70096. }
  70097. }
  70098. }
  70099. };
  70100. ArcRotateCameraGamepadInput.prototype.getClassName = function () {
  70101. return "ArcRotateCameraGamepadInput";
  70102. };
  70103. ArcRotateCameraGamepadInput.prototype.getSimpleName = function () {
  70104. return "gamepad";
  70105. };
  70106. __decorate([
  70107. BABYLON.serialize()
  70108. ], ArcRotateCameraGamepadInput.prototype, "gamepadRotationSensibility", void 0);
  70109. __decorate([
  70110. BABYLON.serialize()
  70111. ], ArcRotateCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  70112. return ArcRotateCameraGamepadInput;
  70113. }());
  70114. BABYLON.ArcRotateCameraGamepadInput = ArcRotateCameraGamepadInput;
  70115. BABYLON.CameraInputTypes["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput;
  70116. })(BABYLON || (BABYLON = {}));
  70117. //# sourceMappingURL=babylon.arcRotateCameraGamepadInput.js.map
  70118. var BABYLON;
  70119. (function (BABYLON) {
  70120. var GamepadManager = /** @class */ (function () {
  70121. function GamepadManager(_scene) {
  70122. var _this = this;
  70123. this._scene = _scene;
  70124. this._babylonGamepads = [];
  70125. this._oneGamepadConnected = false;
  70126. this._isMonitoring = false;
  70127. this.onGamepadDisconnectedObservable = new BABYLON.Observable();
  70128. if (!BABYLON.Tools.IsWindowObjectExist()) {
  70129. this._gamepadEventSupported = false;
  70130. }
  70131. else {
  70132. this._gamepadEventSupported = 'GamepadEvent' in window;
  70133. this._gamepadSupport = (navigator.getGamepads ||
  70134. navigator.webkitGetGamepads || navigator.msGetGamepads || navigator.webkitGamepads);
  70135. }
  70136. this.onGamepadConnectedObservable = new BABYLON.Observable(function (observer) {
  70137. // This will be used to raise the onGamepadConnected for all gamepads ALREADY connected
  70138. for (var i in _this._babylonGamepads) {
  70139. var gamepad = _this._babylonGamepads[i];
  70140. if (gamepad && gamepad._isConnected) {
  70141. _this.onGamepadConnectedObservable.notifyObserver(observer, gamepad);
  70142. }
  70143. }
  70144. });
  70145. this._onGamepadConnectedEvent = function (evt) {
  70146. var gamepad = evt.gamepad;
  70147. if (gamepad.index in _this._babylonGamepads) {
  70148. if (_this._babylonGamepads[gamepad.index].isConnected) {
  70149. return;
  70150. }
  70151. }
  70152. var newGamepad;
  70153. if (_this._babylonGamepads[gamepad.index]) {
  70154. newGamepad = _this._babylonGamepads[gamepad.index];
  70155. newGamepad.browserGamepad = gamepad;
  70156. newGamepad._isConnected = true;
  70157. }
  70158. else {
  70159. newGamepad = _this._addNewGamepad(gamepad);
  70160. }
  70161. _this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  70162. _this._startMonitoringGamepads();
  70163. };
  70164. this._onGamepadDisconnectedEvent = function (evt) {
  70165. var gamepad = evt.gamepad;
  70166. // Remove the gamepad from the list of gamepads to monitor.
  70167. for (var i in _this._babylonGamepads) {
  70168. if (_this._babylonGamepads[i].index === gamepad.index) {
  70169. var disconnectedGamepad = _this._babylonGamepads[i];
  70170. disconnectedGamepad._isConnected = false;
  70171. _this.onGamepadDisconnectedObservable.notifyObservers(disconnectedGamepad);
  70172. break;
  70173. }
  70174. }
  70175. };
  70176. if (this._gamepadSupport) {
  70177. //first add already-connected gamepads
  70178. this._updateGamepadObjects();
  70179. if (this._babylonGamepads.length) {
  70180. this._startMonitoringGamepads();
  70181. }
  70182. // Checking if the gamepad connected event is supported (like in Firefox)
  70183. if (this._gamepadEventSupported) {
  70184. window.addEventListener('gamepadconnected', this._onGamepadConnectedEvent, false);
  70185. window.addEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent, false);
  70186. }
  70187. else {
  70188. this._startMonitoringGamepads();
  70189. }
  70190. }
  70191. }
  70192. Object.defineProperty(GamepadManager.prototype, "gamepads", {
  70193. get: function () {
  70194. return this._babylonGamepads;
  70195. },
  70196. enumerable: true,
  70197. configurable: true
  70198. });
  70199. GamepadManager.prototype.getGamepadByType = function (type) {
  70200. if (type === void 0) { type = BABYLON.Gamepad.XBOX; }
  70201. for (var _i = 0, _a = this._babylonGamepads; _i < _a.length; _i++) {
  70202. var gamepad = _a[_i];
  70203. if (gamepad && gamepad.type === type) {
  70204. return gamepad;
  70205. }
  70206. }
  70207. return null;
  70208. };
  70209. GamepadManager.prototype.dispose = function () {
  70210. if (this._gamepadEventSupported) {
  70211. if (this._onGamepadConnectedEvent) {
  70212. window.removeEventListener('gamepadconnected', this._onGamepadConnectedEvent);
  70213. }
  70214. if (this._onGamepadDisconnectedEvent) {
  70215. window.removeEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent);
  70216. }
  70217. this._onGamepadConnectedEvent = null;
  70218. this._onGamepadDisconnectedEvent = null;
  70219. }
  70220. this._babylonGamepads.forEach(function (gamepad) {
  70221. gamepad.dispose();
  70222. });
  70223. this.onGamepadConnectedObservable.clear();
  70224. this.onGamepadDisconnectedObservable.clear();
  70225. this._oneGamepadConnected = false;
  70226. this._stopMonitoringGamepads();
  70227. this._babylonGamepads = [];
  70228. };
  70229. GamepadManager.prototype._addNewGamepad = function (gamepad) {
  70230. if (!this._oneGamepadConnected) {
  70231. this._oneGamepadConnected = true;
  70232. }
  70233. var newGamepad;
  70234. var xboxOne = (gamepad.id.search("Xbox One") !== -1);
  70235. if (xboxOne || gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
  70236. newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad, xboxOne);
  70237. }
  70238. // if pose is supported, use the (WebVR) pose enabled controller
  70239. else if (gamepad.pose) {
  70240. newGamepad = BABYLON.PoseEnabledControllerHelper.InitiateController(gamepad);
  70241. }
  70242. else {
  70243. newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
  70244. }
  70245. this._babylonGamepads[newGamepad.index] = newGamepad;
  70246. return newGamepad;
  70247. };
  70248. GamepadManager.prototype._startMonitoringGamepads = function () {
  70249. if (!this._isMonitoring) {
  70250. this._isMonitoring = true;
  70251. //back-comp
  70252. if (!this._scene) {
  70253. this._checkGamepadsStatus();
  70254. }
  70255. }
  70256. };
  70257. GamepadManager.prototype._stopMonitoringGamepads = function () {
  70258. this._isMonitoring = false;
  70259. };
  70260. GamepadManager.prototype._checkGamepadsStatus = function () {
  70261. var _this = this;
  70262. // Hack to be compatible Chrome
  70263. this._updateGamepadObjects();
  70264. for (var i in this._babylonGamepads) {
  70265. var gamepad = this._babylonGamepads[i];
  70266. if (!gamepad || !gamepad.isConnected) {
  70267. continue;
  70268. }
  70269. gamepad.update();
  70270. }
  70271. if (this._isMonitoring && !this._scene) {
  70272. BABYLON.Tools.QueueNewFrame(function () { _this._checkGamepadsStatus(); });
  70273. }
  70274. };
  70275. // This function is called only on Chrome, which does not properly support
  70276. // connection/disconnection events and forces you to recopy again the gamepad object
  70277. GamepadManager.prototype._updateGamepadObjects = function () {
  70278. var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
  70279. for (var i = 0; i < gamepads.length; i++) {
  70280. var gamepad = gamepads[i];
  70281. if (gamepad) {
  70282. if (!this._babylonGamepads[gamepad.index]) {
  70283. var newGamepad = this._addNewGamepad(gamepad);
  70284. this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  70285. }
  70286. else {
  70287. // Forced to copy again this object for Chrome for unknown reason
  70288. this._babylonGamepads[i].browserGamepad = gamepad;
  70289. if (!this._babylonGamepads[i].isConnected) {
  70290. this._babylonGamepads[i]._isConnected = true;
  70291. this.onGamepadConnectedObservable.notifyObservers(this._babylonGamepads[i]);
  70292. }
  70293. }
  70294. }
  70295. }
  70296. };
  70297. return GamepadManager;
  70298. }());
  70299. BABYLON.GamepadManager = GamepadManager;
  70300. })(BABYLON || (BABYLON = {}));
  70301. //# sourceMappingURL=babylon.gamepadManager.js.map
  70302. var BABYLON;
  70303. (function (BABYLON) {
  70304. var StickValues = /** @class */ (function () {
  70305. function StickValues(x, y) {
  70306. this.x = x;
  70307. this.y = y;
  70308. }
  70309. return StickValues;
  70310. }());
  70311. BABYLON.StickValues = StickValues;
  70312. var Gamepad = /** @class */ (function () {
  70313. function Gamepad(id, index, browserGamepad, leftStickX, leftStickY, rightStickX, rightStickY) {
  70314. if (leftStickX === void 0) { leftStickX = 0; }
  70315. if (leftStickY === void 0) { leftStickY = 1; }
  70316. if (rightStickX === void 0) { rightStickX = 2; }
  70317. if (rightStickY === void 0) { rightStickY = 3; }
  70318. this.id = id;
  70319. this.index = index;
  70320. this.browserGamepad = browserGamepad;
  70321. this._isConnected = true;
  70322. this._invertLeftStickY = false;
  70323. this.type = Gamepad.GAMEPAD;
  70324. this._leftStickAxisX = leftStickX;
  70325. this._leftStickAxisY = leftStickY;
  70326. this._rightStickAxisX = rightStickX;
  70327. this._rightStickAxisY = rightStickY;
  70328. if (this.browserGamepad.axes.length >= 2) {
  70329. this._leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  70330. }
  70331. if (this.browserGamepad.axes.length >= 4) {
  70332. this._rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  70333. }
  70334. }
  70335. Object.defineProperty(Gamepad.prototype, "isConnected", {
  70336. get: function () {
  70337. return this._isConnected;
  70338. },
  70339. enumerable: true,
  70340. configurable: true
  70341. });
  70342. Gamepad.prototype.onleftstickchanged = function (callback) {
  70343. this._onleftstickchanged = callback;
  70344. };
  70345. Gamepad.prototype.onrightstickchanged = function (callback) {
  70346. this._onrightstickchanged = callback;
  70347. };
  70348. Object.defineProperty(Gamepad.prototype, "leftStick", {
  70349. get: function () {
  70350. return this._leftStick;
  70351. },
  70352. set: function (newValues) {
  70353. if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
  70354. this._onleftstickchanged(newValues);
  70355. }
  70356. this._leftStick = newValues;
  70357. },
  70358. enumerable: true,
  70359. configurable: true
  70360. });
  70361. Object.defineProperty(Gamepad.prototype, "rightStick", {
  70362. get: function () {
  70363. return this._rightStick;
  70364. },
  70365. set: function (newValues) {
  70366. if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
  70367. this._onrightstickchanged(newValues);
  70368. }
  70369. this._rightStick = newValues;
  70370. },
  70371. enumerable: true,
  70372. configurable: true
  70373. });
  70374. Gamepad.prototype.update = function () {
  70375. if (this._leftStick) {
  70376. this.leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  70377. if (this._invertLeftStickY) {
  70378. this.leftStick.y *= -1;
  70379. }
  70380. }
  70381. if (this._rightStick) {
  70382. this.rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  70383. }
  70384. };
  70385. Gamepad.prototype.dispose = function () {
  70386. };
  70387. Gamepad.GAMEPAD = 0;
  70388. Gamepad.GENERIC = 1;
  70389. Gamepad.XBOX = 2;
  70390. Gamepad.POSE_ENABLED = 3;
  70391. return Gamepad;
  70392. }());
  70393. BABYLON.Gamepad = Gamepad;
  70394. var GenericPad = /** @class */ (function (_super) {
  70395. __extends(GenericPad, _super);
  70396. function GenericPad(id, index, browserGamepad) {
  70397. var _this = _super.call(this, id, index, browserGamepad) || this;
  70398. _this.onButtonDownObservable = new BABYLON.Observable();
  70399. _this.onButtonUpObservable = new BABYLON.Observable();
  70400. _this.type = Gamepad.GENERIC;
  70401. _this._buttons = new Array(browserGamepad.buttons.length);
  70402. return _this;
  70403. }
  70404. GenericPad.prototype.onbuttondown = function (callback) {
  70405. this._onbuttondown = callback;
  70406. };
  70407. GenericPad.prototype.onbuttonup = function (callback) {
  70408. this._onbuttonup = callback;
  70409. };
  70410. GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
  70411. if (newValue !== currentValue) {
  70412. if (newValue === 1) {
  70413. if (this._onbuttondown) {
  70414. this._onbuttondown(buttonIndex);
  70415. }
  70416. this.onButtonDownObservable.notifyObservers(buttonIndex);
  70417. }
  70418. if (newValue === 0) {
  70419. if (this._onbuttonup) {
  70420. this._onbuttonup(buttonIndex);
  70421. }
  70422. this.onButtonUpObservable.notifyObservers(buttonIndex);
  70423. }
  70424. }
  70425. return newValue;
  70426. };
  70427. GenericPad.prototype.update = function () {
  70428. _super.prototype.update.call(this);
  70429. for (var index = 0; index < this._buttons.length; index++) {
  70430. this._buttons[index] = this._setButtonValue(this.browserGamepad.buttons[index].value, this._buttons[index], index);
  70431. }
  70432. };
  70433. GenericPad.prototype.dispose = function () {
  70434. _super.prototype.dispose.call(this);
  70435. this.onButtonDownObservable.clear();
  70436. this.onButtonUpObservable.clear();
  70437. };
  70438. return GenericPad;
  70439. }(Gamepad));
  70440. BABYLON.GenericPad = GenericPad;
  70441. })(BABYLON || (BABYLON = {}));
  70442. //# sourceMappingURL=babylon.gamepad.js.map
  70443. var BABYLON;
  70444. (function (BABYLON) {
  70445. /**
  70446. * Defines supported buttons for XBox360 compatible gamepads
  70447. */
  70448. var Xbox360Button;
  70449. (function (Xbox360Button) {
  70450. /** A */
  70451. Xbox360Button[Xbox360Button["A"] = 0] = "A";
  70452. /** B */
  70453. Xbox360Button[Xbox360Button["B"] = 1] = "B";
  70454. /** X */
  70455. Xbox360Button[Xbox360Button["X"] = 2] = "X";
  70456. /** Y */
  70457. Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
  70458. /** Start */
  70459. Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
  70460. /** Back */
  70461. Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
  70462. /** Left button */
  70463. Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
  70464. /** Right button */
  70465. Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
  70466. /** Left stick */
  70467. Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
  70468. /** Right stick */
  70469. Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
  70470. })(Xbox360Button = BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
  70471. /** Defines values for XBox360 DPad */
  70472. var Xbox360Dpad;
  70473. (function (Xbox360Dpad) {
  70474. /** Up */
  70475. Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
  70476. /** Down */
  70477. Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
  70478. /** Left */
  70479. Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
  70480. /** Right */
  70481. Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
  70482. })(Xbox360Dpad = BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
  70483. /**
  70484. * Defines a XBox360 gamepad
  70485. */
  70486. var Xbox360Pad = /** @class */ (function (_super) {
  70487. __extends(Xbox360Pad, _super);
  70488. /**
  70489. * Creates a new XBox360 gamepad object
  70490. * @param id defines the id of this gamepad
  70491. * @param index defines its index
  70492. * @param gamepad defines the internal HTML gamepad object
  70493. * @param xboxOne defines if it is a XBox One gamepad
  70494. */
  70495. function Xbox360Pad(id, index, gamepad, xboxOne) {
  70496. if (xboxOne === void 0) { xboxOne = false; }
  70497. var _this = _super.call(this, id, index, gamepad, 0, 1, 2, 3) || this;
  70498. _this._leftTrigger = 0;
  70499. _this._rightTrigger = 0;
  70500. /** Observable raised when a button is pressed */
  70501. _this.onButtonDownObservable = new BABYLON.Observable();
  70502. /** Observable raised when a button is released */
  70503. _this.onButtonUpObservable = new BABYLON.Observable();
  70504. /** Observable raised when a pad is pressed */
  70505. _this.onPadDownObservable = new BABYLON.Observable();
  70506. /** Observable raised when a pad is released */
  70507. _this.onPadUpObservable = new BABYLON.Observable();
  70508. _this._buttonA = 0;
  70509. _this._buttonB = 0;
  70510. _this._buttonX = 0;
  70511. _this._buttonY = 0;
  70512. _this._buttonBack = 0;
  70513. _this._buttonStart = 0;
  70514. _this._buttonLB = 0;
  70515. _this._buttonRB = 0;
  70516. _this._buttonLeftStick = 0;
  70517. _this._buttonRightStick = 0;
  70518. _this._dPadUp = 0;
  70519. _this._dPadDown = 0;
  70520. _this._dPadLeft = 0;
  70521. _this._dPadRight = 0;
  70522. _this._isXboxOnePad = false;
  70523. _this.type = BABYLON.Gamepad.XBOX;
  70524. _this._isXboxOnePad = xboxOne;
  70525. return _this;
  70526. }
  70527. /**
  70528. * Defines the callback to call when left trigger is pressed
  70529. * @param callback defines the callback to use
  70530. */
  70531. Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
  70532. this._onlefttriggerchanged = callback;
  70533. };
  70534. /**
  70535. * Defines the callback to call when right trigger is pressed
  70536. * @param callback defines the callback to use
  70537. */
  70538. Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
  70539. this._onrighttriggerchanged = callback;
  70540. };
  70541. Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
  70542. /**
  70543. * Gets or sets left trigger value
  70544. */
  70545. get: function () {
  70546. return this._leftTrigger;
  70547. },
  70548. set: function (newValue) {
  70549. if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
  70550. this._onlefttriggerchanged(newValue);
  70551. }
  70552. this._leftTrigger = newValue;
  70553. },
  70554. enumerable: true,
  70555. configurable: true
  70556. });
  70557. Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
  70558. /**
  70559. * Gets or sets right trigger value
  70560. */
  70561. get: function () {
  70562. return this._rightTrigger;
  70563. },
  70564. set: function (newValue) {
  70565. if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
  70566. this._onrighttriggerchanged(newValue);
  70567. }
  70568. this._rightTrigger = newValue;
  70569. },
  70570. enumerable: true,
  70571. configurable: true
  70572. });
  70573. /**
  70574. * Defines the callback to call when a button is pressed
  70575. * @param callback defines the callback to use
  70576. */
  70577. Xbox360Pad.prototype.onbuttondown = function (callback) {
  70578. this._onbuttondown = callback;
  70579. };
  70580. /**
  70581. * Defines the callback to call when a button is released
  70582. * @param callback defines the callback to use
  70583. */
  70584. Xbox360Pad.prototype.onbuttonup = function (callback) {
  70585. this._onbuttonup = callback;
  70586. };
  70587. /**
  70588. * Defines the callback to call when a pad is pressed
  70589. * @param callback defines the callback to use
  70590. */
  70591. Xbox360Pad.prototype.ondpaddown = function (callback) {
  70592. this._ondpaddown = callback;
  70593. };
  70594. /**
  70595. * Defines the callback to call when a pad is released
  70596. * @param callback defines the callback to use
  70597. */
  70598. Xbox360Pad.prototype.ondpadup = function (callback) {
  70599. this._ondpadup = callback;
  70600. };
  70601. Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
  70602. if (newValue !== currentValue) {
  70603. if (newValue === 1) {
  70604. if (this._onbuttondown) {
  70605. this._onbuttondown(buttonType);
  70606. }
  70607. this.onButtonDownObservable.notifyObservers(buttonType);
  70608. }
  70609. if (newValue === 0) {
  70610. if (this._onbuttonup) {
  70611. this._onbuttonup(buttonType);
  70612. }
  70613. this.onButtonUpObservable.notifyObservers(buttonType);
  70614. }
  70615. }
  70616. return newValue;
  70617. };
  70618. Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
  70619. if (newValue !== currentValue) {
  70620. if (newValue === 1) {
  70621. if (this._ondpaddown) {
  70622. this._ondpaddown(buttonType);
  70623. }
  70624. this.onPadDownObservable.notifyObservers(buttonType);
  70625. }
  70626. if (newValue === 0) {
  70627. if (this._ondpadup) {
  70628. this._ondpadup(buttonType);
  70629. }
  70630. this.onPadUpObservable.notifyObservers(buttonType);
  70631. }
  70632. }
  70633. return newValue;
  70634. };
  70635. Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
  70636. /** Gets or sets value of A button */
  70637. get: function () {
  70638. return this._buttonA;
  70639. },
  70640. set: function (value) {
  70641. this._buttonA = this._setButtonValue(value, this._buttonA, Xbox360Button.A);
  70642. },
  70643. enumerable: true,
  70644. configurable: true
  70645. });
  70646. Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
  70647. /** Gets or sets value of B button */
  70648. get: function () {
  70649. return this._buttonB;
  70650. },
  70651. set: function (value) {
  70652. this._buttonB = this._setButtonValue(value, this._buttonB, Xbox360Button.B);
  70653. },
  70654. enumerable: true,
  70655. configurable: true
  70656. });
  70657. Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
  70658. /** Gets or sets value of X button */
  70659. get: function () {
  70660. return this._buttonX;
  70661. },
  70662. set: function (value) {
  70663. this._buttonX = this._setButtonValue(value, this._buttonX, Xbox360Button.X);
  70664. },
  70665. enumerable: true,
  70666. configurable: true
  70667. });
  70668. Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
  70669. /** Gets or sets value of Y button */
  70670. get: function () {
  70671. return this._buttonY;
  70672. },
  70673. set: function (value) {
  70674. this._buttonY = this._setButtonValue(value, this._buttonY, Xbox360Button.Y);
  70675. },
  70676. enumerable: true,
  70677. configurable: true
  70678. });
  70679. Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
  70680. /** Gets or sets value of Start button */
  70681. get: function () {
  70682. return this._buttonStart;
  70683. },
  70684. set: function (value) {
  70685. this._buttonStart = this._setButtonValue(value, this._buttonStart, Xbox360Button.Start);
  70686. },
  70687. enumerable: true,
  70688. configurable: true
  70689. });
  70690. Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
  70691. /** Gets or sets value of Back button */
  70692. get: function () {
  70693. return this._buttonBack;
  70694. },
  70695. set: function (value) {
  70696. this._buttonBack = this._setButtonValue(value, this._buttonBack, Xbox360Button.Back);
  70697. },
  70698. enumerable: true,
  70699. configurable: true
  70700. });
  70701. Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
  70702. /** Gets or sets value of Left button */
  70703. get: function () {
  70704. return this._buttonLB;
  70705. },
  70706. set: function (value) {
  70707. this._buttonLB = this._setButtonValue(value, this._buttonLB, Xbox360Button.LB);
  70708. },
  70709. enumerable: true,
  70710. configurable: true
  70711. });
  70712. Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
  70713. /** Gets or sets value of Right button */
  70714. get: function () {
  70715. return this._buttonRB;
  70716. },
  70717. set: function (value) {
  70718. this._buttonRB = this._setButtonValue(value, this._buttonRB, Xbox360Button.RB);
  70719. },
  70720. enumerable: true,
  70721. configurable: true
  70722. });
  70723. Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
  70724. /** Gets or sets value of left stick */
  70725. get: function () {
  70726. return this._buttonLeftStick;
  70727. },
  70728. set: function (value) {
  70729. this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, Xbox360Button.LeftStick);
  70730. },
  70731. enumerable: true,
  70732. configurable: true
  70733. });
  70734. Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
  70735. /** Gets or sets value of right stick */
  70736. get: function () {
  70737. return this._buttonRightStick;
  70738. },
  70739. set: function (value) {
  70740. this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, Xbox360Button.RightStick);
  70741. },
  70742. enumerable: true,
  70743. configurable: true
  70744. });
  70745. Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
  70746. /** Gets or sets value of DPad up */
  70747. get: function () {
  70748. return this._dPadUp;
  70749. },
  70750. set: function (value) {
  70751. this._dPadUp = this._setDPadValue(value, this._dPadUp, Xbox360Dpad.Up);
  70752. },
  70753. enumerable: true,
  70754. configurable: true
  70755. });
  70756. Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
  70757. /** Gets or sets value of DPad down */
  70758. get: function () {
  70759. return this._dPadDown;
  70760. },
  70761. set: function (value) {
  70762. this._dPadDown = this._setDPadValue(value, this._dPadDown, Xbox360Dpad.Down);
  70763. },
  70764. enumerable: true,
  70765. configurable: true
  70766. });
  70767. Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
  70768. /** Gets or sets value of DPad left */
  70769. get: function () {
  70770. return this._dPadLeft;
  70771. },
  70772. set: function (value) {
  70773. this._dPadLeft = this._setDPadValue(value, this._dPadLeft, Xbox360Dpad.Left);
  70774. },
  70775. enumerable: true,
  70776. configurable: true
  70777. });
  70778. Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
  70779. /** Gets or sets value of DPad right */
  70780. get: function () {
  70781. return this._dPadRight;
  70782. },
  70783. set: function (value) {
  70784. this._dPadRight = this._setDPadValue(value, this._dPadRight, Xbox360Dpad.Right);
  70785. },
  70786. enumerable: true,
  70787. configurable: true
  70788. });
  70789. /**
  70790. * Force the gamepad to synchronize with device values
  70791. */
  70792. Xbox360Pad.prototype.update = function () {
  70793. _super.prototype.update.call(this);
  70794. if (this._isXboxOnePad) {
  70795. this.buttonA = this.browserGamepad.buttons[0].value;
  70796. this.buttonB = this.browserGamepad.buttons[1].value;
  70797. this.buttonX = this.browserGamepad.buttons[2].value;
  70798. this.buttonY = this.browserGamepad.buttons[3].value;
  70799. this.buttonLB = this.browserGamepad.buttons[4].value;
  70800. this.buttonRB = this.browserGamepad.buttons[5].value;
  70801. this.leftTrigger = this.browserGamepad.axes[2];
  70802. this.rightTrigger = this.browserGamepad.axes[5];
  70803. this.buttonBack = this.browserGamepad.buttons[9].value;
  70804. this.buttonStart = this.browserGamepad.buttons[8].value;
  70805. this.buttonLeftStick = this.browserGamepad.buttons[6].value;
  70806. this.buttonRightStick = this.browserGamepad.buttons[7].value;
  70807. this.dPadUp = this.browserGamepad.buttons[11].value;
  70808. this.dPadDown = this.browserGamepad.buttons[12].value;
  70809. this.dPadLeft = this.browserGamepad.buttons[13].value;
  70810. this.dPadRight = this.browserGamepad.buttons[14].value;
  70811. }
  70812. else {
  70813. this.buttonA = this.browserGamepad.buttons[0].value;
  70814. this.buttonB = this.browserGamepad.buttons[1].value;
  70815. this.buttonX = this.browserGamepad.buttons[2].value;
  70816. this.buttonY = this.browserGamepad.buttons[3].value;
  70817. this.buttonLB = this.browserGamepad.buttons[4].value;
  70818. this.buttonRB = this.browserGamepad.buttons[5].value;
  70819. this.leftTrigger = this.browserGamepad.buttons[6].value;
  70820. this.rightTrigger = this.browserGamepad.buttons[7].value;
  70821. this.buttonBack = this.browserGamepad.buttons[8].value;
  70822. this.buttonStart = this.browserGamepad.buttons[9].value;
  70823. this.buttonLeftStick = this.browserGamepad.buttons[10].value;
  70824. this.buttonRightStick = this.browserGamepad.buttons[11].value;
  70825. this.dPadUp = this.browserGamepad.buttons[12].value;
  70826. this.dPadDown = this.browserGamepad.buttons[13].value;
  70827. this.dPadLeft = this.browserGamepad.buttons[14].value;
  70828. this.dPadRight = this.browserGamepad.buttons[15].value;
  70829. }
  70830. };
  70831. Xbox360Pad.prototype.dispose = function () {
  70832. _super.prototype.dispose.call(this);
  70833. this.onButtonDownObservable.clear();
  70834. this.onButtonUpObservable.clear();
  70835. this.onPadDownObservable.clear();
  70836. this.onPadUpObservable.clear();
  70837. };
  70838. return Xbox360Pad;
  70839. }(BABYLON.Gamepad));
  70840. BABYLON.Xbox360Pad = Xbox360Pad;
  70841. })(BABYLON || (BABYLON = {}));
  70842. //# sourceMappingURL=babylon.xboxGamepad.js.map
  70843. var BABYLON;
  70844. (function (BABYLON) {
  70845. /**
  70846. * Defines the types of pose enabled controllers that are supported
  70847. */
  70848. var PoseEnabledControllerType;
  70849. (function (PoseEnabledControllerType) {
  70850. /**
  70851. * HTC Vive
  70852. */
  70853. PoseEnabledControllerType[PoseEnabledControllerType["VIVE"] = 0] = "VIVE";
  70854. /**
  70855. * Oculus Rift
  70856. */
  70857. PoseEnabledControllerType[PoseEnabledControllerType["OCULUS"] = 1] = "OCULUS";
  70858. /**
  70859. * Windows mixed reality
  70860. */
  70861. PoseEnabledControllerType[PoseEnabledControllerType["WINDOWS"] = 2] = "WINDOWS";
  70862. /**
  70863. * Samsung gear VR
  70864. */
  70865. PoseEnabledControllerType[PoseEnabledControllerType["GEAR_VR"] = 3] = "GEAR_VR";
  70866. /**
  70867. * Google Daydream
  70868. */
  70869. PoseEnabledControllerType[PoseEnabledControllerType["DAYDREAM"] = 4] = "DAYDREAM";
  70870. /**
  70871. * Generic
  70872. */
  70873. PoseEnabledControllerType[PoseEnabledControllerType["GENERIC"] = 5] = "GENERIC";
  70874. })(PoseEnabledControllerType = BABYLON.PoseEnabledControllerType || (BABYLON.PoseEnabledControllerType = {}));
  70875. /**
  70876. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  70877. */
  70878. var PoseEnabledControllerHelper = /** @class */ (function () {
  70879. function PoseEnabledControllerHelper() {
  70880. }
  70881. /**
  70882. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  70883. * @param vrGamepad the gamepad to initialized
  70884. * @returns a vr controller of the type the gamepad identified as
  70885. */
  70886. PoseEnabledControllerHelper.InitiateController = function (vrGamepad) {
  70887. // Oculus Touch
  70888. if (vrGamepad.id.indexOf('Oculus Touch') !== -1) {
  70889. return new BABYLON.OculusTouchController(vrGamepad);
  70890. }
  70891. // Windows Mixed Reality controllers
  70892. else if (vrGamepad.id.indexOf(BABYLON.WindowsMotionController.GAMEPAD_ID_PREFIX) === 0) {
  70893. return new BABYLON.WindowsMotionController(vrGamepad);
  70894. }
  70895. // HTC Vive
  70896. else if (vrGamepad.id.toLowerCase().indexOf('openvr') !== -1) {
  70897. return new BABYLON.ViveController(vrGamepad);
  70898. }
  70899. // Samsung/Oculus Gear VR
  70900. else if (vrGamepad.id.indexOf(BABYLON.GearVRController.GAMEPAD_ID_PREFIX) === 0) {
  70901. return new BABYLON.GearVRController(vrGamepad);
  70902. }
  70903. // Google Daydream
  70904. else if (vrGamepad.id.indexOf(BABYLON.DaydreamController.GAMEPAD_ID_PREFIX) === 0) {
  70905. return new BABYLON.DaydreamController(vrGamepad);
  70906. }
  70907. // Generic
  70908. else {
  70909. return new BABYLON.GenericController(vrGamepad);
  70910. }
  70911. };
  70912. return PoseEnabledControllerHelper;
  70913. }());
  70914. BABYLON.PoseEnabledControllerHelper = PoseEnabledControllerHelper;
  70915. /**
  70916. * Defines the PoseEnabledController object that contains state of a vr capable controller
  70917. */
  70918. var PoseEnabledController = /** @class */ (function (_super) {
  70919. __extends(PoseEnabledController, _super);
  70920. /**
  70921. * Creates a new PoseEnabledController from a gamepad
  70922. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  70923. */
  70924. function PoseEnabledController(browserGamepad) {
  70925. var _this = _super.call(this, browserGamepad.id, browserGamepad.index, browserGamepad) || this;
  70926. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  70927. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  70928. _this._deviceRoomRotationQuaternion = new BABYLON.Quaternion();
  70929. /**
  70930. * The device position in babylon space
  70931. */
  70932. _this.devicePosition = BABYLON.Vector3.Zero();
  70933. /**
  70934. * The device rotation in babylon space
  70935. */
  70936. _this.deviceRotationQuaternion = new BABYLON.Quaternion();
  70937. /**
  70938. * The scale factor of the device in babylon space
  70939. */
  70940. _this.deviceScaleFactor = 1;
  70941. _this._leftHandSystemQuaternion = new BABYLON.Quaternion();
  70942. /**
  70943. * Internal, matrix used to convert room space to babylon space
  70944. */
  70945. _this._deviceToWorld = BABYLON.Matrix.Identity();
  70946. /**
  70947. * Node to be used when casting a ray from the controller
  70948. */
  70949. _this._pointingPoseNode = null;
  70950. _this._workingMatrix = BABYLON.Matrix.Identity();
  70951. _this.type = BABYLON.Gamepad.POSE_ENABLED;
  70952. _this.controllerType = PoseEnabledControllerType.GENERIC;
  70953. _this.position = BABYLON.Vector3.Zero();
  70954. _this.rotationQuaternion = new BABYLON.Quaternion();
  70955. _this._calculatedPosition = BABYLON.Vector3.Zero();
  70956. _this._calculatedRotation = new BABYLON.Quaternion();
  70957. BABYLON.Quaternion.RotationYawPitchRollToRef(Math.PI, 0, 0, _this._leftHandSystemQuaternion);
  70958. return _this;
  70959. }
  70960. /**
  70961. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  70962. */
  70963. PoseEnabledController.prototype.update = function () {
  70964. _super.prototype.update.call(this);
  70965. var pose = this.browserGamepad.pose;
  70966. this.updateFromDevice(pose);
  70967. BABYLON.Vector3.TransformCoordinatesToRef(this._calculatedPosition, this._deviceToWorld, this.devicePosition);
  70968. this._deviceToWorld.getRotationMatrixToRef(this._workingMatrix);
  70969. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  70970. this.deviceRotationQuaternion.multiplyInPlace(this._calculatedRotation);
  70971. if (this._mesh) {
  70972. this._mesh.position.copyFrom(this.devicePosition);
  70973. if (this._mesh.rotationQuaternion) {
  70974. this._mesh.rotationQuaternion.copyFrom(this.deviceRotationQuaternion);
  70975. }
  70976. }
  70977. };
  70978. /**
  70979. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  70980. * @param poseData raw pose fromthe device
  70981. */
  70982. PoseEnabledController.prototype.updateFromDevice = function (poseData) {
  70983. if (poseData) {
  70984. this.rawPose = poseData;
  70985. if (poseData.position) {
  70986. this._deviceRoomPosition.copyFromFloats(poseData.position[0], poseData.position[1], -poseData.position[2]);
  70987. if (this._mesh && this._mesh.getScene().useRightHandedSystem) {
  70988. this._deviceRoomPosition.z *= -1;
  70989. }
  70990. this._deviceRoomPosition.scaleToRef(this.deviceScaleFactor, this._calculatedPosition);
  70991. this._calculatedPosition.addInPlace(this.position);
  70992. }
  70993. var pose = this.rawPose;
  70994. if (poseData.orientation && pose.orientation) {
  70995. this._deviceRoomRotationQuaternion.copyFromFloats(pose.orientation[0], pose.orientation[1], -pose.orientation[2], -pose.orientation[3]);
  70996. if (this._mesh) {
  70997. if (this._mesh.getScene().useRightHandedSystem) {
  70998. this._deviceRoomRotationQuaternion.z *= -1;
  70999. this._deviceRoomRotationQuaternion.w *= -1;
  71000. }
  71001. else {
  71002. this._deviceRoomRotationQuaternion.multiplyToRef(this._leftHandSystemQuaternion, this._deviceRoomRotationQuaternion);
  71003. }
  71004. }
  71005. // if the camera is set, rotate to the camera's rotation
  71006. this._deviceRoomRotationQuaternion.multiplyToRef(this.rotationQuaternion, this._calculatedRotation);
  71007. }
  71008. }
  71009. };
  71010. /**
  71011. * Attaches a mesh to the controller
  71012. * @param mesh the mesh to be attached
  71013. */
  71014. PoseEnabledController.prototype.attachToMesh = function (mesh) {
  71015. if (this._mesh) {
  71016. this._mesh.parent = null;
  71017. }
  71018. this._mesh = mesh;
  71019. if (this._poseControlledCamera) {
  71020. this._mesh.parent = this._poseControlledCamera;
  71021. }
  71022. if (!this._mesh.rotationQuaternion) {
  71023. this._mesh.rotationQuaternion = new BABYLON.Quaternion();
  71024. }
  71025. };
  71026. /**
  71027. * Attaches the controllers mesh to a camera
  71028. * @param camera the camera the mesh should be attached to
  71029. */
  71030. PoseEnabledController.prototype.attachToPoseControlledCamera = function (camera) {
  71031. this._poseControlledCamera = camera;
  71032. if (this._mesh) {
  71033. this._mesh.parent = this._poseControlledCamera;
  71034. }
  71035. };
  71036. /**
  71037. * Disposes of the controller
  71038. */
  71039. PoseEnabledController.prototype.dispose = function () {
  71040. if (this._mesh) {
  71041. this._mesh.dispose();
  71042. }
  71043. this._mesh = null;
  71044. _super.prototype.dispose.call(this);
  71045. };
  71046. Object.defineProperty(PoseEnabledController.prototype, "mesh", {
  71047. /**
  71048. * The mesh that is attached to the controller
  71049. */
  71050. get: function () {
  71051. return this._mesh;
  71052. },
  71053. enumerable: true,
  71054. configurable: true
  71055. });
  71056. /**
  71057. * Gets the ray of the controller in the direction the controller is pointing
  71058. * @param length the length the resulting ray should be
  71059. * @returns a ray in the direction the controller is pointing
  71060. */
  71061. PoseEnabledController.prototype.getForwardRay = function (length) {
  71062. if (length === void 0) { length = 100; }
  71063. if (!this.mesh) {
  71064. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, 1), length);
  71065. }
  71066. var m = this._pointingPoseNode ? this._pointingPoseNode.getWorldMatrix() : this.mesh.getWorldMatrix();
  71067. var origin = m.getTranslation();
  71068. var forward = new BABYLON.Vector3(0, 0, -1);
  71069. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  71070. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  71071. return new BABYLON.Ray(origin, direction, length);
  71072. };
  71073. /**
  71074. * Name of the child mesh that can be used to cast a ray from the controller
  71075. */
  71076. PoseEnabledController.POINTING_POSE = "POINTING_POSE";
  71077. return PoseEnabledController;
  71078. }(BABYLON.Gamepad));
  71079. BABYLON.PoseEnabledController = PoseEnabledController;
  71080. })(BABYLON || (BABYLON = {}));
  71081. //# sourceMappingURL=babylon.poseEnabledController.js.map
  71082. var BABYLON;
  71083. (function (BABYLON) {
  71084. /**
  71085. * Defines the WebVRController object that represents controllers tracked in 3D space
  71086. */
  71087. var WebVRController = /** @class */ (function (_super) {
  71088. __extends(WebVRController, _super);
  71089. /**
  71090. * Creates a new WebVRController from a gamepad
  71091. * @param vrGamepad the gamepad that the WebVRController should be created from
  71092. */
  71093. function WebVRController(vrGamepad) {
  71094. var _this = _super.call(this, vrGamepad) || this;
  71095. // Observables
  71096. /**
  71097. * Fired when the trigger state has changed
  71098. */
  71099. _this.onTriggerStateChangedObservable = new BABYLON.Observable();
  71100. /**
  71101. * Fired when the main button state has changed
  71102. */
  71103. _this.onMainButtonStateChangedObservable = new BABYLON.Observable();
  71104. /**
  71105. * Fired when the secondary button state has changed
  71106. */
  71107. _this.onSecondaryButtonStateChangedObservable = new BABYLON.Observable();
  71108. /**
  71109. * Fired when the pad state has changed
  71110. */
  71111. _this.onPadStateChangedObservable = new BABYLON.Observable();
  71112. /**
  71113. * Fired when controllers stick values have changed
  71114. */
  71115. _this.onPadValuesChangedObservable = new BABYLON.Observable();
  71116. /**
  71117. * X and Y axis corrisponding to the controllers joystick
  71118. */
  71119. _this.pad = { x: 0, y: 0 };
  71120. // avoid GC, store state in a tmp object
  71121. _this._changes = {
  71122. pressChanged: false,
  71123. touchChanged: false,
  71124. valueChanged: false,
  71125. changed: false
  71126. };
  71127. _this._buttons = new Array(vrGamepad.buttons.length);
  71128. _this.hand = vrGamepad.hand;
  71129. return _this;
  71130. }
  71131. /**
  71132. * Fired when a controller button's state has changed
  71133. * @param callback the callback containing the button that was modified
  71134. */
  71135. WebVRController.prototype.onButtonStateChange = function (callback) {
  71136. this._onButtonStateChange = callback;
  71137. };
  71138. Object.defineProperty(WebVRController.prototype, "defaultModel", {
  71139. /**
  71140. * The default controller model for the controller
  71141. */
  71142. get: function () {
  71143. return this._defaultModel;
  71144. },
  71145. enumerable: true,
  71146. configurable: true
  71147. });
  71148. /**
  71149. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  71150. */
  71151. WebVRController.prototype.update = function () {
  71152. _super.prototype.update.call(this);
  71153. for (var index = 0; index < this._buttons.length; index++) {
  71154. this._setButtonValue(this.browserGamepad.buttons[index], this._buttons[index], index);
  71155. }
  71156. ;
  71157. if (this.leftStick.x !== this.pad.x || this.leftStick.y !== this.pad.y) {
  71158. this.pad.x = this.leftStick.x;
  71159. this.pad.y = this.leftStick.y;
  71160. this.onPadValuesChangedObservable.notifyObservers(this.pad);
  71161. }
  71162. };
  71163. WebVRController.prototype._setButtonValue = function (newState, currentState, buttonIndex) {
  71164. if (!newState) {
  71165. newState = {
  71166. pressed: false,
  71167. touched: false,
  71168. value: 0
  71169. };
  71170. }
  71171. if (!currentState) {
  71172. this._buttons[buttonIndex] = {
  71173. pressed: newState.pressed,
  71174. touched: newState.touched,
  71175. value: newState.value
  71176. };
  71177. return;
  71178. }
  71179. this._checkChanges(newState, currentState);
  71180. if (this._changes.changed) {
  71181. this._onButtonStateChange && this._onButtonStateChange(this.index, buttonIndex, newState);
  71182. this._handleButtonChange(buttonIndex, newState, this._changes);
  71183. }
  71184. this._buttons[buttonIndex].pressed = newState.pressed;
  71185. this._buttons[buttonIndex].touched = newState.touched;
  71186. // oculus triggers are never 0, thou not touched.
  71187. this._buttons[buttonIndex].value = newState.value < 0.00000001 ? 0 : newState.value;
  71188. };
  71189. WebVRController.prototype._checkChanges = function (newState, currentState) {
  71190. this._changes.pressChanged = newState.pressed !== currentState.pressed;
  71191. this._changes.touchChanged = newState.touched !== currentState.touched;
  71192. this._changes.valueChanged = newState.value !== currentState.value;
  71193. this._changes.changed = this._changes.pressChanged || this._changes.touchChanged || this._changes.valueChanged;
  71194. return this._changes;
  71195. };
  71196. /**
  71197. * Disposes of th webVRCOntroller
  71198. */
  71199. WebVRController.prototype.dispose = function () {
  71200. _super.prototype.dispose.call(this);
  71201. this.onTriggerStateChangedObservable.clear();
  71202. this.onMainButtonStateChangedObservable.clear();
  71203. this.onSecondaryButtonStateChangedObservable.clear();
  71204. this.onPadStateChangedObservable.clear();
  71205. this.onPadValuesChangedObservable.clear();
  71206. };
  71207. return WebVRController;
  71208. }(BABYLON.PoseEnabledController));
  71209. BABYLON.WebVRController = WebVRController;
  71210. })(BABYLON || (BABYLON = {}));
  71211. //# sourceMappingURL=babylon.webVRController.js.map
  71212. var BABYLON;
  71213. (function (BABYLON) {
  71214. /**
  71215. * Oculus Touch Controller
  71216. */
  71217. var OculusTouchController = /** @class */ (function (_super) {
  71218. __extends(OculusTouchController, _super);
  71219. /**
  71220. * Creates a new OculusTouchController from a gamepad
  71221. * @param vrGamepad the gamepad that the controller should be created from
  71222. */
  71223. function OculusTouchController(vrGamepad) {
  71224. var _this = _super.call(this, vrGamepad) || this;
  71225. /**
  71226. * Fired when the secondary trigger on this controller is modified
  71227. */
  71228. _this.onSecondaryTriggerStateChangedObservable = new BABYLON.Observable();
  71229. /**
  71230. * Fired when the thumb rest on this controller is modified
  71231. */
  71232. _this.onThumbRestChangedObservable = new BABYLON.Observable();
  71233. _this.controllerType = BABYLON.PoseEnabledControllerType.OCULUS;
  71234. return _this;
  71235. }
  71236. /**
  71237. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  71238. * @param scene scene in which to add meshes
  71239. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  71240. */
  71241. OculusTouchController.prototype.initControllerMesh = function (scene, meshLoaded) {
  71242. var _this = this;
  71243. var meshName;
  71244. // Hand
  71245. if (this.hand === 'left') {
  71246. meshName = OculusTouchController.MODEL_LEFT_FILENAME;
  71247. }
  71248. else { // Right is the default if no hand is specified
  71249. meshName = OculusTouchController.MODEL_RIGHT_FILENAME;
  71250. }
  71251. BABYLON.SceneLoader.ImportMesh("", OculusTouchController.MODEL_BASE_URL, meshName, scene, function (newMeshes) {
  71252. /*
  71253. Parent Mesh name: oculus_touch_left
  71254. - body
  71255. - trigger
  71256. - thumbstick
  71257. - grip
  71258. - button_y
  71259. - button_x
  71260. - button_enter
  71261. */
  71262. _this._defaultModel = newMeshes[1];
  71263. _this.attachToMesh(_this._defaultModel);
  71264. if (meshLoaded) {
  71265. meshLoaded(_this._defaultModel);
  71266. }
  71267. });
  71268. };
  71269. Object.defineProperty(OculusTouchController.prototype, "onAButtonStateChangedObservable", {
  71270. /**
  71271. * Fired when the A button on this controller is modified
  71272. */
  71273. get: function () {
  71274. if (this.hand === 'right') {
  71275. return this.onMainButtonStateChangedObservable;
  71276. }
  71277. else {
  71278. throw new Error('No A button on left hand');
  71279. }
  71280. },
  71281. enumerable: true,
  71282. configurable: true
  71283. });
  71284. Object.defineProperty(OculusTouchController.prototype, "onBButtonStateChangedObservable", {
  71285. /**
  71286. * Fired when the B button on this controller is modified
  71287. */
  71288. get: function () {
  71289. if (this.hand === 'right') {
  71290. return this.onSecondaryButtonStateChangedObservable;
  71291. }
  71292. else {
  71293. throw new Error('No B button on left hand');
  71294. }
  71295. },
  71296. enumerable: true,
  71297. configurable: true
  71298. });
  71299. Object.defineProperty(OculusTouchController.prototype, "onXButtonStateChangedObservable", {
  71300. /**
  71301. * Fired when the X button on this controller is modified
  71302. */
  71303. get: function () {
  71304. if (this.hand === 'left') {
  71305. return this.onMainButtonStateChangedObservable;
  71306. }
  71307. else {
  71308. throw new Error('No X button on right hand');
  71309. }
  71310. },
  71311. enumerable: true,
  71312. configurable: true
  71313. });
  71314. Object.defineProperty(OculusTouchController.prototype, "onYButtonStateChangedObservable", {
  71315. /**
  71316. * Fired when the Y button on this controller is modified
  71317. */
  71318. get: function () {
  71319. if (this.hand === 'left') {
  71320. return this.onSecondaryButtonStateChangedObservable;
  71321. }
  71322. else {
  71323. throw new Error('No Y button on right hand');
  71324. }
  71325. },
  71326. enumerable: true,
  71327. configurable: true
  71328. });
  71329. /**
  71330. * Called once for each button that changed state since the last frame
  71331. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  71332. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  71333. * 2) secondary trigger (same)
  71334. * 3) A (right) X (left), touch, pressed = value
  71335. * 4) B / Y
  71336. * 5) thumb rest
  71337. * @param buttonIdx Which button index changed
  71338. * @param state New state of the button
  71339. * @param changes Which properties on the state changed since last frame
  71340. */
  71341. OculusTouchController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  71342. var notifyObject = state; //{ state: state, changes: changes };
  71343. var triggerDirection = this.hand === 'right' ? -1 : 1;
  71344. switch (buttonIdx) {
  71345. case 0:
  71346. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  71347. return;
  71348. case 1: // index trigger
  71349. if (this._defaultModel) {
  71350. (this._defaultModel.getChildren()[3]).rotation.x = -notifyObject.value * 0.20;
  71351. (this._defaultModel.getChildren()[3]).position.y = -notifyObject.value * 0.005;
  71352. (this._defaultModel.getChildren()[3]).position.z = -notifyObject.value * 0.005;
  71353. }
  71354. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  71355. return;
  71356. case 2: // secondary trigger
  71357. if (this._defaultModel) {
  71358. (this._defaultModel.getChildren()[4]).position.x = triggerDirection * notifyObject.value * 0.0035;
  71359. }
  71360. this.onSecondaryTriggerStateChangedObservable.notifyObservers(notifyObject);
  71361. return;
  71362. case 3:
  71363. if (this._defaultModel) {
  71364. if (notifyObject.pressed) {
  71365. (this._defaultModel.getChildren()[1]).position.y = -0.001;
  71366. }
  71367. else {
  71368. (this._defaultModel.getChildren()[1]).position.y = 0;
  71369. }
  71370. }
  71371. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  71372. return;
  71373. case 4:
  71374. if (this._defaultModel) {
  71375. if (notifyObject.pressed) {
  71376. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  71377. }
  71378. else {
  71379. (this._defaultModel.getChildren()[2]).position.y = 0;
  71380. }
  71381. }
  71382. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  71383. return;
  71384. case 5:
  71385. this.onThumbRestChangedObservable.notifyObservers(notifyObject);
  71386. return;
  71387. }
  71388. };
  71389. /**
  71390. * Base Url for the controller model.
  71391. */
  71392. OculusTouchController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/oculus/';
  71393. /**
  71394. * File name for the left controller model.
  71395. */
  71396. OculusTouchController.MODEL_LEFT_FILENAME = 'left.babylon';
  71397. /**
  71398. * File name for the right controller model.
  71399. */
  71400. OculusTouchController.MODEL_RIGHT_FILENAME = 'right.babylon';
  71401. return OculusTouchController;
  71402. }(BABYLON.WebVRController));
  71403. BABYLON.OculusTouchController = OculusTouchController;
  71404. })(BABYLON || (BABYLON = {}));
  71405. //# sourceMappingURL=babylon.oculusTouchController.js.map
  71406. var BABYLON;
  71407. (function (BABYLON) {
  71408. /**
  71409. * Vive Controller
  71410. */
  71411. var ViveController = /** @class */ (function (_super) {
  71412. __extends(ViveController, _super);
  71413. /**
  71414. * Creates a new ViveController from a gamepad
  71415. * @param vrGamepad the gamepad that the controller should be created from
  71416. */
  71417. function ViveController(vrGamepad) {
  71418. var _this = _super.call(this, vrGamepad) || this;
  71419. _this.controllerType = BABYLON.PoseEnabledControllerType.VIVE;
  71420. _this._invertLeftStickY = true;
  71421. return _this;
  71422. }
  71423. /**
  71424. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  71425. * @param scene scene in which to add meshes
  71426. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  71427. */
  71428. ViveController.prototype.initControllerMesh = function (scene, meshLoaded) {
  71429. var _this = this;
  71430. BABYLON.SceneLoader.ImportMesh("", ViveController.MODEL_BASE_URL, ViveController.MODEL_FILENAME, scene, function (newMeshes) {
  71431. /*
  71432. Parent Mesh name: ViveWand
  71433. - body
  71434. - r_gripper
  71435. - l_gripper
  71436. - menu_button
  71437. - system_button
  71438. - trackpad
  71439. - trigger
  71440. - LED
  71441. */
  71442. _this._defaultModel = newMeshes[1];
  71443. _this.attachToMesh(_this._defaultModel);
  71444. if (meshLoaded) {
  71445. meshLoaded(_this._defaultModel);
  71446. }
  71447. });
  71448. };
  71449. Object.defineProperty(ViveController.prototype, "onLeftButtonStateChangedObservable", {
  71450. /**
  71451. * Fired when the left button on this controller is modified
  71452. */
  71453. get: function () {
  71454. return this.onMainButtonStateChangedObservable;
  71455. },
  71456. enumerable: true,
  71457. configurable: true
  71458. });
  71459. Object.defineProperty(ViveController.prototype, "onRightButtonStateChangedObservable", {
  71460. /**
  71461. * Fired when the right button on this controller is modified
  71462. */
  71463. get: function () {
  71464. return this.onMainButtonStateChangedObservable;
  71465. },
  71466. enumerable: true,
  71467. configurable: true
  71468. });
  71469. Object.defineProperty(ViveController.prototype, "onMenuButtonStateChangedObservable", {
  71470. /**
  71471. * Fired when the menu button on this controller is modified
  71472. */
  71473. get: function () {
  71474. return this.onSecondaryButtonStateChangedObservable;
  71475. },
  71476. enumerable: true,
  71477. configurable: true
  71478. });
  71479. /**
  71480. * Called once for each button that changed state since the last frame
  71481. * Vive mapping:
  71482. * 0: touchpad
  71483. * 1: trigger
  71484. * 2: left AND right buttons
  71485. * 3: menu button
  71486. * @param buttonIdx Which button index changed
  71487. * @param state New state of the button
  71488. * @param changes Which properties on the state changed since last frame
  71489. */
  71490. ViveController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  71491. var notifyObject = state; //{ state: state, changes: changes };
  71492. switch (buttonIdx) {
  71493. case 0:
  71494. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  71495. return;
  71496. case 1: // index trigger
  71497. if (this._defaultModel) {
  71498. (this._defaultModel.getChildren()[6]).rotation.x = -notifyObject.value * 0.15;
  71499. }
  71500. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  71501. return;
  71502. case 2: // left AND right button
  71503. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  71504. return;
  71505. case 3:
  71506. if (this._defaultModel) {
  71507. if (notifyObject.pressed) {
  71508. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  71509. }
  71510. else {
  71511. (this._defaultModel.getChildren()[2]).position.y = 0;
  71512. }
  71513. }
  71514. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  71515. return;
  71516. }
  71517. };
  71518. /**
  71519. * Base Url for the controller model.
  71520. */
  71521. ViveController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/vive/';
  71522. /**
  71523. * File name for the controller model.
  71524. */
  71525. ViveController.MODEL_FILENAME = 'wand.babylon';
  71526. return ViveController;
  71527. }(BABYLON.WebVRController));
  71528. BABYLON.ViveController = ViveController;
  71529. })(BABYLON || (BABYLON = {}));
  71530. //# sourceMappingURL=babylon.viveController.js.map
  71531. var BABYLON;
  71532. (function (BABYLON) {
  71533. /**
  71534. * Generic Controller
  71535. */
  71536. var GenericController = /** @class */ (function (_super) {
  71537. __extends(GenericController, _super);
  71538. /**
  71539. * Creates a new GenericController from a gamepad
  71540. * @param vrGamepad the gamepad that the controller should be created from
  71541. */
  71542. function GenericController(vrGamepad) {
  71543. return _super.call(this, vrGamepad) || this;
  71544. }
  71545. /**
  71546. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  71547. * @param scene scene in which to add meshes
  71548. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  71549. */
  71550. GenericController.prototype.initControllerMesh = function (scene, meshLoaded) {
  71551. var _this = this;
  71552. BABYLON.SceneLoader.ImportMesh("", GenericController.MODEL_BASE_URL, GenericController.MODEL_FILENAME, scene, function (newMeshes) {
  71553. _this._defaultModel = newMeshes[1];
  71554. _this.attachToMesh(_this._defaultModel);
  71555. if (meshLoaded) {
  71556. meshLoaded(_this._defaultModel);
  71557. }
  71558. });
  71559. };
  71560. /**
  71561. * Called once for each button that changed state since the last frame
  71562. * @param buttonIdx Which button index changed
  71563. * @param state New state of the button
  71564. * @param changes Which properties on the state changed since last frame
  71565. */
  71566. GenericController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  71567. console.log("Button id: " + buttonIdx + "state: ");
  71568. console.dir(state);
  71569. };
  71570. /**
  71571. * Base Url for the controller model.
  71572. */
  71573. GenericController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  71574. /**
  71575. * File name for the controller model.
  71576. */
  71577. GenericController.MODEL_FILENAME = 'generic.babylon';
  71578. return GenericController;
  71579. }(BABYLON.WebVRController));
  71580. BABYLON.GenericController = GenericController;
  71581. })(BABYLON || (BABYLON = {}));
  71582. //# sourceMappingURL=babylon.genericController.js.map
  71583. var BABYLON;
  71584. (function (BABYLON) {
  71585. /**
  71586. * Defines the LoadedMeshInfo object that describes information about the loaded webVR controller mesh
  71587. */
  71588. var LoadedMeshInfo = /** @class */ (function () {
  71589. function LoadedMeshInfo() {
  71590. /**
  71591. * Map of the button meshes contained in the controller
  71592. */
  71593. this.buttonMeshes = {};
  71594. /**
  71595. * Map of the axis meshes contained in the controller
  71596. */
  71597. this.axisMeshes = {};
  71598. }
  71599. return LoadedMeshInfo;
  71600. }());
  71601. /**
  71602. * Defines the WindowsMotionController object that the state of the windows motion controller
  71603. */
  71604. var WindowsMotionController = /** @class */ (function (_super) {
  71605. __extends(WindowsMotionController, _super);
  71606. /**
  71607. * Creates a new WindowsMotionController from a gamepad
  71608. * @param vrGamepad the gamepad that the controller should be created from
  71609. */
  71610. function WindowsMotionController(vrGamepad) {
  71611. var _this = _super.call(this, vrGamepad) || this;
  71612. _this._mapping = {
  71613. // Semantic button names
  71614. buttons: ['thumbstick', 'trigger', 'grip', 'menu', 'trackpad'],
  71615. // A mapping of the button name to glTF model node name
  71616. // that should be transformed by button value.
  71617. buttonMeshNames: {
  71618. 'trigger': 'SELECT',
  71619. 'menu': 'MENU',
  71620. 'grip': 'GRASP',
  71621. 'thumbstick': 'THUMBSTICK_PRESS',
  71622. 'trackpad': 'TOUCHPAD_PRESS'
  71623. },
  71624. // This mapping is used to translate from the Motion Controller to Babylon semantics
  71625. buttonObservableNames: {
  71626. 'trigger': 'onTriggerStateChangedObservable',
  71627. 'menu': 'onSecondaryButtonStateChangedObservable',
  71628. 'grip': 'onMainButtonStateChangedObservable',
  71629. 'thumbstick': 'onPadStateChangedObservable',
  71630. 'trackpad': 'onTrackpadChangedObservable'
  71631. },
  71632. // A mapping of the axis name to glTF model node name
  71633. // that should be transformed by axis value.
  71634. // This array mirrors the browserGamepad.axes array, such that
  71635. // the mesh corresponding to axis 0 is in this array index 0.
  71636. axisMeshNames: [
  71637. 'THUMBSTICK_X',
  71638. 'THUMBSTICK_Y',
  71639. 'TOUCHPAD_TOUCH_X',
  71640. 'TOUCHPAD_TOUCH_Y'
  71641. ],
  71642. pointingPoseMeshName: BABYLON.PoseEnabledController.POINTING_POSE
  71643. };
  71644. /**
  71645. * Fired when the trackpad on this controller is clicked
  71646. */
  71647. _this.onTrackpadChangedObservable = new BABYLON.Observable();
  71648. /**
  71649. * Fired when the trackpad on this controller is modified
  71650. */
  71651. _this.onTrackpadValuesChangedObservable = new BABYLON.Observable();
  71652. /**
  71653. * The current x and y values of this controller's trackpad
  71654. */
  71655. _this.trackpad = { x: 0, y: 0 };
  71656. _this.controllerType = BABYLON.PoseEnabledControllerType.WINDOWS;
  71657. _this._loadedMeshInfo = null;
  71658. return _this;
  71659. }
  71660. Object.defineProperty(WindowsMotionController.prototype, "onTriggerButtonStateChangedObservable", {
  71661. /**
  71662. * Fired when the trigger on this controller is modified
  71663. */
  71664. get: function () {
  71665. return this.onTriggerStateChangedObservable;
  71666. },
  71667. enumerable: true,
  71668. configurable: true
  71669. });
  71670. Object.defineProperty(WindowsMotionController.prototype, "onMenuButtonStateChangedObservable", {
  71671. /**
  71672. * Fired when the menu button on this controller is modified
  71673. */
  71674. get: function () {
  71675. return this.onSecondaryButtonStateChangedObservable;
  71676. },
  71677. enumerable: true,
  71678. configurable: true
  71679. });
  71680. Object.defineProperty(WindowsMotionController.prototype, "onGripButtonStateChangedObservable", {
  71681. /**
  71682. * Fired when the grip button on this controller is modified
  71683. */
  71684. get: function () {
  71685. return this.onMainButtonStateChangedObservable;
  71686. },
  71687. enumerable: true,
  71688. configurable: true
  71689. });
  71690. Object.defineProperty(WindowsMotionController.prototype, "onThumbstickButtonStateChangedObservable", {
  71691. /**
  71692. * Fired when the thumbstick button on this controller is modified
  71693. */
  71694. get: function () {
  71695. return this.onPadStateChangedObservable;
  71696. },
  71697. enumerable: true,
  71698. configurable: true
  71699. });
  71700. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadButtonStateChangedObservable", {
  71701. /**
  71702. * Fired when the touchpad button on this controller is modified
  71703. */
  71704. get: function () {
  71705. return this.onTrackpadChangedObservable;
  71706. },
  71707. enumerable: true,
  71708. configurable: true
  71709. });
  71710. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadValuesChangedObservable", {
  71711. /**
  71712. * Fired when the touchpad values on this controller are modified
  71713. */
  71714. get: function () {
  71715. return this.onTrackpadValuesChangedObservable;
  71716. },
  71717. enumerable: true,
  71718. configurable: true
  71719. });
  71720. /**
  71721. * Called once per frame by the engine.
  71722. */
  71723. WindowsMotionController.prototype.update = function () {
  71724. _super.prototype.update.call(this);
  71725. if (this.browserGamepad.axes) {
  71726. if (this.browserGamepad.axes[2] != this.trackpad.x || this.browserGamepad.axes[3] != this.trackpad.y) {
  71727. this.trackpad.x = this.browserGamepad["axes"][2];
  71728. this.trackpad.y = this.browserGamepad["axes"][3];
  71729. this.onTrackpadValuesChangedObservable.notifyObservers(this.trackpad);
  71730. }
  71731. // Only need to animate axes if there is a loaded mesh
  71732. if (this._loadedMeshInfo) {
  71733. for (var axis = 0; axis < this._mapping.axisMeshNames.length; axis++) {
  71734. this._lerpAxisTransform(axis, this.browserGamepad.axes[axis]);
  71735. }
  71736. }
  71737. }
  71738. };
  71739. /**
  71740. * Called once for each button that changed state since the last frame
  71741. * @param buttonIdx Which button index changed
  71742. * @param state New state of the button
  71743. * @param changes Which properties on the state changed since last frame
  71744. */
  71745. WindowsMotionController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  71746. var buttonName = this._mapping.buttons[buttonIdx];
  71747. if (!buttonName) {
  71748. return;
  71749. }
  71750. // Only emit events for buttons that we know how to map from index to name
  71751. var observable = this[(this._mapping.buttonObservableNames)[buttonName]];
  71752. if (observable) {
  71753. observable.notifyObservers(state);
  71754. }
  71755. this._lerpButtonTransform(buttonName, state.value);
  71756. };
  71757. /**
  71758. * Moves the buttons on the controller mesh based on their current state
  71759. * @param buttonName the name of the button to move
  71760. * @param buttonValue the value of the button which determines the buttons new position
  71761. */
  71762. WindowsMotionController.prototype._lerpButtonTransform = function (buttonName, buttonValue) {
  71763. // If there is no loaded mesh, there is nothing to transform.
  71764. if (!this._loadedMeshInfo) {
  71765. return;
  71766. }
  71767. var meshInfo = this._loadedMeshInfo.buttonMeshes[buttonName];
  71768. if (!meshInfo.unpressed.rotationQuaternion || !meshInfo.pressed.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  71769. return;
  71770. }
  71771. BABYLON.Quaternion.SlerpToRef(meshInfo.unpressed.rotationQuaternion, meshInfo.pressed.rotationQuaternion, buttonValue, meshInfo.value.rotationQuaternion);
  71772. BABYLON.Vector3.LerpToRef(meshInfo.unpressed.position, meshInfo.pressed.position, buttonValue, meshInfo.value.position);
  71773. };
  71774. /**
  71775. * Moves the axis on the controller mesh based on its current state
  71776. * @param axis the index of the axis
  71777. * @param axisValue the value of the axis which determines the meshes new position
  71778. * @hidden
  71779. */
  71780. WindowsMotionController.prototype._lerpAxisTransform = function (axis, axisValue) {
  71781. if (!this._loadedMeshInfo) {
  71782. return;
  71783. }
  71784. var meshInfo = this._loadedMeshInfo.axisMeshes[axis];
  71785. if (!meshInfo) {
  71786. return;
  71787. }
  71788. if (!meshInfo.min.rotationQuaternion || !meshInfo.max.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  71789. return;
  71790. }
  71791. // Convert from gamepad value range (-1 to +1) to lerp range (0 to 1)
  71792. var lerpValue = axisValue * 0.5 + 0.5;
  71793. BABYLON.Quaternion.SlerpToRef(meshInfo.min.rotationQuaternion, meshInfo.max.rotationQuaternion, lerpValue, meshInfo.value.rotationQuaternion);
  71794. BABYLON.Vector3.LerpToRef(meshInfo.min.position, meshInfo.max.position, lerpValue, meshInfo.value.position);
  71795. };
  71796. /**
  71797. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  71798. * @param scene scene in which to add meshes
  71799. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  71800. */
  71801. WindowsMotionController.prototype.initControllerMesh = function (scene, meshLoaded, forceDefault) {
  71802. var _this = this;
  71803. if (forceDefault === void 0) { forceDefault = false; }
  71804. var path;
  71805. var filename;
  71806. // Checking if GLB loader is present
  71807. if (BABYLON.SceneLoader.IsPluginForExtensionAvailable(".glb")) {
  71808. // Determine the device specific folder based on the ID suffix
  71809. var device = 'default';
  71810. if (this.id && !forceDefault) {
  71811. var match = this.id.match(WindowsMotionController.GAMEPAD_ID_PATTERN);
  71812. device = ((match && match[0]) || device);
  71813. }
  71814. // Hand
  71815. if (this.hand === 'left') {
  71816. filename = WindowsMotionController.MODEL_LEFT_FILENAME;
  71817. }
  71818. else { // Right is the default if no hand is specified
  71819. filename = WindowsMotionController.MODEL_RIGHT_FILENAME;
  71820. }
  71821. path = WindowsMotionController.MODEL_BASE_URL + device + '/';
  71822. }
  71823. else {
  71824. BABYLON.Tools.Warn("You need to reference GLTF loader to load Windows Motion Controllers model. Falling back to generic models");
  71825. path = BABYLON.GenericController.MODEL_BASE_URL;
  71826. filename = BABYLON.GenericController.MODEL_FILENAME;
  71827. }
  71828. BABYLON.SceneLoader.ImportMesh("", path, filename, scene, function (meshes) {
  71829. // glTF files successfully loaded from the remote server, now process them to ensure they are in the right format.
  71830. _this._loadedMeshInfo = _this.processModel(scene, meshes);
  71831. if (!_this._loadedMeshInfo) {
  71832. return;
  71833. }
  71834. _this._defaultModel = _this._loadedMeshInfo.rootNode;
  71835. _this.attachToMesh(_this._defaultModel);
  71836. if (meshLoaded) {
  71837. meshLoaded(_this._defaultModel);
  71838. }
  71839. }, null, function (scene, message) {
  71840. BABYLON.Tools.Log(message);
  71841. BABYLON.Tools.Warn('Failed to retrieve controller model from the remote server: ' + path + filename);
  71842. if (!forceDefault) {
  71843. _this.initControllerMesh(scene, meshLoaded, true);
  71844. }
  71845. });
  71846. };
  71847. /**
  71848. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  71849. * can be transformed by button presses and axes values, based on this._mapping.
  71850. *
  71851. * @param scene scene in which the meshes exist
  71852. * @param meshes list of meshes that make up the controller model to process
  71853. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  71854. */
  71855. WindowsMotionController.prototype.processModel = function (scene, meshes) {
  71856. var loadedMeshInfo = null;
  71857. // Create a new mesh to contain the glTF hierarchy
  71858. var parentMesh = new BABYLON.Mesh(this.id + " " + this.hand, scene);
  71859. // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'
  71860. var childMesh = null;
  71861. for (var i = 0; i < meshes.length; i++) {
  71862. var mesh = meshes[i];
  71863. if (!mesh.parent) {
  71864. // Exclude controller meshes from picking results
  71865. mesh.isPickable = false;
  71866. // Handle root node, attach to the new parentMesh
  71867. childMesh = mesh;
  71868. break;
  71869. }
  71870. }
  71871. if (childMesh) {
  71872. childMesh.setParent(parentMesh);
  71873. // Create our mesh info. Note that this method will always return non-null.
  71874. loadedMeshInfo = this.createMeshInfo(parentMesh);
  71875. }
  71876. else {
  71877. BABYLON.Tools.Warn('Could not find root node in model file.');
  71878. }
  71879. return loadedMeshInfo;
  71880. };
  71881. WindowsMotionController.prototype.createMeshInfo = function (rootNode) {
  71882. var loadedMeshInfo = new LoadedMeshInfo();
  71883. var i;
  71884. loadedMeshInfo.rootNode = rootNode;
  71885. // Reset the caches
  71886. loadedMeshInfo.buttonMeshes = {};
  71887. loadedMeshInfo.axisMeshes = {};
  71888. // Button Meshes
  71889. for (i = 0; i < this._mapping.buttons.length; i++) {
  71890. var buttonMeshName = this._mapping.buttonMeshNames[this._mapping.buttons[i]];
  71891. if (!buttonMeshName) {
  71892. BABYLON.Tools.Log('Skipping unknown button at index: ' + i + ' with mapped name: ' + this._mapping.buttons[i]);
  71893. continue;
  71894. }
  71895. var buttonMesh = getChildByName(rootNode, buttonMeshName);
  71896. if (!buttonMesh) {
  71897. BABYLON.Tools.Warn('Missing button mesh with name: ' + buttonMeshName);
  71898. continue;
  71899. }
  71900. var buttonMeshInfo = {
  71901. index: i,
  71902. value: getImmediateChildByName(buttonMesh, 'VALUE'),
  71903. pressed: getImmediateChildByName(buttonMesh, 'PRESSED'),
  71904. unpressed: getImmediateChildByName(buttonMesh, 'UNPRESSED')
  71905. };
  71906. if (buttonMeshInfo.value && buttonMeshInfo.pressed && buttonMeshInfo.unpressed) {
  71907. loadedMeshInfo.buttonMeshes[this._mapping.buttons[i]] = buttonMeshInfo;
  71908. }
  71909. else {
  71910. // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.
  71911. BABYLON.Tools.Warn('Missing button submesh under mesh with name: ' + buttonMeshName +
  71912. '(VALUE: ' + !!buttonMeshInfo.value +
  71913. ', PRESSED: ' + !!buttonMeshInfo.pressed +
  71914. ', UNPRESSED:' + !!buttonMeshInfo.unpressed +
  71915. ')');
  71916. }
  71917. }
  71918. // Axis Meshes
  71919. for (i = 0; i < this._mapping.axisMeshNames.length; i++) {
  71920. var axisMeshName = this._mapping.axisMeshNames[i];
  71921. if (!axisMeshName) {
  71922. BABYLON.Tools.Log('Skipping unknown axis at index: ' + i);
  71923. continue;
  71924. }
  71925. var axisMesh = getChildByName(rootNode, axisMeshName);
  71926. if (!axisMesh) {
  71927. BABYLON.Tools.Warn('Missing axis mesh with name: ' + axisMeshName);
  71928. continue;
  71929. }
  71930. var axisMeshInfo = {
  71931. index: i,
  71932. value: getImmediateChildByName(axisMesh, 'VALUE'),
  71933. min: getImmediateChildByName(axisMesh, 'MIN'),
  71934. max: getImmediateChildByName(axisMesh, 'MAX')
  71935. };
  71936. if (axisMeshInfo.value && axisMeshInfo.min && axisMeshInfo.max) {
  71937. loadedMeshInfo.axisMeshes[i] = axisMeshInfo;
  71938. }
  71939. else {
  71940. // If we didn't find the mesh, it simply means thit axis won't have transforms applied as mapped axis values change.
  71941. BABYLON.Tools.Warn('Missing axis submesh under mesh with name: ' + axisMeshName +
  71942. '(VALUE: ' + !!axisMeshInfo.value +
  71943. ', MIN: ' + !!axisMeshInfo.min +
  71944. ', MAX:' + !!axisMeshInfo.max +
  71945. ')');
  71946. }
  71947. }
  71948. // Pointing Ray
  71949. loadedMeshInfo.pointingPoseNode = getChildByName(rootNode, this._mapping.pointingPoseMeshName);
  71950. if (!loadedMeshInfo.pointingPoseNode) {
  71951. BABYLON.Tools.Warn('Missing pointing pose mesh with name: ' + this._mapping.pointingPoseMeshName);
  71952. }
  71953. return loadedMeshInfo;
  71954. // Look through all children recursively. This will return null if no mesh exists with the given name.
  71955. function getChildByName(node, name) {
  71956. return node.getChildMeshes(false, function (n) { return n.name === name; })[0];
  71957. }
  71958. // Look through only immediate children. This will return null if no mesh exists with the given name.
  71959. function getImmediateChildByName(node, name) {
  71960. return node.getChildMeshes(true, function (n) { return n.name == name; })[0];
  71961. }
  71962. };
  71963. /**
  71964. * Gets the ray of the controller in the direction the controller is pointing
  71965. * @param length the length the resulting ray should be
  71966. * @returns a ray in the direction the controller is pointing
  71967. */
  71968. WindowsMotionController.prototype.getForwardRay = function (length) {
  71969. if (length === void 0) { length = 100; }
  71970. if (!(this._loadedMeshInfo && this._loadedMeshInfo.pointingPoseNode)) {
  71971. return _super.prototype.getForwardRay.call(this, length);
  71972. }
  71973. var m = this._loadedMeshInfo.pointingPoseNode.getWorldMatrix();
  71974. var origin = m.getTranslation();
  71975. var forward = new BABYLON.Vector3(0, 0, -1);
  71976. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  71977. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  71978. return new BABYLON.Ray(origin, direction, length);
  71979. };
  71980. /**
  71981. * Disposes of the controller
  71982. */
  71983. WindowsMotionController.prototype.dispose = function () {
  71984. _super.prototype.dispose.call(this);
  71985. this.onTrackpadChangedObservable.clear();
  71986. };
  71987. /**
  71988. * The base url used to load the left and right controller models
  71989. */
  71990. WindowsMotionController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/microsoft/';
  71991. /**
  71992. * The name of the left controller model file
  71993. */
  71994. WindowsMotionController.MODEL_LEFT_FILENAME = 'left.glb';
  71995. /**
  71996. * The name of the right controller model file
  71997. */
  71998. WindowsMotionController.MODEL_RIGHT_FILENAME = 'right.glb';
  71999. /**
  72000. * The controller name prefix for this controller type
  72001. */
  72002. WindowsMotionController.GAMEPAD_ID_PREFIX = 'Spatial Controller (Spatial Interaction Source) ';
  72003. /**
  72004. * The controller id pattern for this controller type
  72005. */
  72006. WindowsMotionController.GAMEPAD_ID_PATTERN = /([0-9a-zA-Z]+-[0-9a-zA-Z]+)$/;
  72007. return WindowsMotionController;
  72008. }(BABYLON.WebVRController));
  72009. BABYLON.WindowsMotionController = WindowsMotionController;
  72010. })(BABYLON || (BABYLON = {}));
  72011. //# sourceMappingURL=babylon.windowsMotionController.js.map
  72012. var BABYLON;
  72013. (function (BABYLON) {
  72014. /**
  72015. * Gear VR Controller
  72016. */
  72017. var GearVRController = /** @class */ (function (_super) {
  72018. __extends(GearVRController, _super);
  72019. /**
  72020. * Creates a new GearVRController from a gamepad
  72021. * @param vrGamepad the gamepad that the controller should be created from
  72022. */
  72023. function GearVRController(vrGamepad) {
  72024. var _this = _super.call(this, vrGamepad) || this;
  72025. _this._buttonIndexToObservableNameMap = [
  72026. 'onTrackpadChangedObservable',
  72027. 'onTriggerStateChangedObservable' // Trigger
  72028. ];
  72029. _this.controllerType = BABYLON.PoseEnabledControllerType.GEAR_VR;
  72030. return _this;
  72031. }
  72032. /**
  72033. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  72034. * @param scene scene in which to add meshes
  72035. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  72036. */
  72037. GearVRController.prototype.initControllerMesh = function (scene, meshLoaded) {
  72038. var _this = this;
  72039. BABYLON.SceneLoader.ImportMesh("", GearVRController.MODEL_BASE_URL, GearVRController.MODEL_FILENAME, scene, function (newMeshes) {
  72040. _this._defaultModel = newMeshes[1];
  72041. _this.attachToMesh(_this._defaultModel);
  72042. if (meshLoaded) {
  72043. meshLoaded(_this._defaultModel);
  72044. }
  72045. });
  72046. };
  72047. /**
  72048. * Called once for each button that changed state since the last frame
  72049. * @param buttonIdx Which button index changed
  72050. * @param state New state of the button
  72051. * @param changes Which properties on the state changed since last frame
  72052. */
  72053. GearVRController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  72054. if (buttonIdx < this._buttonIndexToObservableNameMap.length) {
  72055. var observableName = this._buttonIndexToObservableNameMap[buttonIdx];
  72056. // Only emit events for buttons that we know how to map from index to observable
  72057. var observable = this[observableName];
  72058. if (observable) {
  72059. observable.notifyObservers(state);
  72060. }
  72061. }
  72062. };
  72063. /**
  72064. * Base Url for the controller model.
  72065. */
  72066. GearVRController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  72067. /**
  72068. * File name for the controller model.
  72069. */
  72070. GearVRController.MODEL_FILENAME = 'generic.babylon';
  72071. /**
  72072. * Gamepad Id prefix used to identify this controller.
  72073. */
  72074. GearVRController.GAMEPAD_ID_PREFIX = 'Gear VR'; // id is 'Gear VR Controller'
  72075. return GearVRController;
  72076. }(BABYLON.WebVRController));
  72077. BABYLON.GearVRController = GearVRController;
  72078. })(BABYLON || (BABYLON = {}));
  72079. //# sourceMappingURL=babylon.gearVRController.js.map
  72080. var BABYLON;
  72081. (function (BABYLON) {
  72082. /**
  72083. * Google Daydream controller
  72084. */
  72085. var DaydreamController = /** @class */ (function (_super) {
  72086. __extends(DaydreamController, _super);
  72087. /**
  72088. * Creates a new DaydreamController from a gamepad
  72089. * @param vrGamepad the gamepad that the controller should be created from
  72090. */
  72091. function DaydreamController(vrGamepad) {
  72092. var _this = _super.call(this, vrGamepad) || this;
  72093. _this.controllerType = BABYLON.PoseEnabledControllerType.DAYDREAM;
  72094. return _this;
  72095. }
  72096. /**
  72097. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  72098. * @param scene scene in which to add meshes
  72099. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  72100. */
  72101. DaydreamController.prototype.initControllerMesh = function (scene, meshLoaded) {
  72102. var _this = this;
  72103. BABYLON.SceneLoader.ImportMesh("", DaydreamController.MODEL_BASE_URL, DaydreamController.MODEL_FILENAME, scene, function (newMeshes) {
  72104. _this._defaultModel = newMeshes[1];
  72105. _this.attachToMesh(_this._defaultModel);
  72106. if (meshLoaded) {
  72107. meshLoaded(_this._defaultModel);
  72108. }
  72109. });
  72110. };
  72111. /**
  72112. * Called once for each button that changed state since the last frame
  72113. * @param buttonIdx Which button index changed
  72114. * @param state New state of the button
  72115. * @param changes Which properties on the state changed since last frame
  72116. */
  72117. DaydreamController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  72118. // Daydream controller only has 1 GamepadButton (on the trackpad).
  72119. if (buttonIdx === 0) {
  72120. var observable = this.onTriggerStateChangedObservable;
  72121. if (observable) {
  72122. observable.notifyObservers(state);
  72123. }
  72124. }
  72125. else {
  72126. // If the app or home buttons are ever made available
  72127. BABYLON.Tools.Warn("Unrecognized Daydream button index: " + buttonIdx);
  72128. }
  72129. };
  72130. /**
  72131. * Base Url for the controller model.
  72132. */
  72133. DaydreamController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  72134. /**
  72135. * File name for the controller model.
  72136. */
  72137. DaydreamController.MODEL_FILENAME = 'generic.babylon';
  72138. /**
  72139. * Gamepad Id prefix used to identify Daydream Controller.
  72140. */
  72141. DaydreamController.GAMEPAD_ID_PREFIX = 'Daydream'; // id is 'Daydream Controller'
  72142. return DaydreamController;
  72143. }(BABYLON.WebVRController));
  72144. BABYLON.DaydreamController = DaydreamController;
  72145. })(BABYLON || (BABYLON = {}));
  72146. //# sourceMappingURL=babylon.daydreamController.js.map
  72147. var BABYLON;
  72148. (function (BABYLON) {
  72149. var FollowCamera = /** @class */ (function (_super) {
  72150. __extends(FollowCamera, _super);
  72151. function FollowCamera(name, position, scene, lockedTarget) {
  72152. if (lockedTarget === void 0) { lockedTarget = null; }
  72153. var _this = _super.call(this, name, position, scene) || this;
  72154. _this.radius = 12;
  72155. _this.rotationOffset = 0;
  72156. _this.heightOffset = 4;
  72157. _this.cameraAcceleration = 0.05;
  72158. _this.maxCameraSpeed = 20;
  72159. _this.lockedTarget = lockedTarget;
  72160. return _this;
  72161. }
  72162. FollowCamera.prototype.getRadians = function (degrees) {
  72163. return degrees * Math.PI / 180;
  72164. };
  72165. FollowCamera.prototype.follow = function (cameraTarget) {
  72166. if (!cameraTarget)
  72167. return;
  72168. var yRotation;
  72169. if (cameraTarget.rotationQuaternion) {
  72170. var rotMatrix = new BABYLON.Matrix();
  72171. cameraTarget.rotationQuaternion.toRotationMatrix(rotMatrix);
  72172. yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]);
  72173. }
  72174. else {
  72175. yRotation = cameraTarget.rotation.y;
  72176. }
  72177. var radians = this.getRadians(this.rotationOffset) + yRotation;
  72178. var targetPosition = cameraTarget.getAbsolutePosition();
  72179. var targetX = targetPosition.x + Math.sin(radians) * this.radius;
  72180. var targetZ = targetPosition.z + Math.cos(radians) * this.radius;
  72181. var dx = targetX - this.position.x;
  72182. var dy = (targetPosition.y + this.heightOffset) - this.position.y;
  72183. var dz = (targetZ) - this.position.z;
  72184. var vx = dx * this.cameraAcceleration * 2; //this is set to .05
  72185. var vy = dy * this.cameraAcceleration;
  72186. var vz = dz * this.cameraAcceleration * 2;
  72187. if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
  72188. vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  72189. }
  72190. if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
  72191. vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  72192. }
  72193. if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
  72194. vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  72195. }
  72196. this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
  72197. this.setTarget(targetPosition);
  72198. };
  72199. FollowCamera.prototype._checkInputs = function () {
  72200. _super.prototype._checkInputs.call(this);
  72201. if (this.lockedTarget) {
  72202. this.follow(this.lockedTarget);
  72203. }
  72204. };
  72205. FollowCamera.prototype.getClassName = function () {
  72206. return "FollowCamera";
  72207. };
  72208. __decorate([
  72209. BABYLON.serialize()
  72210. ], FollowCamera.prototype, "radius", void 0);
  72211. __decorate([
  72212. BABYLON.serialize()
  72213. ], FollowCamera.prototype, "rotationOffset", void 0);
  72214. __decorate([
  72215. BABYLON.serialize()
  72216. ], FollowCamera.prototype, "heightOffset", void 0);
  72217. __decorate([
  72218. BABYLON.serialize()
  72219. ], FollowCamera.prototype, "cameraAcceleration", void 0);
  72220. __decorate([
  72221. BABYLON.serialize()
  72222. ], FollowCamera.prototype, "maxCameraSpeed", void 0);
  72223. __decorate([
  72224. BABYLON.serializeAsMeshReference("lockedTargetId")
  72225. ], FollowCamera.prototype, "lockedTarget", void 0);
  72226. return FollowCamera;
  72227. }(BABYLON.TargetCamera));
  72228. BABYLON.FollowCamera = FollowCamera;
  72229. var ArcFollowCamera = /** @class */ (function (_super) {
  72230. __extends(ArcFollowCamera, _super);
  72231. function ArcFollowCamera(name, alpha, beta, radius, target, scene) {
  72232. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  72233. _this.alpha = alpha;
  72234. _this.beta = beta;
  72235. _this.radius = radius;
  72236. _this.target = target;
  72237. _this._cartesianCoordinates = BABYLON.Vector3.Zero();
  72238. _this.follow();
  72239. return _this;
  72240. }
  72241. ArcFollowCamera.prototype.follow = function () {
  72242. if (!this.target) {
  72243. return;
  72244. }
  72245. this._cartesianCoordinates.x = this.radius * Math.cos(this.alpha) * Math.cos(this.beta);
  72246. this._cartesianCoordinates.y = this.radius * Math.sin(this.beta);
  72247. this._cartesianCoordinates.z = this.radius * Math.sin(this.alpha) * Math.cos(this.beta);
  72248. var targetPosition = this.target.getAbsolutePosition();
  72249. this.position = targetPosition.add(this._cartesianCoordinates);
  72250. this.setTarget(targetPosition);
  72251. };
  72252. ArcFollowCamera.prototype._checkInputs = function () {
  72253. _super.prototype._checkInputs.call(this);
  72254. this.follow();
  72255. };
  72256. ArcFollowCamera.prototype.getClassName = function () {
  72257. return "ArcFollowCamera";
  72258. };
  72259. return ArcFollowCamera;
  72260. }(BABYLON.TargetCamera));
  72261. BABYLON.ArcFollowCamera = ArcFollowCamera;
  72262. })(BABYLON || (BABYLON = {}));
  72263. //# sourceMappingURL=babylon.followCamera.js.map
  72264. var BABYLON;
  72265. (function (BABYLON) {
  72266. // We're mainly based on the logic defined into the FreeCamera code
  72267. var UniversalCamera = /** @class */ (function (_super) {
  72268. __extends(UniversalCamera, _super);
  72269. //-- end properties for backward compatibility for inputs
  72270. function UniversalCamera(name, position, scene) {
  72271. var _this = _super.call(this, name, position, scene) || this;
  72272. _this.inputs.addGamepad();
  72273. return _this;
  72274. }
  72275. Object.defineProperty(UniversalCamera.prototype, "gamepadAngularSensibility", {
  72276. //-- Begin properties for backward compatibility for inputs
  72277. get: function () {
  72278. var gamepad = this.inputs.attached["gamepad"];
  72279. if (gamepad)
  72280. return gamepad.gamepadAngularSensibility;
  72281. return 0;
  72282. },
  72283. set: function (value) {
  72284. var gamepad = this.inputs.attached["gamepad"];
  72285. if (gamepad)
  72286. gamepad.gamepadAngularSensibility = value;
  72287. },
  72288. enumerable: true,
  72289. configurable: true
  72290. });
  72291. Object.defineProperty(UniversalCamera.prototype, "gamepadMoveSensibility", {
  72292. get: function () {
  72293. var gamepad = this.inputs.attached["gamepad"];
  72294. if (gamepad)
  72295. return gamepad.gamepadMoveSensibility;
  72296. return 0;
  72297. },
  72298. set: function (value) {
  72299. var gamepad = this.inputs.attached["gamepad"];
  72300. if (gamepad)
  72301. gamepad.gamepadMoveSensibility = value;
  72302. },
  72303. enumerable: true,
  72304. configurable: true
  72305. });
  72306. UniversalCamera.prototype.getClassName = function () {
  72307. return "UniversalCamera";
  72308. };
  72309. return UniversalCamera;
  72310. }(BABYLON.TouchCamera));
  72311. BABYLON.UniversalCamera = UniversalCamera;
  72312. })(BABYLON || (BABYLON = {}));
  72313. //# sourceMappingURL=babylon.universalCamera.js.map
  72314. var BABYLON;
  72315. (function (BABYLON) {
  72316. // We're mainly based on the logic defined into the FreeCamera code
  72317. var GamepadCamera = /** @class */ (function (_super) {
  72318. __extends(GamepadCamera, _super);
  72319. //-- end properties for backward compatibility for inputs
  72320. function GamepadCamera(name, position, scene) {
  72321. return _super.call(this, name, position, scene) || this;
  72322. }
  72323. Object.defineProperty(GamepadCamera.prototype, "gamepadAngularSensibility", {
  72324. //-- Begin properties for backward compatibility for inputs
  72325. get: function () {
  72326. var gamepad = this.inputs.attached["gamepad"];
  72327. if (gamepad)
  72328. return gamepad.gamepadAngularSensibility;
  72329. return 0;
  72330. },
  72331. set: function (value) {
  72332. var gamepad = this.inputs.attached["gamepad"];
  72333. if (gamepad)
  72334. gamepad.gamepadAngularSensibility = value;
  72335. },
  72336. enumerable: true,
  72337. configurable: true
  72338. });
  72339. Object.defineProperty(GamepadCamera.prototype, "gamepadMoveSensibility", {
  72340. get: function () {
  72341. var gamepad = this.inputs.attached["gamepad"];
  72342. if (gamepad)
  72343. return gamepad.gamepadMoveSensibility;
  72344. return 0;
  72345. },
  72346. set: function (value) {
  72347. var gamepad = this.inputs.attached["gamepad"];
  72348. if (gamepad)
  72349. gamepad.gamepadMoveSensibility = value;
  72350. },
  72351. enumerable: true,
  72352. configurable: true
  72353. });
  72354. GamepadCamera.prototype.getClassName = function () {
  72355. return "GamepadCamera";
  72356. };
  72357. return GamepadCamera;
  72358. }(BABYLON.UniversalCamera));
  72359. BABYLON.GamepadCamera = GamepadCamera;
  72360. })(BABYLON || (BABYLON = {}));
  72361. //# sourceMappingURL=babylon.gamepadCamera.js.map
  72362. var BABYLON;
  72363. (function (BABYLON) {
  72364. var PostProcessRenderPipelineManager = /** @class */ (function () {
  72365. function PostProcessRenderPipelineManager() {
  72366. this._renderPipelines = {};
  72367. }
  72368. PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
  72369. this._renderPipelines[renderPipeline._name] = renderPipeline;
  72370. };
  72371. PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
  72372. if (unique === void 0) { unique = false; }
  72373. var renderPipeline = this._renderPipelines[renderPipelineName];
  72374. if (!renderPipeline) {
  72375. return;
  72376. }
  72377. renderPipeline._attachCameras(cameras, unique);
  72378. };
  72379. PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
  72380. var renderPipeline = this._renderPipelines[renderPipelineName];
  72381. if (!renderPipeline) {
  72382. return;
  72383. }
  72384. renderPipeline._detachCameras(cameras);
  72385. };
  72386. PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  72387. var renderPipeline = this._renderPipelines[renderPipelineName];
  72388. if (!renderPipeline) {
  72389. return;
  72390. }
  72391. renderPipeline._enableEffect(renderEffectName, cameras);
  72392. };
  72393. PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  72394. var renderPipeline = this._renderPipelines[renderPipelineName];
  72395. if (!renderPipeline) {
  72396. return;
  72397. }
  72398. renderPipeline._disableEffect(renderEffectName, cameras);
  72399. };
  72400. PostProcessRenderPipelineManager.prototype.update = function () {
  72401. for (var renderPipelineName in this._renderPipelines) {
  72402. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  72403. var pipeline = this._renderPipelines[renderPipelineName];
  72404. if (!pipeline.isSupported) {
  72405. pipeline.dispose();
  72406. delete this._renderPipelines[renderPipelineName];
  72407. }
  72408. else {
  72409. pipeline._update();
  72410. }
  72411. }
  72412. }
  72413. };
  72414. PostProcessRenderPipelineManager.prototype._rebuild = function () {
  72415. for (var renderPipelineName in this._renderPipelines) {
  72416. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  72417. var pipeline = this._renderPipelines[renderPipelineName];
  72418. pipeline._rebuild();
  72419. }
  72420. }
  72421. };
  72422. PostProcessRenderPipelineManager.prototype.dispose = function () {
  72423. for (var renderPipelineName in this._renderPipelines) {
  72424. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  72425. var pipeline = this._renderPipelines[renderPipelineName];
  72426. pipeline.dispose();
  72427. }
  72428. }
  72429. };
  72430. return PostProcessRenderPipelineManager;
  72431. }());
  72432. BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
  72433. })(BABYLON || (BABYLON = {}));
  72434. //# sourceMappingURL=babylon.postProcessRenderPipelineManager.js.map
  72435. var BABYLON;
  72436. (function (BABYLON) {
  72437. /**
  72438. * This represents a set of one or more post processes in Babylon.
  72439. * A post process can be used to apply a shader to a texture after it is rendered.
  72440. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  72441. */
  72442. var PostProcessRenderEffect = /** @class */ (function () {
  72443. /**
  72444. * Instantiates a post process render effect.
  72445. * A post process can be used to apply a shader to a texture after it is rendered.
  72446. * @param engine The engine the effect is tied to
  72447. * @param name The name of the effect
  72448. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  72449. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  72450. */
  72451. function PostProcessRenderEffect(engine, name, getPostProcesses, singleInstance) {
  72452. this._name = name;
  72453. this._singleInstance = singleInstance || true;
  72454. this._getPostProcesses = getPostProcesses;
  72455. this._cameras = {};
  72456. this._indicesForCamera = {};
  72457. this._postProcesses = {};
  72458. }
  72459. Object.defineProperty(PostProcessRenderEffect.prototype, "isSupported", {
  72460. /**
  72461. * Checks if all the post processes in the effect are supported.
  72462. */
  72463. get: function () {
  72464. for (var index in this._postProcesses) {
  72465. if (this._postProcesses.hasOwnProperty(index)) {
  72466. var pps = this._postProcesses[index];
  72467. for (var ppIndex = 0; ppIndex < pps.length; ppIndex++) {
  72468. if (!pps[ppIndex].isSupported) {
  72469. return false;
  72470. }
  72471. }
  72472. }
  72473. }
  72474. return true;
  72475. },
  72476. enumerable: true,
  72477. configurable: true
  72478. });
  72479. /**
  72480. * Updates the current state of the effect
  72481. */
  72482. PostProcessRenderEffect.prototype._update = function () {
  72483. };
  72484. /**
  72485. * Attaches the effect on cameras
  72486. * @param cameras The camera to attach to.
  72487. */
  72488. PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
  72489. var _this = this;
  72490. var cameraKey;
  72491. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  72492. if (!cams) {
  72493. return;
  72494. }
  72495. for (var i = 0; i < cams.length; i++) {
  72496. var camera = cams[i];
  72497. var cameraName = camera.name;
  72498. if (this._singleInstance) {
  72499. cameraKey = 0;
  72500. }
  72501. else {
  72502. cameraKey = cameraName;
  72503. }
  72504. if (!this._postProcesses[cameraKey]) {
  72505. var postProcess = this._getPostProcesses();
  72506. if (postProcess) {
  72507. this._postProcesses[cameraKey] = Array.isArray(postProcess) ? postProcess : [postProcess];
  72508. }
  72509. }
  72510. if (!this._indicesForCamera[cameraName]) {
  72511. this._indicesForCamera[cameraName] = [];
  72512. }
  72513. this._postProcesses[cameraKey].forEach(function (postProcess) {
  72514. var index = camera.attachPostProcess(postProcess);
  72515. _this._indicesForCamera[cameraName].push(index);
  72516. });
  72517. if (!this._cameras[cameraName]) {
  72518. this._cameras[cameraName] = camera;
  72519. }
  72520. }
  72521. };
  72522. /**
  72523. * Detatches the effect on cameras
  72524. * @param cameras The camera to detatch from.
  72525. */
  72526. PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
  72527. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  72528. if (!cams) {
  72529. return;
  72530. }
  72531. for (var i = 0; i < cams.length; i++) {
  72532. var camera = cams[i];
  72533. var cameraName = camera.name;
  72534. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  72535. camera.detachPostProcess(postProcess);
  72536. });
  72537. if (this._cameras[cameraName]) {
  72538. //this._indicesForCamera.splice(index, 1);
  72539. this._cameras[cameraName] = null;
  72540. }
  72541. }
  72542. };
  72543. /**
  72544. * Enables the effect on given cameras
  72545. * @param cameras The camera to enable.
  72546. */
  72547. PostProcessRenderEffect.prototype._enable = function (cameras) {
  72548. var _this = this;
  72549. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  72550. if (!cams) {
  72551. return;
  72552. }
  72553. for (var i = 0; i < cams.length; i++) {
  72554. var camera = cams[i];
  72555. var cameraName = camera.name;
  72556. for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
  72557. if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined || camera._postProcesses[this._indicesForCamera[cameraName][j]] === null) {
  72558. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  72559. cams[i].attachPostProcess(postProcess, _this._indicesForCamera[cameraName][j]);
  72560. });
  72561. }
  72562. }
  72563. }
  72564. };
  72565. /**
  72566. * Disables the effect on the given cameras
  72567. * @param cameras The camera to disable.
  72568. */
  72569. PostProcessRenderEffect.prototype._disable = function (cameras) {
  72570. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  72571. if (!cams) {
  72572. return;
  72573. }
  72574. for (var i = 0; i < cams.length; i++) {
  72575. var camera = cams[i];
  72576. var cameraName = camera.name;
  72577. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  72578. camera.detachPostProcess(postProcess);
  72579. });
  72580. }
  72581. };
  72582. /**
  72583. * Gets a list of the post processes contained in the effect.
  72584. * @param camera The camera to get the post processes on.
  72585. * @returns The list of the post processes in the effect.
  72586. */
  72587. PostProcessRenderEffect.prototype.getPostProcesses = function (camera) {
  72588. if (this._singleInstance) {
  72589. return this._postProcesses[0];
  72590. }
  72591. else {
  72592. if (!camera) {
  72593. return null;
  72594. }
  72595. return this._postProcesses[camera.name];
  72596. }
  72597. };
  72598. return PostProcessRenderEffect;
  72599. }());
  72600. BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
  72601. })(BABYLON || (BABYLON = {}));
  72602. //# sourceMappingURL=babylon.postProcessRenderEffect.js.map
  72603. var BABYLON;
  72604. (function (BABYLON) {
  72605. var PostProcessRenderPipeline = /** @class */ (function () {
  72606. function PostProcessRenderPipeline(engine, name) {
  72607. this.engine = engine;
  72608. this._name = name;
  72609. this._renderEffects = {};
  72610. this._renderEffectsForIsolatedPass = new Array();
  72611. this._cameras = [];
  72612. }
  72613. PostProcessRenderPipeline.prototype.getClassName = function () {
  72614. return "PostProcessRenderPipeline";
  72615. };
  72616. Object.defineProperty(PostProcessRenderPipeline.prototype, "isSupported", {
  72617. get: function () {
  72618. for (var renderEffectName in this._renderEffects) {
  72619. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  72620. if (!this._renderEffects[renderEffectName].isSupported) {
  72621. return false;
  72622. }
  72623. }
  72624. }
  72625. return true;
  72626. },
  72627. enumerable: true,
  72628. configurable: true
  72629. });
  72630. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  72631. this._renderEffects[renderEffect._name] = renderEffect;
  72632. };
  72633. // private
  72634. PostProcessRenderPipeline.prototype._rebuild = function () {
  72635. };
  72636. PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
  72637. var renderEffects = this._renderEffects[renderEffectName];
  72638. if (!renderEffects) {
  72639. return;
  72640. }
  72641. renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  72642. };
  72643. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  72644. var renderEffects = this._renderEffects[renderEffectName];
  72645. if (!renderEffects) {
  72646. return;
  72647. }
  72648. renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  72649. };
  72650. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  72651. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  72652. if (!cams) {
  72653. return;
  72654. }
  72655. var indicesToDelete = [];
  72656. var i;
  72657. for (i = 0; i < cams.length; i++) {
  72658. var camera = cams[i];
  72659. var cameraName = camera.name;
  72660. if (this._cameras.indexOf(camera) === -1) {
  72661. this._cameras[cameraName] = camera;
  72662. }
  72663. else if (unique) {
  72664. indicesToDelete.push(i);
  72665. }
  72666. }
  72667. for (i = 0; i < indicesToDelete.length; i++) {
  72668. cameras.splice(indicesToDelete[i], 1);
  72669. }
  72670. for (var renderEffectName in this._renderEffects) {
  72671. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  72672. this._renderEffects[renderEffectName]._attachCameras(cams);
  72673. }
  72674. }
  72675. };
  72676. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  72677. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  72678. if (!cams) {
  72679. return;
  72680. }
  72681. for (var renderEffectName in this._renderEffects) {
  72682. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  72683. this._renderEffects[renderEffectName]._detachCameras(cams);
  72684. }
  72685. }
  72686. for (var i = 0; i < cams.length; i++) {
  72687. this._cameras.splice(this._cameras.indexOf(cams[i]), 1);
  72688. }
  72689. };
  72690. PostProcessRenderPipeline.prototype._update = function () {
  72691. for (var renderEffectName in this._renderEffects) {
  72692. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  72693. this._renderEffects[renderEffectName]._update();
  72694. }
  72695. }
  72696. for (var i = 0; i < this._cameras.length; i++) {
  72697. var cameraName = this._cameras[i].name;
  72698. if (this._renderEffectsForIsolatedPass[cameraName]) {
  72699. this._renderEffectsForIsolatedPass[cameraName]._update();
  72700. }
  72701. }
  72702. };
  72703. PostProcessRenderPipeline.prototype._reset = function () {
  72704. this._renderEffects = {};
  72705. this._renderEffectsForIsolatedPass = new Array();
  72706. };
  72707. PostProcessRenderPipeline.prototype._enableMSAAOnFirstPostProcess = function (sampleCount) {
  72708. // 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)
  72709. var effectKeys = Object.keys(this._renderEffects);
  72710. if (this.engine.webGLVersion >= 2 && effectKeys.length > 0) {
  72711. var postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();
  72712. if (postProcesses) {
  72713. postProcesses[0].samples = sampleCount;
  72714. return true;
  72715. }
  72716. }
  72717. return false;
  72718. };
  72719. PostProcessRenderPipeline.prototype.dispose = function () {
  72720. // Must be implemented by children
  72721. };
  72722. __decorate([
  72723. BABYLON.serialize()
  72724. ], PostProcessRenderPipeline.prototype, "_name", void 0);
  72725. return PostProcessRenderPipeline;
  72726. }());
  72727. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  72728. })(BABYLON || (BABYLON = {}));
  72729. //# sourceMappingURL=babylon.postProcessRenderPipeline.js.map
  72730. var BABYLON;
  72731. (function (BABYLON) {
  72732. /**
  72733. * This represents a depth renderer in Babylon.
  72734. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  72735. */
  72736. var DepthRenderer = /** @class */ (function () {
  72737. /**
  72738. * Instantiates a depth renderer
  72739. * @param scene The scene the renderer belongs to
  72740. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  72741. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  72742. */
  72743. function DepthRenderer(scene, type, camera) {
  72744. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  72745. if (camera === void 0) { camera = null; }
  72746. var _this = this;
  72747. this._scene = scene;
  72748. this._camera = camera;
  72749. var engine = scene.getEngine();
  72750. // Render target
  72751. this._depthMap = new BABYLON.RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type);
  72752. this._depthMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  72753. this._depthMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  72754. this._depthMap.refreshRate = 1;
  72755. this._depthMap.renderParticles = false;
  72756. this._depthMap.renderList = null;
  72757. // Camera to get depth map from to support multiple concurrent cameras
  72758. this._depthMap.activeCamera = this._camera;
  72759. this._depthMap.ignoreCameraViewport = true;
  72760. this._depthMap.useCameraPostProcesses = false;
  72761. // set default depth value to 1.0 (far away)
  72762. this._depthMap.onClearObservable.add(function (engine) {
  72763. engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true, true);
  72764. });
  72765. // Custom render function
  72766. var renderSubMesh = function (subMesh) {
  72767. var mesh = subMesh.getRenderingMesh();
  72768. var scene = _this._scene;
  72769. var engine = scene.getEngine();
  72770. var material = subMesh.getMaterial();
  72771. if (!material) {
  72772. return;
  72773. }
  72774. // Culling and reverse (right handed system)
  72775. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  72776. // Managing instances
  72777. var batch = mesh._getInstancesRenderList(subMesh._id);
  72778. if (batch.mustReturn) {
  72779. return;
  72780. }
  72781. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  72782. var camera = _this._camera || scene.activeCamera;
  72783. if (_this.isReady(subMesh, hardwareInstancedRendering) && camera) {
  72784. engine.enableEffect(_this._effect);
  72785. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  72786. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  72787. _this._effect.setFloat2("depthValues", camera.minZ, camera.minZ + camera.maxZ);
  72788. // Alpha test
  72789. if (material && material.needAlphaTesting()) {
  72790. var alphaTexture = material.getAlphaTestTexture();
  72791. if (alphaTexture) {
  72792. _this._effect.setTexture("diffuseSampler", alphaTexture);
  72793. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  72794. }
  72795. }
  72796. // Bones
  72797. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  72798. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  72799. }
  72800. // Draw
  72801. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  72802. }
  72803. };
  72804. this._depthMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  72805. var index;
  72806. if (depthOnlySubMeshes.length) {
  72807. engine.setColorWrite(false);
  72808. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  72809. renderSubMesh(depthOnlySubMeshes.data[index]);
  72810. }
  72811. engine.setColorWrite(true);
  72812. }
  72813. for (index = 0; index < opaqueSubMeshes.length; index++) {
  72814. renderSubMesh(opaqueSubMeshes.data[index]);
  72815. }
  72816. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  72817. renderSubMesh(alphaTestSubMeshes.data[index]);
  72818. }
  72819. };
  72820. }
  72821. /**
  72822. * Creates the depth rendering effect and checks if the effect is ready.
  72823. * @param subMesh The submesh to be used to render the depth map of
  72824. * @param useInstances If multiple world instances should be used
  72825. * @returns if the depth renderer is ready to render the depth map
  72826. */
  72827. DepthRenderer.prototype.isReady = function (subMesh, useInstances) {
  72828. var material = subMesh.getMaterial();
  72829. if (material.disableDepthWrite) {
  72830. return false;
  72831. }
  72832. var defines = [];
  72833. var attribs = [BABYLON.VertexBuffer.PositionKind];
  72834. var mesh = subMesh.getMesh();
  72835. // Alpha test
  72836. if (material && material.needAlphaTesting() && material.getAlphaTestTexture()) {
  72837. defines.push("#define ALPHATEST");
  72838. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  72839. attribs.push(BABYLON.VertexBuffer.UVKind);
  72840. defines.push("#define UV1");
  72841. }
  72842. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  72843. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  72844. defines.push("#define UV2");
  72845. }
  72846. }
  72847. // Bones
  72848. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  72849. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  72850. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  72851. if (mesh.numBoneInfluencers > 4) {
  72852. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  72853. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  72854. }
  72855. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  72856. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  72857. }
  72858. else {
  72859. defines.push("#define NUM_BONE_INFLUENCERS 0");
  72860. }
  72861. // Instances
  72862. if (useInstances) {
  72863. defines.push("#define INSTANCES");
  72864. attribs.push("world0");
  72865. attribs.push("world1");
  72866. attribs.push("world2");
  72867. attribs.push("world3");
  72868. }
  72869. // Get correct effect
  72870. var join = defines.join("\n");
  72871. if (this._cachedDefines !== join) {
  72872. this._cachedDefines = join;
  72873. this._effect = this._scene.getEngine().createEffect("depth", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "depthValues"], ["diffuseSampler"], join);
  72874. }
  72875. return this._effect.isReady();
  72876. };
  72877. /**
  72878. * Gets the texture which the depth map will be written to.
  72879. * @returns The depth map texture
  72880. */
  72881. DepthRenderer.prototype.getDepthMap = function () {
  72882. return this._depthMap;
  72883. };
  72884. /**
  72885. * Disposes of the depth renderer.
  72886. */
  72887. DepthRenderer.prototype.dispose = function () {
  72888. this._depthMap.dispose();
  72889. };
  72890. return DepthRenderer;
  72891. }());
  72892. BABYLON.DepthRenderer = DepthRenderer;
  72893. })(BABYLON || (BABYLON = {}));
  72894. //# sourceMappingURL=babylon.depthRenderer.js.map
  72895. var BABYLON;
  72896. (function (BABYLON) {
  72897. var SSAORenderingPipeline = /** @class */ (function (_super) {
  72898. __extends(SSAORenderingPipeline, _super);
  72899. /**
  72900. * @constructor
  72901. * @param {string} name - The rendering pipeline name
  72902. * @param {BABYLON.Scene} scene - The scene linked to this pipeline
  72903. * @param {any} 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 }
  72904. * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
  72905. */
  72906. function SSAORenderingPipeline(name, scene, ratio, cameras) {
  72907. var _this = _super.call(this, scene.getEngine(), name) || this;
  72908. // Members
  72909. /**
  72910. * The PassPostProcess id in the pipeline that contains the original scene color
  72911. */
  72912. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  72913. /**
  72914. * The SSAO PostProcess id in the pipeline
  72915. */
  72916. _this.SSAORenderEffect = "SSAORenderEffect";
  72917. /**
  72918. * The horizontal blur PostProcess id in the pipeline
  72919. */
  72920. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  72921. /**
  72922. * The vertical blur PostProcess id in the pipeline
  72923. */
  72924. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  72925. /**
  72926. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  72927. */
  72928. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  72929. /**
  72930. * The output strength of the SSAO post-process. Default value is 1.0.
  72931. */
  72932. _this.totalStrength = 1.0;
  72933. /**
  72934. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  72935. */
  72936. _this.radius = 0.0001;
  72937. /**
  72938. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  72939. * Must not be equal to fallOff and superior to fallOff.
  72940. * Default value is 0.975
  72941. */
  72942. _this.area = 0.0075;
  72943. /**
  72944. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  72945. * Must not be equal to area and inferior to area.
  72946. * Default value is 0.0
  72947. */
  72948. _this.fallOff = 0.000001;
  72949. /**
  72950. * The base color of the SSAO post-process
  72951. * The final result is "base + ssao" between [0, 1]
  72952. */
  72953. _this.base = 0.5;
  72954. _this._firstUpdate = true;
  72955. _this._scene = scene;
  72956. // Set up assets
  72957. _this._createRandomTexture();
  72958. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  72959. var ssaoRatio = ratio.ssaoRatio || ratio;
  72960. var combineRatio = ratio.combineRatio || ratio;
  72961. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  72962. _this._createSSAOPostProcess(ssaoRatio);
  72963. _this._createBlurPostProcess(ssaoRatio);
  72964. _this._createSSAOCombinePostProcess(combineRatio);
  72965. // Set up pipeline
  72966. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  72967. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  72968. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  72969. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  72970. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  72971. // Finish
  72972. scene.postProcessRenderPipelineManager.addPipeline(_this);
  72973. if (cameras)
  72974. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  72975. return _this;
  72976. }
  72977. // Public Methods
  72978. /**
  72979. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  72980. */
  72981. SSAORenderingPipeline.prototype.dispose = function (disableDepthRender) {
  72982. if (disableDepthRender === void 0) { disableDepthRender = false; }
  72983. for (var i = 0; i < this._scene.cameras.length; i++) {
  72984. var camera = this._scene.cameras[i];
  72985. this._originalColorPostProcess.dispose(camera);
  72986. this._ssaoPostProcess.dispose(camera);
  72987. this._blurHPostProcess.dispose(camera);
  72988. this._blurVPostProcess.dispose(camera);
  72989. this._ssaoCombinePostProcess.dispose(camera);
  72990. }
  72991. this._randomTexture.dispose();
  72992. if (disableDepthRender)
  72993. this._scene.disableDepthRenderer();
  72994. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  72995. _super.prototype.dispose.call(this);
  72996. };
  72997. // Private Methods
  72998. SSAORenderingPipeline.prototype._createBlurPostProcess = function (ratio) {
  72999. var _this = this;
  73000. var size = 16;
  73001. 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);
  73002. 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);
  73003. this._blurHPostProcess.onActivateObservable.add(function () {
  73004. var dw = _this._blurHPostProcess.width / _this._scene.getEngine().getRenderWidth();
  73005. _this._blurHPostProcess.kernel = size * dw;
  73006. });
  73007. this._blurVPostProcess.onActivateObservable.add(function () {
  73008. var dw = _this._blurVPostProcess.height / _this._scene.getEngine().getRenderHeight();
  73009. _this._blurVPostProcess.kernel = size * dw;
  73010. });
  73011. };
  73012. SSAORenderingPipeline.prototype._rebuild = function () {
  73013. this._firstUpdate = true;
  73014. _super.prototype._rebuild.call(this);
  73015. };
  73016. SSAORenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  73017. var _this = this;
  73018. var numSamples = 16;
  73019. var sampleSphere = [
  73020. 0.5381, 0.1856, -0.4319,
  73021. 0.1379, 0.2486, 0.4430,
  73022. 0.3371, 0.5679, -0.0057,
  73023. -0.6999, -0.0451, -0.0019,
  73024. 0.0689, -0.1598, -0.8547,
  73025. 0.0560, 0.0069, -0.1843,
  73026. -0.0146, 0.1402, 0.0762,
  73027. 0.0100, -0.1924, -0.0344,
  73028. -0.3577, -0.5301, -0.4358,
  73029. -0.3169, 0.1063, 0.0158,
  73030. 0.0103, -0.5869, 0.0046,
  73031. -0.0897, -0.4940, 0.3287,
  73032. 0.7119, -0.0154, -0.0918,
  73033. -0.0533, 0.0596, -0.5411,
  73034. 0.0352, -0.0631, 0.5460,
  73035. -0.4776, 0.2847, -0.0271
  73036. ];
  73037. var samplesFactor = 1.0 / numSamples;
  73038. this._ssaoPostProcess = new BABYLON.PostProcess("ssao", "ssao", [
  73039. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  73040. "area", "fallOff", "base", "range", "viewport"
  73041. ], ["randomSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  73042. this._ssaoPostProcess.onApply = function (effect) {
  73043. if (_this._firstUpdate) {
  73044. effect.setArray3("sampleSphere", sampleSphere);
  73045. effect.setFloat("samplesFactor", samplesFactor);
  73046. effect.setFloat("randTextureTiles", 4.0);
  73047. }
  73048. effect.setFloat("totalStrength", _this.totalStrength);
  73049. effect.setFloat("radius", _this.radius);
  73050. effect.setFloat("area", _this.area);
  73051. effect.setFloat("fallOff", _this.fallOff);
  73052. effect.setFloat("base", _this.base);
  73053. effect.setTexture("textureSampler", _this._depthTexture);
  73054. effect.setTexture("randomSampler", _this._randomTexture);
  73055. };
  73056. };
  73057. SSAORenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  73058. var _this = this;
  73059. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  73060. this._ssaoCombinePostProcess.onApply = function (effect) {
  73061. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  73062. };
  73063. };
  73064. SSAORenderingPipeline.prototype._createRandomTexture = function () {
  73065. var size = 512;
  73066. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  73067. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  73068. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  73069. var context = this._randomTexture.getContext();
  73070. var rand = function (min, max) {
  73071. return Math.random() * (max - min) + min;
  73072. };
  73073. var randVector = BABYLON.Vector3.Zero();
  73074. for (var x = 0; x < size; x++) {
  73075. for (var y = 0; y < size; y++) {
  73076. randVector.x = Math.floor(rand(-1.0, 1.0) * 255);
  73077. randVector.y = Math.floor(rand(-1.0, 1.0) * 255);
  73078. randVector.z = Math.floor(rand(-1.0, 1.0) * 255);
  73079. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  73080. context.fillRect(x, y, 1, 1);
  73081. }
  73082. }
  73083. this._randomTexture.update(false);
  73084. };
  73085. __decorate([
  73086. BABYLON.serialize()
  73087. ], SSAORenderingPipeline.prototype, "totalStrength", void 0);
  73088. __decorate([
  73089. BABYLON.serialize()
  73090. ], SSAORenderingPipeline.prototype, "radius", void 0);
  73091. __decorate([
  73092. BABYLON.serialize()
  73093. ], SSAORenderingPipeline.prototype, "area", void 0);
  73094. __decorate([
  73095. BABYLON.serialize()
  73096. ], SSAORenderingPipeline.prototype, "fallOff", void 0);
  73097. __decorate([
  73098. BABYLON.serialize()
  73099. ], SSAORenderingPipeline.prototype, "base", void 0);
  73100. return SSAORenderingPipeline;
  73101. }(BABYLON.PostProcessRenderPipeline));
  73102. BABYLON.SSAORenderingPipeline = SSAORenderingPipeline;
  73103. })(BABYLON || (BABYLON = {}));
  73104. //# sourceMappingURL=babylon.ssaoRenderingPipeline.js.map
  73105. var BABYLON;
  73106. (function (BABYLON) {
  73107. var SSAO2RenderingPipeline = /** @class */ (function (_super) {
  73108. __extends(SSAO2RenderingPipeline, _super);
  73109. /**
  73110. * @constructor
  73111. * @param {string} name - The rendering pipeline name
  73112. * @param {BABYLON.Scene} scene - The scene linked to this pipeline
  73113. * @param {any} 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 }
  73114. * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
  73115. */
  73116. function SSAO2RenderingPipeline(name, scene, ratio, cameras) {
  73117. var _this = _super.call(this, scene.getEngine(), name) || this;
  73118. // Members
  73119. /**
  73120. * The PassPostProcess id in the pipeline that contains the original scene color
  73121. */
  73122. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  73123. /**
  73124. * The SSAO PostProcess id in the pipeline
  73125. */
  73126. _this.SSAORenderEffect = "SSAORenderEffect";
  73127. /**
  73128. * The horizontal blur PostProcess id in the pipeline
  73129. */
  73130. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  73131. /**
  73132. * The vertical blur PostProcess id in the pipeline
  73133. */
  73134. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  73135. /**
  73136. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  73137. */
  73138. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  73139. /**
  73140. * The output strength of the SSAO post-process. Default value is 1.0.
  73141. */
  73142. _this.totalStrength = 1.0;
  73143. /**
  73144. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  73145. */
  73146. _this.maxZ = 100.0;
  73147. /**
  73148. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  73149. */
  73150. _this.minZAspect = 0.2;
  73151. /**
  73152. * Number of samples used for the SSAO calculations. Default value is 8
  73153. */
  73154. _this._samples = 8;
  73155. /**
  73156. * Are we using bilateral blur ?
  73157. */
  73158. _this._expensiveBlur = true;
  73159. /**
  73160. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  73161. */
  73162. _this.radius = 2.0;
  73163. /**
  73164. * The base color of the SSAO post-process
  73165. * The final result is "base + ssao" between [0, 1]
  73166. */
  73167. _this.base = 0.1;
  73168. _this._firstUpdate = true;
  73169. _this._scene = scene;
  73170. if (!_this.isSupported) {
  73171. BABYLON.Tools.Error("SSAO 2 needs WebGL 2 support.");
  73172. return _this;
  73173. }
  73174. var ssaoRatio = ratio.ssaoRatio || ratio;
  73175. var blurRatio = ratio.blurRatio || ratio;
  73176. // Set up assets
  73177. var geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  73178. _this._createRandomTexture();
  73179. _this._depthTexture = geometryBufferRenderer.getGBuffer().textures[0];
  73180. _this._normalTexture = geometryBufferRenderer.getGBuffer().textures[1];
  73181. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  73182. _this._createSSAOPostProcess(1.0);
  73183. _this._createBlurPostProcess(ssaoRatio, blurRatio);
  73184. _this._createSSAOCombinePostProcess(blurRatio);
  73185. // Set up pipeline
  73186. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  73187. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  73188. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  73189. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  73190. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  73191. // Finish
  73192. scene.postProcessRenderPipelineManager.addPipeline(_this);
  73193. if (cameras)
  73194. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  73195. return _this;
  73196. }
  73197. Object.defineProperty(SSAO2RenderingPipeline.prototype, "samples", {
  73198. get: function () {
  73199. return this._samples;
  73200. },
  73201. set: function (n) {
  73202. this._ssaoPostProcess.updateEffect("#define SAMPLES " + n + "\n#define SSAO");
  73203. this._samples = n;
  73204. this._sampleSphere = this._generateHemisphere();
  73205. this._firstUpdate = true;
  73206. },
  73207. enumerable: true,
  73208. configurable: true
  73209. });
  73210. Object.defineProperty(SSAO2RenderingPipeline.prototype, "expensiveBlur", {
  73211. get: function () {
  73212. return this._expensiveBlur;
  73213. },
  73214. set: function (b) {
  73215. 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"]);
  73216. this._blurVPostProcess.updateEffect("#define BILATERAL_BLUR\n#define SAMPLES 16\n#define EXPENSIVE " + (b ? "1" : "0") + "\n", null, ["textureSampler", "depthSampler"]);
  73217. this._expensiveBlur = b;
  73218. this._firstUpdate = true;
  73219. },
  73220. enumerable: true,
  73221. configurable: true
  73222. });
  73223. Object.defineProperty(SSAO2RenderingPipeline, "IsSupported", {
  73224. /**
  73225. * Support test.
  73226. */
  73227. get: function () {
  73228. var engine = BABYLON.Engine.LastCreatedEngine;
  73229. if (!engine) {
  73230. return false;
  73231. }
  73232. return engine.getCaps().drawBuffersExtension;
  73233. },
  73234. enumerable: true,
  73235. configurable: true
  73236. });
  73237. // Public Methods
  73238. /**
  73239. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  73240. */
  73241. SSAO2RenderingPipeline.prototype.dispose = function (disableGeometryBufferRenderer) {
  73242. if (disableGeometryBufferRenderer === void 0) { disableGeometryBufferRenderer = false; }
  73243. for (var i = 0; i < this._scene.cameras.length; i++) {
  73244. var camera = this._scene.cameras[i];
  73245. this._originalColorPostProcess.dispose(camera);
  73246. this._ssaoPostProcess.dispose(camera);
  73247. this._blurHPostProcess.dispose(camera);
  73248. this._blurVPostProcess.dispose(camera);
  73249. this._ssaoCombinePostProcess.dispose(camera);
  73250. }
  73251. this._randomTexture.dispose();
  73252. if (disableGeometryBufferRenderer)
  73253. this._scene.disableGeometryBufferRenderer();
  73254. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  73255. _super.prototype.dispose.call(this);
  73256. };
  73257. // Private Methods
  73258. SSAO2RenderingPipeline.prototype._createBlurPostProcess = function (ssaoRatio, blurRatio) {
  73259. var _this = this;
  73260. this._samplerOffsets = [];
  73261. var expensive = this.expensiveBlur;
  73262. for (var i = -8; i < 8; i++) {
  73263. this._samplerOffsets.push(i * 2 + 0.5);
  73264. }
  73265. 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");
  73266. this._blurHPostProcess.onApply = function (effect) {
  73267. if (!_this._scene.activeCamera) {
  73268. return;
  73269. }
  73270. effect.setFloat("outSize", _this._ssaoCombinePostProcess.width > 0 ? _this._ssaoCombinePostProcess.width : _this._originalColorPostProcess.width);
  73271. effect.setFloat("near", _this._scene.activeCamera.minZ);
  73272. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  73273. effect.setFloat("radius", _this.radius);
  73274. effect.setTexture("depthSampler", _this._depthTexture);
  73275. if (_this._firstUpdate) {
  73276. effect.setArray("samplerOffsets", _this._samplerOffsets);
  73277. }
  73278. };
  73279. 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");
  73280. this._blurVPostProcess.onApply = function (effect) {
  73281. if (!_this._scene.activeCamera) {
  73282. return;
  73283. }
  73284. effect.setFloat("outSize", _this._ssaoCombinePostProcess.height > 0 ? _this._ssaoCombinePostProcess.height : _this._originalColorPostProcess.height);
  73285. effect.setFloat("near", _this._scene.activeCamera.minZ);
  73286. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  73287. effect.setFloat("radius", _this.radius);
  73288. effect.setTexture("depthSampler", _this._depthTexture);
  73289. if (_this._firstUpdate) {
  73290. effect.setArray("samplerOffsets", _this._samplerOffsets);
  73291. _this._firstUpdate = false;
  73292. }
  73293. };
  73294. };
  73295. SSAO2RenderingPipeline.prototype._rebuild = function () {
  73296. this._firstUpdate = true;
  73297. _super.prototype._rebuild.call(this);
  73298. };
  73299. SSAO2RenderingPipeline.prototype._generateHemisphere = function () {
  73300. var numSamples = this.samples;
  73301. var result = [];
  73302. var vector, scale;
  73303. var rand = function (min, max) {
  73304. return Math.random() * (max - min) + min;
  73305. };
  73306. var i = 0;
  73307. while (i < numSamples) {
  73308. vector = new BABYLON.Vector3(rand(-1.0, 1.0), rand(-1.0, 1.0), rand(0.30, 1.0));
  73309. vector.normalize();
  73310. scale = i / numSamples;
  73311. scale = BABYLON.Scalar.Lerp(0.1, 1.0, scale * scale);
  73312. vector.scaleInPlace(scale);
  73313. result.push(vector.x, vector.y, vector.z);
  73314. i++;
  73315. }
  73316. return result;
  73317. };
  73318. SSAO2RenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  73319. var _this = this;
  73320. var numSamples = this.samples;
  73321. this._sampleSphere = this._generateHemisphere();
  73322. this._ssaoPostProcess = new BABYLON.PostProcess("ssao2", "ssao2", [
  73323. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  73324. "base", "range", "projection", "near", "far", "texelSize",
  73325. "xViewport", "yViewport", "maxZ", "minZAspect"
  73326. ], ["randomSampler", "normalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  73327. this._ssaoPostProcess.onApply = function (effect) {
  73328. if (_this._firstUpdate) {
  73329. effect.setArray3("sampleSphere", _this._sampleSphere);
  73330. effect.setFloat("randTextureTiles", 4.0);
  73331. }
  73332. if (!_this._scene.activeCamera) {
  73333. return;
  73334. }
  73335. effect.setFloat("samplesFactor", 1 / _this.samples);
  73336. effect.setFloat("totalStrength", _this.totalStrength);
  73337. effect.setFloat2("texelSize", 1 / _this._ssaoPostProcess.width, 1 / _this._ssaoPostProcess.height);
  73338. effect.setFloat("radius", _this.radius);
  73339. effect.setFloat("maxZ", _this.maxZ);
  73340. effect.setFloat("minZAspect", _this.minZAspect);
  73341. effect.setFloat("base", _this.base);
  73342. effect.setFloat("near", _this._scene.activeCamera.minZ);
  73343. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  73344. effect.setFloat("xViewport", Math.tan(_this._scene.activeCamera.fov / 2) * _this._scene.getEngine().getAspectRatio(_this._scene.activeCamera, true));
  73345. effect.setFloat("yViewport", Math.tan(_this._scene.activeCamera.fov / 2));
  73346. effect.setMatrix("projection", _this._scene.getProjectionMatrix());
  73347. effect.setTexture("textureSampler", _this._depthTexture);
  73348. effect.setTexture("normalSampler", _this._normalTexture);
  73349. effect.setTexture("randomSampler", _this._randomTexture);
  73350. };
  73351. };
  73352. SSAO2RenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  73353. var _this = this;
  73354. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  73355. this._ssaoCombinePostProcess.onApply = function (effect) {
  73356. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  73357. };
  73358. };
  73359. SSAO2RenderingPipeline.prototype._createRandomTexture = function () {
  73360. var size = 512;
  73361. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  73362. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  73363. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  73364. var context = this._randomTexture.getContext();
  73365. var rand = function (min, max) {
  73366. return Math.random() * (max - min) + min;
  73367. };
  73368. var randVector = BABYLON.Vector3.Zero();
  73369. for (var x = 0; x < size; x++) {
  73370. for (var y = 0; y < size; y++) {
  73371. randVector.x = rand(0.0, 1.0);
  73372. randVector.y = rand(0.0, 1.0);
  73373. randVector.z = 0.0;
  73374. randVector.normalize();
  73375. randVector.scaleInPlace(255);
  73376. randVector.x = Math.floor(randVector.x);
  73377. randVector.y = Math.floor(randVector.y);
  73378. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  73379. context.fillRect(x, y, 1, 1);
  73380. }
  73381. }
  73382. this._randomTexture.update(false);
  73383. };
  73384. __decorate([
  73385. BABYLON.serialize()
  73386. ], SSAO2RenderingPipeline.prototype, "totalStrength", void 0);
  73387. __decorate([
  73388. BABYLON.serialize()
  73389. ], SSAO2RenderingPipeline.prototype, "maxZ", void 0);
  73390. __decorate([
  73391. BABYLON.serialize()
  73392. ], SSAO2RenderingPipeline.prototype, "minZAspect", void 0);
  73393. __decorate([
  73394. BABYLON.serialize("samples")
  73395. ], SSAO2RenderingPipeline.prototype, "_samples", void 0);
  73396. __decorate([
  73397. BABYLON.serialize("expensiveBlur")
  73398. ], SSAO2RenderingPipeline.prototype, "_expensiveBlur", void 0);
  73399. __decorate([
  73400. BABYLON.serialize()
  73401. ], SSAO2RenderingPipeline.prototype, "radius", void 0);
  73402. __decorate([
  73403. BABYLON.serialize()
  73404. ], SSAO2RenderingPipeline.prototype, "base", void 0);
  73405. return SSAO2RenderingPipeline;
  73406. }(BABYLON.PostProcessRenderPipeline));
  73407. BABYLON.SSAO2RenderingPipeline = SSAO2RenderingPipeline;
  73408. })(BABYLON || (BABYLON = {}));
  73409. //# sourceMappingURL=babylon.ssao2RenderingPipeline.js.map
  73410. // BABYLON.JS Chromatic Aberration GLSL Shader
  73411. // Author: Olivier Guyot
  73412. // Separates very slightly R, G and B colors on the edges of the screen
  73413. // Inspired by Francois Tarlier & Martins Upitis
  73414. var BABYLON;
  73415. (function (BABYLON) {
  73416. var LensRenderingPipeline = /** @class */ (function (_super) {
  73417. __extends(LensRenderingPipeline, _super);
  73418. /**
  73419. * @constructor
  73420. *
  73421. * Effect parameters are as follow:
  73422. * {
  73423. * chromatic_aberration: number; // from 0 to x (1 for realism)
  73424. * edge_blur: number; // from 0 to x (1 for realism)
  73425. * distortion: number; // from 0 to x (1 for realism)
  73426. * grain_amount: number; // from 0 to 1
  73427. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  73428. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  73429. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  73430. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  73431. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  73432. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  73433. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  73434. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  73435. * }
  73436. * Note: if an effect parameter is unset, effect is disabled
  73437. *
  73438. * @param {string} name - The rendering pipeline name
  73439. * @param {object} parameters - An object containing all parameters (see above)
  73440. * @param {BABYLON.Scene} scene - The scene linked to this pipeline
  73441. * @param {number} 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)
  73442. * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
  73443. */
  73444. function LensRenderingPipeline(name, parameters, scene, ratio, cameras) {
  73445. if (ratio === void 0) { ratio = 1.0; }
  73446. var _this = _super.call(this, scene.getEngine(), name) || this;
  73447. // Lens effects can be of the following:
  73448. // - chromatic aberration (slight shift of RGB colors)
  73449. // - blur on the edge of the lens
  73450. // - lens distortion
  73451. // - depth-of-field blur & highlights enhancing
  73452. // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)
  73453. // - grain effect (noise or custom texture)
  73454. // Two additional texture samplers are needed:
  73455. // - depth map (for depth-of-field)
  73456. // - grain texture
  73457. /**
  73458. * The chromatic aberration PostProcess id in the pipeline
  73459. */
  73460. _this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
  73461. /**
  73462. * The highlights enhancing PostProcess id in the pipeline
  73463. */
  73464. _this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect";
  73465. /**
  73466. * The depth-of-field PostProcess id in the pipeline
  73467. */
  73468. _this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
  73469. _this._scene = scene;
  73470. // Fetch texture samplers
  73471. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  73472. if (parameters.grain_texture) {
  73473. _this._grainTexture = parameters.grain_texture;
  73474. }
  73475. else {
  73476. _this._createGrainTexture();
  73477. }
  73478. // save parameters
  73479. _this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;
  73480. _this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;
  73481. _this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;
  73482. _this._distortion = parameters.distortion ? parameters.distortion : 0;
  73483. _this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;
  73484. _this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;
  73485. _this._dofDistance = parameters.dof_focus_distance !== undefined ? parameters.dof_focus_distance : -1;
  73486. _this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;
  73487. _this._dofDarken = parameters.dof_darken ? parameters.dof_darken : 0;
  73488. _this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;
  73489. _this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;
  73490. // Create effects
  73491. _this._createChromaticAberrationPostProcess(ratio);
  73492. _this._createHighlightsPostProcess(ratio);
  73493. _this._createDepthOfFieldPostProcess(ratio / 4);
  73494. // Set up pipeline
  73495. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensChromaticAberrationEffect, function () { return _this._chromaticAberrationPostProcess; }, true));
  73496. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.HighlightsEnhancingEffect, function () { return _this._highlightsPostProcess; }, true));
  73497. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensDepthOfFieldEffect, function () { return _this._depthOfFieldPostProcess; }, true));
  73498. if (_this._highlightsGain === -1) {
  73499. _this._disableEffect(_this.HighlightsEnhancingEffect, null);
  73500. }
  73501. // Finish
  73502. scene.postProcessRenderPipelineManager.addPipeline(_this);
  73503. if (cameras) {
  73504. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  73505. }
  73506. return _this;
  73507. }
  73508. // public methods (self explanatory)
  73509. LensRenderingPipeline.prototype.setEdgeBlur = function (amount) { this._edgeBlur = amount; };
  73510. LensRenderingPipeline.prototype.disableEdgeBlur = function () { this._edgeBlur = 0; };
  73511. LensRenderingPipeline.prototype.setGrainAmount = function (amount) { this._grainAmount = amount; };
  73512. LensRenderingPipeline.prototype.disableGrain = function () { this._grainAmount = 0; };
  73513. LensRenderingPipeline.prototype.setChromaticAberration = function (amount) { this._chromaticAberration = amount; };
  73514. LensRenderingPipeline.prototype.disableChromaticAberration = function () { this._chromaticAberration = 0; };
  73515. LensRenderingPipeline.prototype.setEdgeDistortion = function (amount) { this._distortion = amount; };
  73516. LensRenderingPipeline.prototype.disableEdgeDistortion = function () { this._distortion = 0; };
  73517. LensRenderingPipeline.prototype.setFocusDistance = function (amount) { this._dofDistance = amount; };
  73518. LensRenderingPipeline.prototype.disableDepthOfField = function () { this._dofDistance = -1; };
  73519. LensRenderingPipeline.prototype.setAperture = function (amount) { this._dofAperture = amount; };
  73520. LensRenderingPipeline.prototype.setDarkenOutOfFocus = function (amount) { this._dofDarken = amount; };
  73521. LensRenderingPipeline.prototype.enablePentagonBokeh = function () {
  73522. this._highlightsPostProcess.updateEffect("#define PENTAGON\n");
  73523. };
  73524. LensRenderingPipeline.prototype.disablePentagonBokeh = function () {
  73525. this._highlightsPostProcess.updateEffect();
  73526. };
  73527. LensRenderingPipeline.prototype.enableNoiseBlur = function () { this._blurNoise = true; };
  73528. LensRenderingPipeline.prototype.disableNoiseBlur = function () { this._blurNoise = false; };
  73529. LensRenderingPipeline.prototype.setHighlightsGain = function (amount) {
  73530. this._highlightsGain = amount;
  73531. };
  73532. LensRenderingPipeline.prototype.setHighlightsThreshold = function (amount) {
  73533. if (this._highlightsGain === -1) {
  73534. this._highlightsGain = 1.0;
  73535. }
  73536. this._highlightsThreshold = amount;
  73537. };
  73538. LensRenderingPipeline.prototype.disableHighlights = function () {
  73539. this._highlightsGain = -1;
  73540. };
  73541. /**
  73542. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  73543. */
  73544. LensRenderingPipeline.prototype.dispose = function (disableDepthRender) {
  73545. if (disableDepthRender === void 0) { disableDepthRender = false; }
  73546. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  73547. this._chromaticAberrationPostProcess = null;
  73548. this._highlightsPostProcess = null;
  73549. this._depthOfFieldPostProcess = null;
  73550. this._grainTexture.dispose();
  73551. if (disableDepthRender)
  73552. this._scene.disableDepthRenderer();
  73553. };
  73554. // colors shifting and distortion
  73555. LensRenderingPipeline.prototype._createChromaticAberrationPostProcess = function (ratio) {
  73556. var _this = this;
  73557. this._chromaticAberrationPostProcess = new BABYLON.PostProcess("LensChromaticAberration", "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height", "direction", "radialIntensity", "centerPosition"], // uniforms
  73558. [], // samplers
  73559. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  73560. this._chromaticAberrationPostProcess.onApply = function (effect) {
  73561. effect.setFloat('chromatic_aberration', _this._chromaticAberration);
  73562. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  73563. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  73564. effect.setFloat('radialIntensity', 1);
  73565. effect.setFloat2('direction', 17, 17);
  73566. effect.setFloat2('centerPosition', 0.5, 0.5);
  73567. };
  73568. };
  73569. // highlights enhancing
  73570. LensRenderingPipeline.prototype._createHighlightsPostProcess = function (ratio) {
  73571. var _this = this;
  73572. this._highlightsPostProcess = new BABYLON.PostProcess("LensHighlights", "lensHighlights", ["gain", "threshold", "screen_width", "screen_height"], // uniforms
  73573. [], // samplers
  73574. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, this._dofPentagon ? "#define PENTAGON\n" : "");
  73575. this._highlightsPostProcess.onApply = function (effect) {
  73576. effect.setFloat('gain', _this._highlightsGain);
  73577. effect.setFloat('threshold', _this._highlightsThreshold);
  73578. effect.setTextureFromPostProcess("textureSampler", _this._chromaticAberrationPostProcess);
  73579. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  73580. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  73581. };
  73582. };
  73583. // colors shifting and distortion
  73584. LensRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (ratio) {
  73585. var _this = this;
  73586. this._depthOfFieldPostProcess = new BABYLON.PostProcess("LensDepthOfField", "depthOfField", [
  73587. "grain_amount", "blur_noise", "screen_width", "screen_height", "distortion", "dof_enabled",
  73588. "screen_distance", "aperture", "darken", "edge_blur", "highlights", "near", "far"
  73589. ], ["depthSampler", "grainSampler", "highlightsSampler"], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  73590. this._depthOfFieldPostProcess.onApply = function (effect) {
  73591. effect.setTexture("depthSampler", _this._depthTexture);
  73592. effect.setTexture("grainSampler", _this._grainTexture);
  73593. effect.setTextureFromPostProcess("textureSampler", _this._highlightsPostProcess);
  73594. effect.setTextureFromPostProcess("highlightsSampler", _this._depthOfFieldPostProcess);
  73595. effect.setFloat('grain_amount', _this._grainAmount);
  73596. effect.setBool('blur_noise', _this._blurNoise);
  73597. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  73598. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  73599. effect.setFloat('distortion', _this._distortion);
  73600. effect.setBool('dof_enabled', (_this._dofDistance !== -1));
  73601. effect.setFloat('screen_distance', 1.0 / (0.1 - 1.0 / _this._dofDistance));
  73602. effect.setFloat('aperture', _this._dofAperture);
  73603. effect.setFloat('darken', _this._dofDarken);
  73604. effect.setFloat('edge_blur', _this._edgeBlur);
  73605. effect.setBool('highlights', (_this._highlightsGain !== -1));
  73606. if (_this._scene.activeCamera) {
  73607. effect.setFloat('near', _this._scene.activeCamera.minZ);
  73608. effect.setFloat('far', _this._scene.activeCamera.maxZ);
  73609. }
  73610. };
  73611. };
  73612. // creates a black and white random noise texture, 512x512
  73613. LensRenderingPipeline.prototype._createGrainTexture = function () {
  73614. var size = 512;
  73615. this._grainTexture = new BABYLON.DynamicTexture("LensNoiseTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  73616. this._grainTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  73617. this._grainTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  73618. var context = this._grainTexture.getContext();
  73619. var rand = function (min, max) {
  73620. return Math.random() * (max - min) + min;
  73621. };
  73622. var value;
  73623. for (var x = 0; x < size; x++) {
  73624. for (var y = 0; y < size; y++) {
  73625. value = Math.floor(rand(0.42, 0.58) * 255);
  73626. context.fillStyle = 'rgb(' + value + ', ' + value + ', ' + value + ')';
  73627. context.fillRect(x, y, 1, 1);
  73628. }
  73629. }
  73630. this._grainTexture.update(false);
  73631. };
  73632. return LensRenderingPipeline;
  73633. }(BABYLON.PostProcessRenderPipeline));
  73634. BABYLON.LensRenderingPipeline = LensRenderingPipeline;
  73635. })(BABYLON || (BABYLON = {}));
  73636. //# sourceMappingURL=babylon.lensRenderingPipeline.js.map
  73637. var BABYLON;
  73638. (function (BABYLON) {
  73639. var StandardRenderingPipeline = /** @class */ (function (_super) {
  73640. __extends(StandardRenderingPipeline, _super);
  73641. /**
  73642. * @constructor
  73643. * @param {string} name - The rendering pipeline name
  73644. * @param {BABYLON.Scene} scene - The scene linked to this pipeline
  73645. * @param {any} 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)
  73646. * @param {BABYLON.PostProcess} originalPostProcess - the custom original color post-process. Must be "reusable". Can be null.
  73647. * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
  73648. */
  73649. function StandardRenderingPipeline(name, scene, ratio, originalPostProcess, cameras) {
  73650. if (originalPostProcess === void 0) { originalPostProcess = null; }
  73651. var _this = _super.call(this, scene.getEngine(), name) || this;
  73652. _this.downSampleX4PostProcess = null;
  73653. _this.brightPassPostProcess = null;
  73654. _this.blurHPostProcesses = [];
  73655. _this.blurVPostProcesses = [];
  73656. _this.textureAdderPostProcess = null;
  73657. _this.volumetricLightPostProcess = null;
  73658. _this.volumetricLightSmoothXPostProcess = null;
  73659. _this.volumetricLightSmoothYPostProcess = null;
  73660. _this.volumetricLightMergePostProces = null;
  73661. _this.volumetricLightFinalPostProcess = null;
  73662. _this.luminancePostProcess = null;
  73663. _this.luminanceDownSamplePostProcesses = [];
  73664. _this.hdrPostProcess = null;
  73665. _this.textureAdderFinalPostProcess = null;
  73666. _this.lensFlareFinalPostProcess = null;
  73667. _this.hdrFinalPostProcess = null;
  73668. _this.lensFlarePostProcess = null;
  73669. _this.lensFlareComposePostProcess = null;
  73670. _this.motionBlurPostProcess = null;
  73671. _this.depthOfFieldPostProcess = null;
  73672. // Values
  73673. _this.brightThreshold = 1.0;
  73674. _this.blurWidth = 512.0;
  73675. _this.horizontalBlur = false;
  73676. _this.exposure = 1.0;
  73677. _this.lensTexture = null;
  73678. _this.volumetricLightCoefficient = 0.2;
  73679. _this.volumetricLightPower = 4.0;
  73680. _this.volumetricLightBlurScale = 64.0;
  73681. _this.sourceLight = null;
  73682. _this.hdrMinimumLuminance = 1.0;
  73683. _this.hdrDecreaseRate = 0.5;
  73684. _this.hdrIncreaseRate = 0.5;
  73685. _this.lensColorTexture = null;
  73686. _this.lensFlareStrength = 20.0;
  73687. _this.lensFlareGhostDispersal = 1.4;
  73688. _this.lensFlareHaloWidth = 0.7;
  73689. _this.lensFlareDistortionStrength = 16.0;
  73690. _this.lensStarTexture = null;
  73691. _this.lensFlareDirtTexture = null;
  73692. _this.depthOfFieldDistance = 10.0;
  73693. _this.depthOfFieldBlurWidth = 64.0;
  73694. _this.motionStrength = 1.0;
  73695. // IAnimatable
  73696. _this.animations = [];
  73697. _this._currentDepthOfFieldSource = null;
  73698. _this._hdrCurrentLuminance = 1.0;
  73699. // Getters and setters
  73700. _this._bloomEnabled = true;
  73701. _this._depthOfFieldEnabled = false;
  73702. _this._vlsEnabled = false;
  73703. _this._lensFlareEnabled = false;
  73704. _this._hdrEnabled = false;
  73705. _this._motionBlurEnabled = false;
  73706. _this._motionBlurSamples = 64.0;
  73707. _this._volumetricLightStepsCount = 50.0;
  73708. _this._cameras = cameras || [];
  73709. // Initialize
  73710. _this._scene = scene;
  73711. _this._basePostProcess = originalPostProcess;
  73712. _this._ratio = ratio;
  73713. // Misc
  73714. _this._floatTextureType = scene.getEngine().getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  73715. // Finish
  73716. scene.postProcessRenderPipelineManager.addPipeline(_this);
  73717. _this._buildPipeline();
  73718. return _this;
  73719. }
  73720. Object.defineProperty(StandardRenderingPipeline.prototype, "BloomEnabled", {
  73721. get: function () {
  73722. return this._bloomEnabled;
  73723. },
  73724. set: function (enabled) {
  73725. if (this._bloomEnabled === enabled) {
  73726. return;
  73727. }
  73728. this._bloomEnabled = enabled;
  73729. this._buildPipeline();
  73730. },
  73731. enumerable: true,
  73732. configurable: true
  73733. });
  73734. Object.defineProperty(StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", {
  73735. get: function () {
  73736. return this._depthOfFieldEnabled;
  73737. },
  73738. set: function (enabled) {
  73739. if (this._depthOfFieldEnabled === enabled) {
  73740. return;
  73741. }
  73742. this._depthOfFieldEnabled = enabled;
  73743. this._buildPipeline();
  73744. },
  73745. enumerable: true,
  73746. configurable: true
  73747. });
  73748. Object.defineProperty(StandardRenderingPipeline.prototype, "LensFlareEnabled", {
  73749. get: function () {
  73750. return this._lensFlareEnabled;
  73751. },
  73752. set: function (enabled) {
  73753. if (this._lensFlareEnabled === enabled) {
  73754. return;
  73755. }
  73756. this._lensFlareEnabled = enabled;
  73757. this._buildPipeline();
  73758. },
  73759. enumerable: true,
  73760. configurable: true
  73761. });
  73762. Object.defineProperty(StandardRenderingPipeline.prototype, "HDREnabled", {
  73763. get: function () {
  73764. return this._hdrEnabled;
  73765. },
  73766. set: function (enabled) {
  73767. if (this._hdrEnabled === enabled) {
  73768. return;
  73769. }
  73770. this._hdrEnabled = enabled;
  73771. this._buildPipeline();
  73772. },
  73773. enumerable: true,
  73774. configurable: true
  73775. });
  73776. Object.defineProperty(StandardRenderingPipeline.prototype, "VLSEnabled", {
  73777. get: function () {
  73778. return this._vlsEnabled;
  73779. },
  73780. set: function (enabled) {
  73781. if (this._vlsEnabled === enabled) {
  73782. return;
  73783. }
  73784. if (enabled) {
  73785. var geometry = this._scene.enableGeometryBufferRenderer();
  73786. if (!geometry) {
  73787. BABYLON.Tools.Warn("Geometry renderer is not supported, cannot create volumetric lights in Standard Rendering Pipeline");
  73788. return;
  73789. }
  73790. }
  73791. this._vlsEnabled = enabled;
  73792. this._buildPipeline();
  73793. },
  73794. enumerable: true,
  73795. configurable: true
  73796. });
  73797. Object.defineProperty(StandardRenderingPipeline.prototype, "MotionBlurEnabled", {
  73798. get: function () {
  73799. return this._motionBlurEnabled;
  73800. },
  73801. set: function (enabled) {
  73802. if (this._motionBlurEnabled === enabled) {
  73803. return;
  73804. }
  73805. this._motionBlurEnabled = enabled;
  73806. this._buildPipeline();
  73807. },
  73808. enumerable: true,
  73809. configurable: true
  73810. });
  73811. Object.defineProperty(StandardRenderingPipeline.prototype, "volumetricLightStepsCount", {
  73812. get: function () {
  73813. return this._volumetricLightStepsCount;
  73814. },
  73815. set: function (count) {
  73816. if (this.volumetricLightPostProcess) {
  73817. this.volumetricLightPostProcess.updateEffect("#define VLS\n#define NB_STEPS " + count.toFixed(1));
  73818. }
  73819. this._volumetricLightStepsCount = count;
  73820. },
  73821. enumerable: true,
  73822. configurable: true
  73823. });
  73824. Object.defineProperty(StandardRenderingPipeline.prototype, "motionBlurSamples", {
  73825. get: function () {
  73826. return this._motionBlurSamples;
  73827. },
  73828. set: function (samples) {
  73829. if (this.motionBlurPostProcess) {
  73830. this.motionBlurPostProcess.updateEffect("#define MOTION_BLUR\n#define MAX_MOTION_SAMPLES " + samples.toFixed(1));
  73831. }
  73832. this._motionBlurSamples = samples;
  73833. },
  73834. enumerable: true,
  73835. configurable: true
  73836. });
  73837. StandardRenderingPipeline.prototype._buildPipeline = function () {
  73838. var _this = this;
  73839. var ratio = this._ratio;
  73840. var scene = this._scene;
  73841. this._disposePostProcesses();
  73842. this._reset();
  73843. // Create pass post-process
  73844. if (!this._basePostProcess) {
  73845. this.originalPostProcess = new BABYLON.PostProcess("HDRPass", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", this._floatTextureType);
  73846. this.originalPostProcess.onApply = function (effect) {
  73847. _this._currentDepthOfFieldSource = _this.originalPostProcess;
  73848. };
  73849. }
  73850. else {
  73851. this.originalPostProcess = this._basePostProcess;
  73852. }
  73853. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPassPostProcess", function () { return _this.originalPostProcess; }, true));
  73854. this._currentDepthOfFieldSource = this.originalPostProcess;
  73855. if (this._vlsEnabled) {
  73856. // Create volumetric light
  73857. this._createVolumetricLightPostProcess(scene, ratio);
  73858. // Create volumetric light final post-process
  73859. 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);
  73860. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSFinal", function () { return _this.volumetricLightFinalPostProcess; }, true));
  73861. }
  73862. if (this._bloomEnabled) {
  73863. // Create down sample X4 post-process
  73864. this._createDownSampleX4PostProcess(scene, ratio / 2);
  73865. // Create bright pass post-process
  73866. this._createBrightPassPostProcess(scene, ratio / 2);
  73867. // Create gaussian blur post-processes (down sampling blurs)
  73868. this._createBlurPostProcesses(scene, ratio / 4, 1);
  73869. // Create texture adder post-process
  73870. this._createTextureAdderPostProcess(scene, ratio);
  73871. // Create depth-of-field source post-process
  73872. 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);
  73873. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBaseDepthOfFieldSource", function () { return _this.textureAdderFinalPostProcess; }, true));
  73874. }
  73875. if (this._lensFlareEnabled) {
  73876. // Create lens flare post-process
  73877. this._createLensFlarePostProcess(scene, ratio);
  73878. // Create depth-of-field source post-process post lens-flare and disable it now
  73879. 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);
  73880. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostLensFlareDepthOfFieldSource", function () { return _this.lensFlareFinalPostProcess; }, true));
  73881. }
  73882. if (this._hdrEnabled) {
  73883. // Create luminance
  73884. this._createLuminancePostProcesses(scene, this._floatTextureType);
  73885. // Create HDR
  73886. this._createHdrPostProcess(scene, ratio);
  73887. // Create depth-of-field source post-process post hdr and disable it now
  73888. 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);
  73889. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostHDReDepthOfFieldSource", function () { return _this.hdrFinalPostProcess; }, true));
  73890. }
  73891. if (this._depthOfFieldEnabled) {
  73892. // Create gaussian blur used by depth-of-field
  73893. this._createBlurPostProcesses(scene, ratio / 2, 3, "depthOfFieldBlurWidth");
  73894. // Create depth-of-field post-process
  73895. this._createDepthOfFieldPostProcess(scene, ratio);
  73896. }
  73897. if (this._motionBlurEnabled) {
  73898. // Create motion blur post-process
  73899. this._createMotionBlurPostProcess(scene, ratio);
  73900. }
  73901. if (this._cameras !== null) {
  73902. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  73903. }
  73904. };
  73905. // Down Sample X4 Post-Processs
  73906. StandardRenderingPipeline.prototype._createDownSampleX4PostProcess = function (scene, ratio) {
  73907. var _this = this;
  73908. var downSampleX4Offsets = new Array(32);
  73909. 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);
  73910. this.downSampleX4PostProcess.onApply = function (effect) {
  73911. var id = 0;
  73912. var width = _this.downSampleX4PostProcess.width;
  73913. var height = _this.downSampleX4PostProcess.height;
  73914. for (var i = -2; i < 2; i++) {
  73915. for (var j = -2; j < 2; j++) {
  73916. downSampleX4Offsets[id] = (i + 0.5) * (1.0 / width);
  73917. downSampleX4Offsets[id + 1] = (j + 0.5) * (1.0 / height);
  73918. id += 2;
  73919. }
  73920. }
  73921. effect.setArray2("dsOffsets", downSampleX4Offsets);
  73922. };
  73923. // Add to pipeline
  73924. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDownSampleX4", function () { return _this.downSampleX4PostProcess; }, true));
  73925. };
  73926. // Brightpass Post-Process
  73927. StandardRenderingPipeline.prototype._createBrightPassPostProcess = function (scene, ratio) {
  73928. var _this = this;
  73929. var brightOffsets = new Array(8);
  73930. 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);
  73931. this.brightPassPostProcess.onApply = function (effect) {
  73932. var sU = (1.0 / _this.brightPassPostProcess.width);
  73933. var sV = (1.0 / _this.brightPassPostProcess.height);
  73934. brightOffsets[0] = -0.5 * sU;
  73935. brightOffsets[1] = 0.5 * sV;
  73936. brightOffsets[2] = 0.5 * sU;
  73937. brightOffsets[3] = 0.5 * sV;
  73938. brightOffsets[4] = -0.5 * sU;
  73939. brightOffsets[5] = -0.5 * sV;
  73940. brightOffsets[6] = 0.5 * sU;
  73941. brightOffsets[7] = -0.5 * sV;
  73942. effect.setArray2("dsOffsets", brightOffsets);
  73943. effect.setFloat("brightThreshold", _this.brightThreshold);
  73944. };
  73945. // Add to pipeline
  73946. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBrightPass", function () { return _this.brightPassPostProcess; }, true));
  73947. };
  73948. // Create blur H&V post-processes
  73949. StandardRenderingPipeline.prototype._createBlurPostProcesses = function (scene, ratio, indice, blurWidthKey) {
  73950. var _this = this;
  73951. if (blurWidthKey === void 0) { blurWidthKey = "blurWidth"; }
  73952. var engine = scene.getEngine();
  73953. 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);
  73954. 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);
  73955. blurX.onActivateObservable.add(function () {
  73956. var dw = blurX.width / engine.getRenderWidth();
  73957. blurX.kernel = _this[blurWidthKey] * dw;
  73958. });
  73959. blurY.onActivateObservable.add(function () {
  73960. var dw = blurY.height / engine.getRenderHeight();
  73961. blurY.kernel = _this.horizontalBlur ? 64 * dw : _this[blurWidthKey] * dw;
  73962. });
  73963. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurH" + indice, function () { return blurX; }, true));
  73964. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurV" + indice, function () { return blurY; }, true));
  73965. this.blurHPostProcesses.push(blurX);
  73966. this.blurVPostProcesses.push(blurY);
  73967. };
  73968. // Create texture adder post-process
  73969. StandardRenderingPipeline.prototype._createTextureAdderPostProcess = function (scene, ratio) {
  73970. var _this = this;
  73971. 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);
  73972. this.textureAdderPostProcess.onApply = function (effect) {
  73973. effect.setTextureFromPostProcess("otherSampler", _this._vlsEnabled ? _this._currentDepthOfFieldSource : _this.originalPostProcess);
  73974. effect.setTexture("lensSampler", _this.lensTexture);
  73975. effect.setFloat("exposure", _this.exposure);
  73976. _this._currentDepthOfFieldSource = _this.textureAdderFinalPostProcess;
  73977. };
  73978. // Add to pipeline
  73979. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRTextureAdder", function () { return _this.textureAdderPostProcess; }, true));
  73980. };
  73981. StandardRenderingPipeline.prototype._createVolumetricLightPostProcess = function (scene, ratio) {
  73982. var _this = this;
  73983. var geometryRenderer = scene.enableGeometryBufferRenderer();
  73984. geometryRenderer.enablePosition = true;
  73985. var geometry = geometryRenderer.getGBuffer();
  73986. // Base post-process
  73987. 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));
  73988. var depthValues = BABYLON.Vector2.Zero();
  73989. this.volumetricLightPostProcess.onApply = function (effect) {
  73990. if (_this.sourceLight && _this.sourceLight.getShadowGenerator() && _this._scene.activeCamera) {
  73991. var generator = _this.sourceLight.getShadowGenerator();
  73992. effect.setTexture("shadowMapSampler", generator.getShadowMap());
  73993. effect.setTexture("positionSampler", geometry.textures[2]);
  73994. effect.setColor3("sunColor", _this.sourceLight.diffuse);
  73995. effect.setVector3("sunDirection", _this.sourceLight.getShadowDirection());
  73996. effect.setVector3("cameraPosition", _this._scene.activeCamera.globalPosition);
  73997. effect.setMatrix("shadowViewProjection", generator.getTransformMatrix());
  73998. effect.setFloat("scatteringCoefficient", _this.volumetricLightCoefficient);
  73999. effect.setFloat("scatteringPower", _this.volumetricLightPower);
  74000. depthValues.x = generator.getLight().getDepthMinZ(_this._scene.activeCamera);
  74001. depthValues.y = generator.getLight().getDepthMaxZ(_this._scene.activeCamera);
  74002. effect.setVector2("depthValues", depthValues);
  74003. }
  74004. };
  74005. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLS", function () { return _this.volumetricLightPostProcess; }, true));
  74006. // Smooth
  74007. this._createBlurPostProcesses(scene, ratio / 4, 0, "volumetricLightBlurScale");
  74008. // Merge
  74009. this.volumetricLightMergePostProces = new BABYLON.PostProcess("HDRVLSMerge", "standard", [], ["originalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define VLSMERGE");
  74010. this.volumetricLightMergePostProces.onApply = function (effect) {
  74011. effect.setTextureFromPostProcess("originalSampler", _this.originalPostProcess);
  74012. _this._currentDepthOfFieldSource = _this.volumetricLightFinalPostProcess;
  74013. };
  74014. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSMerge", function () { return _this.volumetricLightMergePostProces; }, true));
  74015. };
  74016. // Create luminance
  74017. StandardRenderingPipeline.prototype._createLuminancePostProcesses = function (scene, textureType) {
  74018. var _this = this;
  74019. // Create luminance
  74020. var size = Math.pow(3, StandardRenderingPipeline.LuminanceSteps);
  74021. this.luminancePostProcess = new BABYLON.PostProcess("HDRLuminance", "standard", ["lumOffsets"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define LUMINANCE", textureType);
  74022. var offsets = [];
  74023. this.luminancePostProcess.onApply = function (effect) {
  74024. var sU = (1.0 / _this.luminancePostProcess.width);
  74025. var sV = (1.0 / _this.luminancePostProcess.height);
  74026. offsets[0] = -0.5 * sU;
  74027. offsets[1] = 0.5 * sV;
  74028. offsets[2] = 0.5 * sU;
  74029. offsets[3] = 0.5 * sV;
  74030. offsets[4] = -0.5 * sU;
  74031. offsets[5] = -0.5 * sV;
  74032. offsets[6] = 0.5 * sU;
  74033. offsets[7] = -0.5 * sV;
  74034. effect.setArray2("lumOffsets", offsets);
  74035. };
  74036. // Add to pipeline
  74037. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminance", function () { return _this.luminancePostProcess; }, true));
  74038. // Create down sample luminance
  74039. for (var i = StandardRenderingPipeline.LuminanceSteps - 1; i >= 0; i--) {
  74040. var size = Math.pow(3, i);
  74041. var defines = "#define LUMINANCE_DOWN_SAMPLE\n";
  74042. if (i === 0) {
  74043. defines += "#define FINAL_DOWN_SAMPLER";
  74044. }
  74045. var postProcess = new BABYLON.PostProcess("HDRLuminanceDownSample" + i, "standard", ["dsOffsets", "halfDestPixelSize"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, defines, textureType);
  74046. this.luminanceDownSamplePostProcesses.push(postProcess);
  74047. }
  74048. // Create callbacks and add effects
  74049. var lastLuminance = this.luminancePostProcess;
  74050. this.luminanceDownSamplePostProcesses.forEach(function (pp, index) {
  74051. var downSampleOffsets = new Array(18);
  74052. pp.onApply = function (effect) {
  74053. if (!lastLuminance) {
  74054. return;
  74055. }
  74056. var id = 0;
  74057. for (var x = -1; x < 2; x++) {
  74058. for (var y = -1; y < 2; y++) {
  74059. downSampleOffsets[id] = x / lastLuminance.width;
  74060. downSampleOffsets[id + 1] = y / lastLuminance.height;
  74061. id += 2;
  74062. }
  74063. }
  74064. effect.setArray2("dsOffsets", downSampleOffsets);
  74065. effect.setFloat("halfDestPixelSize", 0.5 / lastLuminance.width);
  74066. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  74067. lastLuminance = _this.luminancePostProcess;
  74068. }
  74069. else {
  74070. lastLuminance = pp;
  74071. }
  74072. };
  74073. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  74074. pp.onAfterRender = function (effect) {
  74075. var pixel = scene.getEngine().readPixels(0, 0, 1, 1);
  74076. 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);
  74077. _this._hdrCurrentLuminance = (pixel[0] * bit_shift.x + pixel[1] * bit_shift.y + pixel[2] * bit_shift.z + pixel[3] * bit_shift.w) / 100.0;
  74078. };
  74079. }
  74080. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminanceDownSample" + index, function () { return pp; }, true));
  74081. });
  74082. };
  74083. // Create HDR post-process
  74084. StandardRenderingPipeline.prototype._createHdrPostProcess = function (scene, ratio) {
  74085. var _this = this;
  74086. 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);
  74087. var outputLiminance = 1;
  74088. var time = 0;
  74089. var lastTime = 0;
  74090. this.hdrPostProcess.onApply = function (effect) {
  74091. effect.setTextureFromPostProcess("textureAdderSampler", _this._currentDepthOfFieldSource);
  74092. time += scene.getEngine().getDeltaTime();
  74093. if (outputLiminance < 0) {
  74094. outputLiminance = _this._hdrCurrentLuminance;
  74095. }
  74096. else {
  74097. var dt = (lastTime - time) / 1000.0;
  74098. if (_this._hdrCurrentLuminance < outputLiminance + _this.hdrDecreaseRate * dt) {
  74099. outputLiminance += _this.hdrDecreaseRate * dt;
  74100. }
  74101. else if (_this._hdrCurrentLuminance > outputLiminance - _this.hdrIncreaseRate * dt) {
  74102. outputLiminance -= _this.hdrIncreaseRate * dt;
  74103. }
  74104. else {
  74105. outputLiminance = _this._hdrCurrentLuminance;
  74106. }
  74107. }
  74108. outputLiminance = BABYLON.Scalar.Clamp(outputLiminance, _this.hdrMinimumLuminance, 1e20);
  74109. effect.setFloat("averageLuminance", outputLiminance);
  74110. lastTime = time;
  74111. _this._currentDepthOfFieldSource = _this.hdrFinalPostProcess;
  74112. };
  74113. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDR", function () { return _this.hdrPostProcess; }, true));
  74114. };
  74115. // Create lens flare post-process
  74116. StandardRenderingPipeline.prototype._createLensFlarePostProcess = function (scene, ratio) {
  74117. var _this = this;
  74118. 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);
  74119. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlare", function () { return _this.lensFlarePostProcess; }, true));
  74120. this._createBlurPostProcesses(scene, ratio / 4, 2);
  74121. 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);
  74122. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlareCompose", function () { return _this.lensFlareComposePostProcess; }, true));
  74123. var resolution = new BABYLON.Vector2(0, 0);
  74124. // Lens flare
  74125. this.lensFlarePostProcess.onApply = function (effect) {
  74126. effect.setTextureFromPostProcess("textureSampler", _this._bloomEnabled ? _this.blurHPostProcesses[0] : _this.originalPostProcess);
  74127. effect.setTexture("lensColorSampler", _this.lensColorTexture);
  74128. effect.setFloat("strength", _this.lensFlareStrength);
  74129. effect.setFloat("ghostDispersal", _this.lensFlareGhostDispersal);
  74130. effect.setFloat("haloWidth", _this.lensFlareHaloWidth);
  74131. // Shift
  74132. resolution.x = _this.lensFlarePostProcess.width;
  74133. resolution.y = _this.lensFlarePostProcess.height;
  74134. effect.setVector2("resolution", resolution);
  74135. effect.setFloat("distortionStrength", _this.lensFlareDistortionStrength);
  74136. };
  74137. // Compose
  74138. 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);
  74139. 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);
  74140. this.lensFlareComposePostProcess.onApply = function (effect) {
  74141. if (!_this._scene.activeCamera) {
  74142. return;
  74143. }
  74144. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  74145. effect.setTexture("lensDirtSampler", _this.lensFlareDirtTexture);
  74146. effect.setTexture("lensStarSampler", _this.lensStarTexture);
  74147. // Lens start rotation matrix
  74148. var camerax = _this._scene.activeCamera.getViewMatrix().getRow(0);
  74149. var cameraz = _this._scene.activeCamera.getViewMatrix().getRow(2);
  74150. 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));
  74151. camRot *= 4.0;
  74152. 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);
  74153. var lensStarMatrix = scaleBias2.multiply(starRotation).multiply(scaleBias1);
  74154. effect.setMatrix("lensStarMatrix", lensStarMatrix);
  74155. _this._currentDepthOfFieldSource = _this.lensFlareFinalPostProcess;
  74156. };
  74157. };
  74158. // Create depth-of-field post-process
  74159. StandardRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (scene, ratio) {
  74160. var _this = this;
  74161. 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);
  74162. this.depthOfFieldPostProcess.onApply = function (effect) {
  74163. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  74164. effect.setTexture("depthSampler", _this._getDepthTexture());
  74165. effect.setFloat("distance", _this.depthOfFieldDistance);
  74166. };
  74167. // Add to pipeline
  74168. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDepthOfField", function () { return _this.depthOfFieldPostProcess; }, true));
  74169. };
  74170. // Create motion blur post-process
  74171. StandardRenderingPipeline.prototype._createMotionBlurPostProcess = function (scene, ratio) {
  74172. var _this = this;
  74173. 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);
  74174. var motionScale = 0;
  74175. var prevViewProjection = BABYLON.Matrix.Identity();
  74176. var invViewProjection = BABYLON.Matrix.Identity();
  74177. var viewProjection = BABYLON.Matrix.Identity();
  74178. var screenSize = BABYLON.Vector2.Zero();
  74179. this.motionBlurPostProcess.onApply = function (effect) {
  74180. viewProjection = scene.getProjectionMatrix().multiply(scene.getViewMatrix());
  74181. viewProjection.invertToRef(invViewProjection);
  74182. effect.setMatrix("inverseViewProjection", invViewProjection);
  74183. effect.setMatrix("prevViewProjection", prevViewProjection);
  74184. prevViewProjection = viewProjection;
  74185. screenSize.x = _this.motionBlurPostProcess.width;
  74186. screenSize.y = _this.motionBlurPostProcess.height;
  74187. effect.setVector2("screenSize", screenSize);
  74188. motionScale = scene.getEngine().getFps() / 60.0;
  74189. effect.setFloat("motionScale", motionScale);
  74190. effect.setFloat("motionStrength", _this.motionStrength);
  74191. effect.setTexture("depthSampler", _this._getDepthTexture());
  74192. };
  74193. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRMotionBlur", function () { return _this.motionBlurPostProcess; }, true));
  74194. };
  74195. StandardRenderingPipeline.prototype._getDepthTexture = function () {
  74196. if (this._scene.getEngine().getCaps().drawBuffersExtension) {
  74197. var renderer = this._scene.enableGeometryBufferRenderer();
  74198. return renderer.getGBuffer().textures[0];
  74199. }
  74200. return this._scene.enableDepthRenderer().getDepthMap();
  74201. };
  74202. StandardRenderingPipeline.prototype._disposePostProcesses = function () {
  74203. for (var i = 0; i < this._cameras.length; i++) {
  74204. var camera = this._cameras[i];
  74205. if (this.originalPostProcess) {
  74206. this.originalPostProcess.dispose(camera);
  74207. }
  74208. if (this.downSampleX4PostProcess) {
  74209. this.downSampleX4PostProcess.dispose(camera);
  74210. }
  74211. if (this.brightPassPostProcess) {
  74212. this.brightPassPostProcess.dispose(camera);
  74213. }
  74214. if (this.textureAdderPostProcess) {
  74215. this.textureAdderPostProcess.dispose(camera);
  74216. }
  74217. if (this.textureAdderFinalPostProcess) {
  74218. this.textureAdderFinalPostProcess.dispose(camera);
  74219. }
  74220. if (this.volumetricLightPostProcess) {
  74221. this.volumetricLightPostProcess.dispose(camera);
  74222. }
  74223. if (this.volumetricLightSmoothXPostProcess) {
  74224. this.volumetricLightSmoothXPostProcess.dispose(camera);
  74225. }
  74226. if (this.volumetricLightSmoothYPostProcess) {
  74227. this.volumetricLightSmoothYPostProcess.dispose(camera);
  74228. }
  74229. if (this.volumetricLightMergePostProces) {
  74230. this.volumetricLightMergePostProces.dispose(camera);
  74231. }
  74232. if (this.volumetricLightFinalPostProcess) {
  74233. this.volumetricLightFinalPostProcess.dispose(camera);
  74234. }
  74235. if (this.lensFlarePostProcess) {
  74236. this.lensFlarePostProcess.dispose(camera);
  74237. }
  74238. if (this.lensFlareComposePostProcess) {
  74239. this.lensFlareComposePostProcess.dispose(camera);
  74240. }
  74241. for (var j = 0; j < this.luminanceDownSamplePostProcesses.length; j++) {
  74242. this.luminanceDownSamplePostProcesses[j].dispose(camera);
  74243. }
  74244. if (this.luminancePostProcess) {
  74245. this.luminancePostProcess.dispose(camera);
  74246. }
  74247. if (this.hdrPostProcess) {
  74248. this.hdrPostProcess.dispose(camera);
  74249. }
  74250. if (this.hdrFinalPostProcess) {
  74251. this.hdrFinalPostProcess.dispose(camera);
  74252. }
  74253. if (this.depthOfFieldPostProcess) {
  74254. this.depthOfFieldPostProcess.dispose(camera);
  74255. }
  74256. if (this.motionBlurPostProcess) {
  74257. this.motionBlurPostProcess.dispose(camera);
  74258. }
  74259. for (var j = 0; j < this.blurHPostProcesses.length; j++) {
  74260. this.blurHPostProcesses[j].dispose(camera);
  74261. }
  74262. for (var j = 0; j < this.blurVPostProcesses.length; j++) {
  74263. this.blurVPostProcesses[j].dispose(camera);
  74264. }
  74265. }
  74266. this.originalPostProcess = null;
  74267. this.downSampleX4PostProcess = null;
  74268. this.brightPassPostProcess = null;
  74269. this.textureAdderPostProcess = null;
  74270. this.textureAdderFinalPostProcess = null;
  74271. this.volumetricLightPostProcess = null;
  74272. this.volumetricLightSmoothXPostProcess = null;
  74273. this.volumetricLightSmoothYPostProcess = null;
  74274. this.volumetricLightMergePostProces = null;
  74275. this.volumetricLightFinalPostProcess = null;
  74276. this.lensFlarePostProcess = null;
  74277. this.lensFlareComposePostProcess = null;
  74278. this.luminancePostProcess = null;
  74279. this.hdrPostProcess = null;
  74280. this.hdrFinalPostProcess = null;
  74281. this.depthOfFieldPostProcess = null;
  74282. this.motionBlurPostProcess = null;
  74283. this.luminanceDownSamplePostProcesses = [];
  74284. this.blurHPostProcesses = [];
  74285. this.blurVPostProcesses = [];
  74286. };
  74287. // Dispose
  74288. StandardRenderingPipeline.prototype.dispose = function () {
  74289. this._disposePostProcesses();
  74290. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  74291. _super.prototype.dispose.call(this);
  74292. };
  74293. // Serialize rendering pipeline
  74294. StandardRenderingPipeline.prototype.serialize = function () {
  74295. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  74296. serializationObject.customType = "StandardRenderingPipeline";
  74297. return serializationObject;
  74298. };
  74299. /**
  74300. * Static members
  74301. */
  74302. // Parse serialized pipeline
  74303. StandardRenderingPipeline.Parse = function (source, scene, rootUrl) {
  74304. return BABYLON.SerializationHelper.Parse(function () { return new StandardRenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  74305. };
  74306. // Luminance steps
  74307. StandardRenderingPipeline.LuminanceSteps = 6;
  74308. __decorate([
  74309. BABYLON.serialize()
  74310. ], StandardRenderingPipeline.prototype, "brightThreshold", void 0);
  74311. __decorate([
  74312. BABYLON.serialize()
  74313. ], StandardRenderingPipeline.prototype, "blurWidth", void 0);
  74314. __decorate([
  74315. BABYLON.serialize()
  74316. ], StandardRenderingPipeline.prototype, "horizontalBlur", void 0);
  74317. __decorate([
  74318. BABYLON.serialize()
  74319. ], StandardRenderingPipeline.prototype, "exposure", void 0);
  74320. __decorate([
  74321. BABYLON.serializeAsTexture("lensTexture")
  74322. ], StandardRenderingPipeline.prototype, "lensTexture", void 0);
  74323. __decorate([
  74324. BABYLON.serialize()
  74325. ], StandardRenderingPipeline.prototype, "volumetricLightCoefficient", void 0);
  74326. __decorate([
  74327. BABYLON.serialize()
  74328. ], StandardRenderingPipeline.prototype, "volumetricLightPower", void 0);
  74329. __decorate([
  74330. BABYLON.serialize()
  74331. ], StandardRenderingPipeline.prototype, "volumetricLightBlurScale", void 0);
  74332. __decorate([
  74333. BABYLON.serialize()
  74334. ], StandardRenderingPipeline.prototype, "hdrMinimumLuminance", void 0);
  74335. __decorate([
  74336. BABYLON.serialize()
  74337. ], StandardRenderingPipeline.prototype, "hdrDecreaseRate", void 0);
  74338. __decorate([
  74339. BABYLON.serialize()
  74340. ], StandardRenderingPipeline.prototype, "hdrIncreaseRate", void 0);
  74341. __decorate([
  74342. BABYLON.serializeAsTexture("lensColorTexture")
  74343. ], StandardRenderingPipeline.prototype, "lensColorTexture", void 0);
  74344. __decorate([
  74345. BABYLON.serialize()
  74346. ], StandardRenderingPipeline.prototype, "lensFlareStrength", void 0);
  74347. __decorate([
  74348. BABYLON.serialize()
  74349. ], StandardRenderingPipeline.prototype, "lensFlareGhostDispersal", void 0);
  74350. __decorate([
  74351. BABYLON.serialize()
  74352. ], StandardRenderingPipeline.prototype, "lensFlareHaloWidth", void 0);
  74353. __decorate([
  74354. BABYLON.serialize()
  74355. ], StandardRenderingPipeline.prototype, "lensFlareDistortionStrength", void 0);
  74356. __decorate([
  74357. BABYLON.serializeAsTexture("lensStarTexture")
  74358. ], StandardRenderingPipeline.prototype, "lensStarTexture", void 0);
  74359. __decorate([
  74360. BABYLON.serializeAsTexture("lensFlareDirtTexture")
  74361. ], StandardRenderingPipeline.prototype, "lensFlareDirtTexture", void 0);
  74362. __decorate([
  74363. BABYLON.serialize()
  74364. ], StandardRenderingPipeline.prototype, "depthOfFieldDistance", void 0);
  74365. __decorate([
  74366. BABYLON.serialize()
  74367. ], StandardRenderingPipeline.prototype, "depthOfFieldBlurWidth", void 0);
  74368. __decorate([
  74369. BABYLON.serialize()
  74370. ], StandardRenderingPipeline.prototype, "motionStrength", void 0);
  74371. __decorate([
  74372. BABYLON.serialize()
  74373. ], StandardRenderingPipeline.prototype, "_ratio", void 0);
  74374. __decorate([
  74375. BABYLON.serialize()
  74376. ], StandardRenderingPipeline.prototype, "BloomEnabled", null);
  74377. __decorate([
  74378. BABYLON.serialize()
  74379. ], StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", null);
  74380. __decorate([
  74381. BABYLON.serialize()
  74382. ], StandardRenderingPipeline.prototype, "LensFlareEnabled", null);
  74383. __decorate([
  74384. BABYLON.serialize()
  74385. ], StandardRenderingPipeline.prototype, "HDREnabled", null);
  74386. __decorate([
  74387. BABYLON.serialize()
  74388. ], StandardRenderingPipeline.prototype, "VLSEnabled", null);
  74389. __decorate([
  74390. BABYLON.serialize()
  74391. ], StandardRenderingPipeline.prototype, "MotionBlurEnabled", null);
  74392. __decorate([
  74393. BABYLON.serialize()
  74394. ], StandardRenderingPipeline.prototype, "volumetricLightStepsCount", null);
  74395. __decorate([
  74396. BABYLON.serialize()
  74397. ], StandardRenderingPipeline.prototype, "motionBlurSamples", null);
  74398. return StandardRenderingPipeline;
  74399. }(BABYLON.PostProcessRenderPipeline));
  74400. BABYLON.StandardRenderingPipeline = StandardRenderingPipeline;
  74401. })(BABYLON || (BABYLON = {}));
  74402. //# sourceMappingURL=babylon.standardRenderingPipeline.js.map
  74403. var BABYLON;
  74404. (function (BABYLON) {
  74405. var FxaaPostProcess = /** @class */ (function (_super) {
  74406. __extends(FxaaPostProcess, _super);
  74407. function FxaaPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  74408. if (camera === void 0) { camera = null; }
  74409. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74410. var _this = _super.call(this, name, "fxaa", ["texelSize"], null, options, camera, samplingMode || BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, reusable, null, textureType, "fxaa") || this;
  74411. _this.onApplyObservable.add(function (effect) {
  74412. var texelSize = _this.texelSize;
  74413. effect.setFloat2("texelSize", texelSize.x, texelSize.y);
  74414. });
  74415. return _this;
  74416. }
  74417. return FxaaPostProcess;
  74418. }(BABYLON.PostProcess));
  74419. BABYLON.FxaaPostProcess = FxaaPostProcess;
  74420. })(BABYLON || (BABYLON = {}));
  74421. //# sourceMappingURL=babylon.fxaaPostProcess.js.map
  74422. var BABYLON;
  74423. (function (BABYLON) {
  74424. /**
  74425. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  74426. */
  74427. var ChromaticAberrationPostProcess = /** @class */ (function (_super) {
  74428. __extends(ChromaticAberrationPostProcess, _super);
  74429. /**
  74430. * Creates a new instance ChromaticAberrationPostProcess
  74431. * @param name The name of the effect.
  74432. * @param screenWidth The width of the screen to apply the effect on.
  74433. * @param screenHeight The height of the screen to apply the effect on.
  74434. * @param options The required width/height ratio to downsize to before computing the render pass.
  74435. * @param camera The camera to apply the render pass to.
  74436. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  74437. * @param engine The engine which the post process will be applied. (default: current engine)
  74438. * @param reusable If the post process can be reused on the same frame. (default: false)
  74439. * @param textureType Type of textures used when performing the post process. (default: 0)
  74440. * @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)
  74441. */
  74442. function ChromaticAberrationPostProcess(name, screenWidth, screenHeight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  74443. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74444. if (blockCompilation === void 0) { blockCompilation = false; }
  74445. 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;
  74446. /**
  74447. * The amount of seperation of rgb channels (default: 30)
  74448. */
  74449. _this.aberrationAmount = 30;
  74450. /**
  74451. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  74452. */
  74453. _this.radialIntensity = 0;
  74454. /**
  74455. * 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))
  74456. */
  74457. _this.direction = new BABYLON.Vector2(0.707, 0.707);
  74458. /**
  74459. * 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))
  74460. */
  74461. _this.centerPosition = new BABYLON.Vector2(0.5, 0.5);
  74462. _this.onApplyObservable.add(function (effect) {
  74463. effect.setFloat('chromatic_aberration', _this.aberrationAmount);
  74464. effect.setFloat('screen_width', screenWidth);
  74465. effect.setFloat('screen_height', screenHeight);
  74466. effect.setFloat('radialIntensity', _this.radialIntensity);
  74467. effect.setFloat2('direction', _this.direction.x, _this.direction.y);
  74468. effect.setFloat2('centerPosition', _this.centerPosition.x, _this.centerPosition.y);
  74469. });
  74470. return _this;
  74471. }
  74472. return ChromaticAberrationPostProcess;
  74473. }(BABYLON.PostProcess));
  74474. BABYLON.ChromaticAberrationPostProcess = ChromaticAberrationPostProcess;
  74475. })(BABYLON || (BABYLON = {}));
  74476. //# sourceMappingURL=babylon.chromaticAberrationPostProcess.js.map
  74477. var BABYLON;
  74478. (function (BABYLON) {
  74479. /**
  74480. * The GrainPostProcess adds noise to the image at mid luminance levels
  74481. */
  74482. var GrainPostProcess = /** @class */ (function (_super) {
  74483. __extends(GrainPostProcess, _super);
  74484. /**
  74485. * Creates a new instance of @see GrainPostProcess
  74486. * @param name The name of the effect.
  74487. * @param options The required width/height ratio to downsize to before computing the render pass.
  74488. * @param camera The camera to apply the render pass to.
  74489. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  74490. * @param engine The engine which the post process will be applied. (default: current engine)
  74491. * @param reusable If the post process can be reused on the same frame. (default: false)
  74492. * @param textureType Type of textures used when performing the post process. (default: 0)
  74493. * @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)
  74494. */
  74495. function GrainPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  74496. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74497. if (blockCompilation === void 0) { blockCompilation = false; }
  74498. var _this = _super.call(this, name, "grain", ["intensity", "animatedSeed"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  74499. /**
  74500. * The intensity of the grain added (default: 30)
  74501. */
  74502. _this.intensity = 30;
  74503. /**
  74504. * If the grain should be randomized on every frame
  74505. */
  74506. _this.animated = false;
  74507. _this.onApplyObservable.add(function (effect) {
  74508. effect.setFloat('intensity', _this.intensity);
  74509. effect.setFloat('animatedSeed', _this.animated ? Math.random() + 1 : 1);
  74510. });
  74511. return _this;
  74512. }
  74513. return GrainPostProcess;
  74514. }(BABYLON.PostProcess));
  74515. BABYLON.GrainPostProcess = GrainPostProcess;
  74516. })(BABYLON || (BABYLON = {}));
  74517. //# sourceMappingURL=babylon.grainPostProcess.js.map
  74518. var BABYLON;
  74519. (function (BABYLON) {
  74520. /**
  74521. * The SharpenPostProcess applies a sharpen kernel to every pixel
  74522. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  74523. */
  74524. var SharpenPostProcess = /** @class */ (function (_super) {
  74525. __extends(SharpenPostProcess, _super);
  74526. /**
  74527. * Creates a new instance ConvolutionPostProcess
  74528. * @param name The name of the effect.
  74529. * @param options The required width/height ratio to downsize to before computing the render pass.
  74530. * @param camera The camera to apply the render pass to.
  74531. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  74532. * @param engine The engine which the post process will be applied. (default: current engine)
  74533. * @param reusable If the post process can be reused on the same frame. (default: false)
  74534. * @param textureType Type of textures used when performing the post process. (default: 0)
  74535. * @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)
  74536. */
  74537. function SharpenPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  74538. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74539. if (blockCompilation === void 0) { blockCompilation = false; }
  74540. var _this = _super.call(this, name, "sharpen", ["sharpnessAmounts", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  74541. /**
  74542. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  74543. */
  74544. _this.colorAmount = 1.0;
  74545. /**
  74546. * How much sharpness should be applied (default: 0.3)
  74547. */
  74548. _this.edgeAmount = 0.3;
  74549. _this.onApply = function (effect) {
  74550. effect.setFloat2("screenSize", _this.width, _this.height);
  74551. effect.setFloat2("sharpnessAmounts", _this.edgeAmount, _this.colorAmount);
  74552. };
  74553. return _this;
  74554. }
  74555. return SharpenPostProcess;
  74556. }(BABYLON.PostProcess));
  74557. BABYLON.SharpenPostProcess = SharpenPostProcess;
  74558. })(BABYLON || (BABYLON = {}));
  74559. //# sourceMappingURL=babylon.sharpenPostProcess.js.map
  74560. var BABYLON;
  74561. (function (BABYLON) {
  74562. /**
  74563. * The Blur Post Process which blurs an image based on a kernel and direction.
  74564. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  74565. */
  74566. var BlurPostProcess = /** @class */ (function (_super) {
  74567. __extends(BlurPostProcess, _super);
  74568. /**
  74569. * Creates a new instance BlurPostProcess
  74570. * @param name The name of the effect.
  74571. * @param direction The direction in which to blur the image.
  74572. * @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.
  74573. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  74574. * @param camera The camera to apply the render pass to.
  74575. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  74576. * @param engine The engine which the post process will be applied. (default: current engine)
  74577. * @param reusable If the post process can be reused on the same frame. (default: false)
  74578. * @param textureType Type of textures used when performing the post process. (default: 0)
  74579. * @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)
  74580. */
  74581. function BlurPostProcess(name, /** The direction in which to blur the image. */ direction, kernel, options, camera, samplingMode, engine, reusable, textureType, defines, blockCompilation) {
  74582. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  74583. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74584. if (defines === void 0) { defines = ""; }
  74585. if (blockCompilation === void 0) { blockCompilation = false; }
  74586. 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;
  74587. _this.direction = direction;
  74588. _this.blockCompilation = blockCompilation;
  74589. _this._packedFloat = false;
  74590. _this._staticDefines = "";
  74591. _this._staticDefines = defines;
  74592. _this.onApplyObservable.add(function (effect) {
  74593. if (_this._outputTexture) {
  74594. effect.setFloat2('delta', (1 / _this._outputTexture.width) * _this.direction.x, (1 / _this._outputTexture.height) * _this.direction.y);
  74595. }
  74596. else {
  74597. effect.setFloat2('delta', (1 / _this.width) * _this.direction.x, (1 / _this.height) * _this.direction.y);
  74598. }
  74599. });
  74600. _this.kernel = kernel;
  74601. return _this;
  74602. }
  74603. Object.defineProperty(BlurPostProcess.prototype, "kernel", {
  74604. /**
  74605. * Gets the length in pixels of the blur sample region
  74606. */
  74607. get: function () {
  74608. return this._idealKernel;
  74609. },
  74610. /**
  74611. * Sets the length in pixels of the blur sample region
  74612. */
  74613. set: function (v) {
  74614. if (this._idealKernel === v) {
  74615. return;
  74616. }
  74617. v = Math.max(v, 1);
  74618. this._idealKernel = v;
  74619. this._kernel = this._nearestBestKernel(v);
  74620. if (!this.blockCompilation) {
  74621. this._updateParameters();
  74622. }
  74623. },
  74624. enumerable: true,
  74625. configurable: true
  74626. });
  74627. Object.defineProperty(BlurPostProcess.prototype, "packedFloat", {
  74628. /**
  74629. * Gets wether or not the blur is unpacking/repacking floats
  74630. */
  74631. get: function () {
  74632. return this._packedFloat;
  74633. },
  74634. /**
  74635. * Sets wether or not the blur needs to unpack/repack floats
  74636. */
  74637. set: function (v) {
  74638. if (this._packedFloat === v) {
  74639. return;
  74640. }
  74641. this._packedFloat = v;
  74642. if (!this.blockCompilation) {
  74643. this._updateParameters();
  74644. }
  74645. },
  74646. enumerable: true,
  74647. configurable: true
  74648. });
  74649. /**
  74650. * Updates the effect with the current post process compile time values and recompiles the shader.
  74651. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  74652. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  74653. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  74654. * @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
  74655. * @param onCompiled Called when the shader has been compiled.
  74656. * @param onError Called if there is an error when compiling a shader.
  74657. */
  74658. BlurPostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  74659. if (defines === void 0) { defines = null; }
  74660. if (uniforms === void 0) { uniforms = null; }
  74661. if (samplers === void 0) { samplers = null; }
  74662. this._updateParameters(onCompiled, onError);
  74663. };
  74664. BlurPostProcess.prototype._updateParameters = function (onCompiled, onError) {
  74665. // Generate sampling offsets and weights
  74666. var N = this._kernel;
  74667. var centerIndex = (N - 1) / 2;
  74668. // Generate Gaussian sampling weights over kernel
  74669. var offsets = [];
  74670. var weights = [];
  74671. var totalWeight = 0;
  74672. for (var i = 0; i < N; i++) {
  74673. var u = i / (N - 1);
  74674. var w = this._gaussianWeight(u * 2.0 - 1);
  74675. offsets[i] = (i - centerIndex);
  74676. weights[i] = w;
  74677. totalWeight += w;
  74678. }
  74679. // Normalize weights
  74680. for (var i = 0; i < weights.length; i++) {
  74681. weights[i] /= totalWeight;
  74682. }
  74683. // Optimize: combine samples to take advantage of hardware linear sampling
  74684. // Walk from left to center, combining pairs (symmetrically)
  74685. var linearSamplingWeights = [];
  74686. var linearSamplingOffsets = [];
  74687. var linearSamplingMap = [];
  74688. for (var i = 0; i <= centerIndex; i += 2) {
  74689. var j = Math.min(i + 1, Math.floor(centerIndex));
  74690. var singleCenterSample = i === j;
  74691. if (singleCenterSample) {
  74692. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  74693. }
  74694. else {
  74695. var sharedCell = j === centerIndex;
  74696. var weightLinear = (weights[i] + weights[j] * (sharedCell ? .5 : 1.));
  74697. var offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);
  74698. if (offsetLinear === 0) {
  74699. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  74700. linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });
  74701. }
  74702. else {
  74703. linearSamplingMap.push({ o: offsetLinear, w: weightLinear });
  74704. linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });
  74705. }
  74706. }
  74707. }
  74708. for (var i = 0; i < linearSamplingMap.length; i++) {
  74709. linearSamplingOffsets[i] = linearSamplingMap[i].o;
  74710. linearSamplingWeights[i] = linearSamplingMap[i].w;
  74711. }
  74712. // Replace with optimized
  74713. offsets = linearSamplingOffsets;
  74714. weights = linearSamplingWeights;
  74715. // Generate shaders
  74716. var maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors;
  74717. var freeVaryingVec2 = Math.max(maxVaryingRows, 0.) - 1; // Because of sampleCenter
  74718. var varyingCount = Math.min(offsets.length, freeVaryingVec2);
  74719. var defines = "";
  74720. defines += this._staticDefines;
  74721. // The DOF fragment should ignore the center pixel when looping as it is handled manualy in the fragment shader.
  74722. if (this._staticDefines.indexOf("DOF") != -1) {
  74723. defines += "#define CENTER_WEIGHT " + this._glslFloat(weights[varyingCount - 1]) + "\r\n";
  74724. varyingCount--;
  74725. }
  74726. for (var i = 0; i < varyingCount; i++) {
  74727. defines += "#define KERNEL_OFFSET" + i + " " + this._glslFloat(offsets[i]) + "\r\n";
  74728. defines += "#define KERNEL_WEIGHT" + i + " " + this._glslFloat(weights[i]) + "\r\n";
  74729. }
  74730. var depCount = 0;
  74731. for (var i = freeVaryingVec2; i < offsets.length; i++) {
  74732. defines += "#define KERNEL_DEP_OFFSET" + depCount + " " + this._glslFloat(offsets[i]) + "\r\n";
  74733. defines += "#define KERNEL_DEP_WEIGHT" + depCount + " " + this._glslFloat(weights[i]) + "\r\n";
  74734. depCount++;
  74735. }
  74736. if (this.packedFloat) {
  74737. defines += "#define PACKEDFLOAT 1";
  74738. }
  74739. this.blockCompilation = false;
  74740. _super.prototype.updateEffect.call(this, defines, null, null, {
  74741. varyingCount: varyingCount,
  74742. depCount: depCount
  74743. }, onCompiled, onError);
  74744. };
  74745. /**
  74746. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  74747. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  74748. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  74749. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  74750. * The gaps between physical kernels are compensated for in the weighting of the samples
  74751. * @param idealKernel Ideal blur kernel.
  74752. * @return Nearest best kernel.
  74753. */
  74754. BlurPostProcess.prototype._nearestBestKernel = function (idealKernel) {
  74755. var v = Math.round(idealKernel);
  74756. for (var _i = 0, _a = [v, v - 1, v + 1, v - 2, v + 2]; _i < _a.length; _i++) {
  74757. var k = _a[_i];
  74758. if (((k % 2) !== 0) && ((Math.floor(k / 2) % 2) === 0) && k > 0) {
  74759. return Math.max(k, 3);
  74760. }
  74761. }
  74762. return Math.max(v, 3);
  74763. };
  74764. /**
  74765. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  74766. * @param x The point on the Gaussian distribution to sample.
  74767. * @return the value of the Gaussian function at x.
  74768. */
  74769. BlurPostProcess.prototype._gaussianWeight = function (x) {
  74770. //reference: Engine/ImageProcessingBlur.cpp #dcc760
  74771. // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],
  74772. // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.
  74773. // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is
  74774. // truncated at around 1.3% of peak strength.
  74775. //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size
  74776. var sigma = (1 / 3);
  74777. var denominator = Math.sqrt(2.0 * Math.PI) * sigma;
  74778. var exponent = -((x * x) / (2.0 * sigma * sigma));
  74779. var weight = (1.0 / denominator) * Math.exp(exponent);
  74780. return weight;
  74781. };
  74782. /**
  74783. * Generates a string that can be used as a floating point number in GLSL.
  74784. * @param x Value to print.
  74785. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  74786. * @return GLSL float string.
  74787. */
  74788. BlurPostProcess.prototype._glslFloat = function (x, decimalFigures) {
  74789. if (decimalFigures === void 0) { decimalFigures = 8; }
  74790. return x.toFixed(decimalFigures).replace(/0+$/, '');
  74791. };
  74792. return BlurPostProcess;
  74793. }(BABYLON.PostProcess));
  74794. BABYLON.BlurPostProcess = BlurPostProcess;
  74795. })(BABYLON || (BABYLON = {}));
  74796. //# sourceMappingURL=babylon.blurPostProcess.js.map
  74797. var BABYLON;
  74798. (function (BABYLON) {
  74799. /**
  74800. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  74801. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  74802. * based on samples that have a large difference in distance than the center pixel.
  74803. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  74804. */
  74805. var DepthOfFieldBlurPostProcess = /** @class */ (function (_super) {
  74806. __extends(DepthOfFieldBlurPostProcess, _super);
  74807. /**
  74808. * Creates a new instance CircleOfConfusionPostProcess
  74809. * @param name The name of the effect.
  74810. * @param scene The scene the effect belongs to.
  74811. * @param direction The direction the blur should be applied.
  74812. * @param kernel The size of the kernel used to blur.
  74813. * @param options The required width/height ratio to downsize to before computing the render pass.
  74814. * @param camera The camera to apply the render pass to.
  74815. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  74816. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  74817. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  74818. * @param engine The engine which the post process will be applied. (default: current engine)
  74819. * @param reusable If the post process can be reused on the same frame. (default: false)
  74820. * @param textureType Type of textures used when performing the post process. (default: 0)
  74821. * @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)
  74822. */
  74823. function DepthOfFieldBlurPostProcess(name, scene, direction, kernel, options, camera, circleOfConfusion, imageToBlur, samplingMode, engine, reusable, textureType, blockCompilation) {
  74824. if (imageToBlur === void 0) { imageToBlur = null; }
  74825. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  74826. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74827. if (blockCompilation === void 0) { blockCompilation = false; }
  74828. 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;
  74829. _this.direction = direction;
  74830. _this.onApplyObservable.add(function (effect) {
  74831. if (imageToBlur != null) {
  74832. effect.setTextureFromPostProcess("textureSampler", imageToBlur);
  74833. }
  74834. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  74835. if (scene.activeCamera) {
  74836. effect.setFloat2('cameraMinMaxZ', scene.activeCamera.minZ, scene.activeCamera.maxZ);
  74837. }
  74838. });
  74839. return _this;
  74840. }
  74841. return DepthOfFieldBlurPostProcess;
  74842. }(BABYLON.BlurPostProcess));
  74843. BABYLON.DepthOfFieldBlurPostProcess = DepthOfFieldBlurPostProcess;
  74844. })(BABYLON || (BABYLON = {}));
  74845. //# sourceMappingURL=babylon.depthOfFieldBlurPostProcess.js.map
  74846. var BABYLON;
  74847. (function (BABYLON) {
  74848. /**
  74849. * Options to be set when merging outputs from the default pipeline.
  74850. */
  74851. var DepthOfFieldMergePostProcessOptions = /** @class */ (function () {
  74852. function DepthOfFieldMergePostProcessOptions() {
  74853. }
  74854. return DepthOfFieldMergePostProcessOptions;
  74855. }());
  74856. BABYLON.DepthOfFieldMergePostProcessOptions = DepthOfFieldMergePostProcessOptions;
  74857. /**
  74858. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  74859. */
  74860. var DepthOfFieldMergePostProcess = /** @class */ (function (_super) {
  74861. __extends(DepthOfFieldMergePostProcess, _super);
  74862. /**
  74863. * Creates a new instance of DepthOfFieldMergePostProcess
  74864. * @param name The name of the effect.
  74865. * @param originalFromInput Post process which's input will be used for the merge.
  74866. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  74867. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  74868. * @param options The required width/height ratio to downsize to before computing the render pass.
  74869. * @param camera The camera to apply the render pass to.
  74870. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  74871. * @param engine The engine which the post process will be applied. (default: current engine)
  74872. * @param reusable If the post process can be reused on the same frame. (default: false)
  74873. * @param textureType Type of textures used when performing the post process. (default: 0)
  74874. * @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)
  74875. */
  74876. function DepthOfFieldMergePostProcess(name, originalFromInput, circleOfConfusion, blurSteps, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  74877. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74878. if (blockCompilation === void 0) { blockCompilation = false; }
  74879. var _this = _super.call(this, name, "depthOfFieldMerge", [], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  74880. _this.blurSteps = blurSteps;
  74881. _this.onApplyObservable.add(function (effect) {
  74882. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  74883. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  74884. blurSteps.forEach(function (step, index) {
  74885. effect.setTextureFromPostProcessOutput("blurStep" + (blurSteps.length - index - 1), step);
  74886. });
  74887. });
  74888. if (!blockCompilation) {
  74889. _this.updateEffect();
  74890. }
  74891. return _this;
  74892. }
  74893. /**
  74894. * Updates the effect with the current post process compile time values and recompiles the shader.
  74895. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  74896. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  74897. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  74898. * @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
  74899. * @param onCompiled Called when the shader has been compiled.
  74900. * @param onError Called if there is an error when compiling a shader.
  74901. */
  74902. DepthOfFieldMergePostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  74903. if (defines === void 0) { defines = null; }
  74904. if (uniforms === void 0) { uniforms = null; }
  74905. if (samplers === void 0) { samplers = null; }
  74906. if (!defines) {
  74907. defines = "";
  74908. defines += "#define BLUR_LEVEL " + (this.blurSteps.length - 1) + "\n";
  74909. }
  74910. _super.prototype.updateEffect.call(this, defines, uniforms, samplers, indexParameters, onCompiled, onError);
  74911. };
  74912. return DepthOfFieldMergePostProcess;
  74913. }(BABYLON.PostProcess));
  74914. BABYLON.DepthOfFieldMergePostProcess = DepthOfFieldMergePostProcess;
  74915. })(BABYLON || (BABYLON = {}));
  74916. //# sourceMappingURL=babylon.depthOfFieldMergePostProcess.js.map
  74917. var BABYLON;
  74918. (function (BABYLON) {
  74919. /**
  74920. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  74921. */
  74922. var CircleOfConfusionPostProcess = /** @class */ (function (_super) {
  74923. __extends(CircleOfConfusionPostProcess, _super);
  74924. /**
  74925. * Creates a new instance CircleOfConfusionPostProcess
  74926. * @param name The name of the effect.
  74927. * @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.
  74928. * @param options The required width/height ratio to downsize to before computing the render pass.
  74929. * @param camera The camera to apply the render pass to.
  74930. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  74931. * @param engine The engine which the post process will be applied. (default: current engine)
  74932. * @param reusable If the post process can be reused on the same frame. (default: false)
  74933. * @param textureType Type of textures used when performing the post process. (default: 0)
  74934. * @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)
  74935. */
  74936. function CircleOfConfusionPostProcess(name, depthTexture, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  74937. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74938. if (blockCompilation === void 0) { blockCompilation = false; }
  74939. var _this = _super.call(this, name, "circleOfConfusion", ["cameraMinMaxZ", "focusDistance", "cocPrecalculation"], ["depthSampler"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  74940. /**
  74941. * 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.
  74942. */
  74943. _this.lensSize = 50;
  74944. /**
  74945. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  74946. */
  74947. _this.fStop = 1.4;
  74948. /**
  74949. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  74950. */
  74951. _this.focusDistance = 2000;
  74952. /**
  74953. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  74954. */
  74955. _this.focalLength = 50;
  74956. _this._depthTexture = null;
  74957. _this._depthTexture = depthTexture;
  74958. _this.onApplyObservable.add(function (effect) {
  74959. if (!_this._depthTexture) {
  74960. BABYLON.Tools.Warn("No depth texture set on CircleOfConfusionPostProcess");
  74961. return;
  74962. }
  74963. effect.setTexture("depthSampler", _this._depthTexture);
  74964. // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html
  74965. var aperture = _this.lensSize / _this.fStop;
  74966. var cocPrecalculation = ((aperture * _this.focalLength) / ((_this.focusDistance - _this.focalLength))); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]
  74967. effect.setFloat('focusDistance', _this.focusDistance);
  74968. effect.setFloat('cocPrecalculation', cocPrecalculation);
  74969. effect.setFloat2('cameraMinMaxZ', _this._depthTexture.activeCamera.minZ, _this._depthTexture.activeCamera.maxZ);
  74970. });
  74971. return _this;
  74972. }
  74973. Object.defineProperty(CircleOfConfusionPostProcess.prototype, "depthTexture", {
  74974. /**
  74975. * 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.
  74976. */
  74977. set: function (value) {
  74978. this._depthTexture = value;
  74979. },
  74980. enumerable: true,
  74981. configurable: true
  74982. });
  74983. return CircleOfConfusionPostProcess;
  74984. }(BABYLON.PostProcess));
  74985. BABYLON.CircleOfConfusionPostProcess = CircleOfConfusionPostProcess;
  74986. })(BABYLON || (BABYLON = {}));
  74987. //# sourceMappingURL=babylon.circleOfConfusionPostProcess.js.map
  74988. var BABYLON;
  74989. (function (BABYLON) {
  74990. /**
  74991. * Specifies the level of max blur that should be applied when using the depth of field effect
  74992. */
  74993. var DepthOfFieldEffectBlurLevel;
  74994. (function (DepthOfFieldEffectBlurLevel) {
  74995. /**
  74996. * Subtle blur
  74997. */
  74998. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Low"] = 0] = "Low";
  74999. /**
  75000. * Medium blur
  75001. */
  75002. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Medium"] = 1] = "Medium";
  75003. /**
  75004. * Large blur
  75005. */
  75006. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["High"] = 2] = "High";
  75007. })(DepthOfFieldEffectBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel || (BABYLON.DepthOfFieldEffectBlurLevel = {}));
  75008. ;
  75009. /**
  75010. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  75011. */
  75012. var DepthOfFieldEffect = /** @class */ (function (_super) {
  75013. __extends(DepthOfFieldEffect, _super);
  75014. /**
  75015. * Creates a new instance DepthOfFieldEffect
  75016. * @param scene The scene the effect belongs to.
  75017. * @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.
  75018. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  75019. * @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)
  75020. */
  75021. function DepthOfFieldEffect(scene, depthTexture, blurLevel, pipelineTextureType, blockCompilation) {
  75022. if (blurLevel === void 0) { blurLevel = DepthOfFieldEffectBlurLevel.Low; }
  75023. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  75024. if (blockCompilation === void 0) { blockCompilation = false; }
  75025. var _this = _super.call(this, scene.getEngine(), "depth of field", function () {
  75026. return _this._effects;
  75027. }, true) || this;
  75028. /**
  75029. * Internal post processes in depth of field effect
  75030. */
  75031. _this._effects = [];
  75032. // Circle of confusion value for each pixel is used to determine how much to blur that pixel
  75033. _this._circleOfConfusion = new BABYLON.CircleOfConfusionPostProcess("circleOfConfusion", depthTexture, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  75034. // 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)
  75035. // Blur the image but do not blur on sharp far to near distance changes to avoid bleeding artifacts
  75036. // See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  75037. _this._depthOfFieldBlurY = [];
  75038. _this._depthOfFieldBlurX = [];
  75039. var blurCount = 1;
  75040. var kernelSize = 15;
  75041. switch (blurLevel) {
  75042. case DepthOfFieldEffectBlurLevel.High: {
  75043. blurCount = 3;
  75044. kernelSize = 51;
  75045. break;
  75046. }
  75047. case DepthOfFieldEffectBlurLevel.Medium: {
  75048. blurCount = 2;
  75049. kernelSize = 31;
  75050. break;
  75051. }
  75052. default: {
  75053. kernelSize = 15;
  75054. blurCount = 1;
  75055. break;
  75056. }
  75057. }
  75058. var adjustedKernelSize = kernelSize / Math.pow(2, blurCount - 1);
  75059. var ratio = 1.0;
  75060. for (var i = 0; i < blurCount; i++) {
  75061. 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);
  75062. blurY.autoClear = false;
  75063. ratio = 0.75 / Math.pow(2, i);
  75064. 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);
  75065. blurX.autoClear = false;
  75066. _this._depthOfFieldBlurY.push(blurY);
  75067. _this._depthOfFieldBlurX.push(blurX);
  75068. }
  75069. // Set all post processes on the effect.
  75070. _this._effects = [_this._circleOfConfusion];
  75071. for (var i = 0; i < _this._depthOfFieldBlurX.length; i++) {
  75072. _this._effects.push(_this._depthOfFieldBlurY[i]);
  75073. _this._effects.push(_this._depthOfFieldBlurX[i]);
  75074. }
  75075. // Merge blurred images with original image based on circleOfConfusion
  75076. _this._dofMerge = new BABYLON.DepthOfFieldMergePostProcess("dofMerge", _this._circleOfConfusion, _this._circleOfConfusion, _this._depthOfFieldBlurX, ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  75077. _this._dofMerge.autoClear = false;
  75078. _this._effects.push(_this._dofMerge);
  75079. return _this;
  75080. }
  75081. Object.defineProperty(DepthOfFieldEffect.prototype, "focalLength", {
  75082. get: function () {
  75083. return this._circleOfConfusion.focalLength;
  75084. },
  75085. /**
  75086. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  75087. */
  75088. set: function (value) {
  75089. this._circleOfConfusion.focalLength = value;
  75090. },
  75091. enumerable: true,
  75092. configurable: true
  75093. });
  75094. Object.defineProperty(DepthOfFieldEffect.prototype, "fStop", {
  75095. get: function () {
  75096. return this._circleOfConfusion.fStop;
  75097. },
  75098. /**
  75099. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  75100. */
  75101. set: function (value) {
  75102. this._circleOfConfusion.fStop = value;
  75103. },
  75104. enumerable: true,
  75105. configurable: true
  75106. });
  75107. Object.defineProperty(DepthOfFieldEffect.prototype, "focusDistance", {
  75108. get: function () {
  75109. return this._circleOfConfusion.focusDistance;
  75110. },
  75111. /**
  75112. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  75113. */
  75114. set: function (value) {
  75115. this._circleOfConfusion.focusDistance = value;
  75116. },
  75117. enumerable: true,
  75118. configurable: true
  75119. });
  75120. Object.defineProperty(DepthOfFieldEffect.prototype, "lensSize", {
  75121. get: function () {
  75122. return this._circleOfConfusion.lensSize;
  75123. },
  75124. /**
  75125. * 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.
  75126. */
  75127. set: function (value) {
  75128. this._circleOfConfusion.lensSize = value;
  75129. },
  75130. enumerable: true,
  75131. configurable: true
  75132. });
  75133. Object.defineProperty(DepthOfFieldEffect.prototype, "depthTexture", {
  75134. /**
  75135. * 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.
  75136. */
  75137. set: function (value) {
  75138. this._circleOfConfusion.depthTexture = value;
  75139. },
  75140. enumerable: true,
  75141. configurable: true
  75142. });
  75143. /**
  75144. * Disposes each of the internal effects for a given camera.
  75145. * @param camera The camera to dispose the effect on.
  75146. */
  75147. DepthOfFieldEffect.prototype.disposeEffects = function (camera) {
  75148. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  75149. this._effects[effectIndex].dispose(camera);
  75150. }
  75151. };
  75152. /**
  75153. * Internal
  75154. */
  75155. DepthOfFieldEffect.prototype._updateEffects = function () {
  75156. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  75157. this._effects[effectIndex].updateEffect();
  75158. }
  75159. };
  75160. /**
  75161. * Internal
  75162. * @returns if all the contained post processes are ready.
  75163. */
  75164. DepthOfFieldEffect.prototype._isReady = function () {
  75165. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  75166. if (!this._effects[effectIndex].isReady()) {
  75167. return false;
  75168. }
  75169. }
  75170. return true;
  75171. };
  75172. return DepthOfFieldEffect;
  75173. }(BABYLON.PostProcessRenderEffect));
  75174. BABYLON.DepthOfFieldEffect = DepthOfFieldEffect;
  75175. })(BABYLON || (BABYLON = {}));
  75176. //# sourceMappingURL=babylon.depthOfFieldEffect.js.map
  75177. var BABYLON;
  75178. (function (BABYLON) {
  75179. /**
  75180. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  75181. */
  75182. var BloomMergePostProcess = /** @class */ (function (_super) {
  75183. __extends(BloomMergePostProcess, _super);
  75184. /**
  75185. * Creates a new instance of @see BloomMergePostProcess
  75186. * @param name The name of the effect.
  75187. * @param originalFromInput Post process which's input will be used for the merge.
  75188. * @param blurred Blurred highlights post process which's output will be used.
  75189. * @param weight Weight of the bloom to be added to the original input.
  75190. * @param options The required width/height ratio to downsize to before computing the render pass.
  75191. * @param camera The camera to apply the render pass to.
  75192. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  75193. * @param engine The engine which the post process will be applied. (default: current engine)
  75194. * @param reusable If the post process can be reused on the same frame. (default: false)
  75195. * @param textureType Type of textures used when performing the post process. (default: 0)
  75196. * @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)
  75197. */
  75198. function BloomMergePostProcess(name, originalFromInput, blurred, /** Weight of the bloom to be added to the original input. */ weight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  75199. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75200. if (blockCompilation === void 0) { blockCompilation = false; }
  75201. var _this = _super.call(this, name, "bloomMerge", ["bloomWeight"], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2", "bloomBlur"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  75202. _this.weight = weight;
  75203. _this.onApplyObservable.add(function (effect) {
  75204. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  75205. effect.setTextureFromPostProcessOutput("bloomBlur", blurred);
  75206. effect.setFloat("bloomWeight", _this.weight);
  75207. });
  75208. if (!blockCompilation) {
  75209. _this.updateEffect();
  75210. }
  75211. return _this;
  75212. }
  75213. return BloomMergePostProcess;
  75214. }(BABYLON.PostProcess));
  75215. BABYLON.BloomMergePostProcess = BloomMergePostProcess;
  75216. })(BABYLON || (BABYLON = {}));
  75217. //# sourceMappingURL=babylon.bloomMergePostProcess.js.map
  75218. var BABYLON;
  75219. (function (BABYLON) {
  75220. /**
  75221. * 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.
  75222. */
  75223. var ExtractHighlightsPostProcess = /** @class */ (function (_super) {
  75224. __extends(ExtractHighlightsPostProcess, _super);
  75225. function ExtractHighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  75226. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75227. if (blockCompilation === void 0) { blockCompilation = false; }
  75228. var _this = _super.call(this, name, "extractHighlights", ["threshold", "exposure"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  75229. /**
  75230. * The luminance threshold, pixels below this value will be set to black.
  75231. */
  75232. _this.threshold = 0.9;
  75233. /**
  75234. * Internal
  75235. */
  75236. _this._exposure = 1;
  75237. /**
  75238. * Post process which has the input texture to be used when performing highlight extraction
  75239. */
  75240. _this._inputPostProcess = null;
  75241. _this.onApplyObservable.add(function (effect) {
  75242. if (_this._inputPostProcess) {
  75243. effect.setTextureFromPostProcess("textureSampler", _this._inputPostProcess);
  75244. }
  75245. effect.setFloat('threshold', Math.pow(_this.threshold, BABYLON.ToGammaSpace));
  75246. effect.setFloat('exposure', _this._exposure);
  75247. });
  75248. return _this;
  75249. }
  75250. return ExtractHighlightsPostProcess;
  75251. }(BABYLON.PostProcess));
  75252. BABYLON.ExtractHighlightsPostProcess = ExtractHighlightsPostProcess;
  75253. })(BABYLON || (BABYLON = {}));
  75254. //# sourceMappingURL=babylon.extractHighlightsPostProcess.js.map
  75255. var BABYLON;
  75256. (function (BABYLON) {
  75257. /**
  75258. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  75259. */
  75260. var BloomEffect = /** @class */ (function (_super) {
  75261. __extends(BloomEffect, _super);
  75262. /**
  75263. * Creates a new instance of @see BloomEffect
  75264. * @param scene The scene the effect belongs to.
  75265. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  75266. * @param bloomKernel The size of the kernel to be used when applying the blur.
  75267. * @param bloomWeight The the strength of bloom.
  75268. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  75269. * @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)
  75270. */
  75271. function BloomEffect(scene, bloomScale, bloomWeight, bloomKernel, pipelineTextureType, blockCompilation) {
  75272. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  75273. if (blockCompilation === void 0) { blockCompilation = false; }
  75274. var _this = _super.call(this, scene.getEngine(), "bloom", function () {
  75275. return _this._effects;
  75276. }, true) || this;
  75277. _this.bloomScale = bloomScale;
  75278. /**
  75279. * Internal
  75280. */
  75281. _this._effects = [];
  75282. _this._downscale = new BABYLON.ExtractHighlightsPostProcess("highlights", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  75283. _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);
  75284. _this._blurX.alwaysForcePOT = true;
  75285. _this._blurX.autoClear = false;
  75286. _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);
  75287. _this._blurY.alwaysForcePOT = true;
  75288. _this._blurY.autoClear = false;
  75289. _this.kernel = bloomKernel;
  75290. _this._effects = [_this._downscale, _this._blurX, _this._blurY];
  75291. _this._merge = new BABYLON.BloomMergePostProcess("bloomMerge", _this._downscale, _this._blurY, bloomWeight, bloomScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  75292. _this._merge.autoClear = false;
  75293. _this._effects.push(_this._merge);
  75294. return _this;
  75295. }
  75296. Object.defineProperty(BloomEffect.prototype, "threshold", {
  75297. /**
  75298. * The luminance threshold to find bright areas of the image to bloom.
  75299. */
  75300. get: function () {
  75301. return this._downscale.threshold;
  75302. },
  75303. set: function (value) {
  75304. this._downscale.threshold = value;
  75305. },
  75306. enumerable: true,
  75307. configurable: true
  75308. });
  75309. Object.defineProperty(BloomEffect.prototype, "weight", {
  75310. /**
  75311. * The strength of the bloom.
  75312. */
  75313. get: function () {
  75314. return this._merge.weight;
  75315. },
  75316. set: function (value) {
  75317. this._merge.weight = value;
  75318. },
  75319. enumerable: true,
  75320. configurable: true
  75321. });
  75322. Object.defineProperty(BloomEffect.prototype, "kernel", {
  75323. /**
  75324. * Specifies the size of the bloom blur kernel, relative to the final output size
  75325. */
  75326. get: function () {
  75327. return this._blurX.kernel / this.bloomScale;
  75328. },
  75329. set: function (value) {
  75330. this._blurX.kernel = value * this.bloomScale;
  75331. this._blurY.kernel = value * this.bloomScale;
  75332. },
  75333. enumerable: true,
  75334. configurable: true
  75335. });
  75336. /**
  75337. * Disposes each of the internal effects for a given camera.
  75338. * @param camera The camera to dispose the effect on.
  75339. */
  75340. BloomEffect.prototype.disposeEffects = function (camera) {
  75341. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  75342. this._effects[effectIndex].dispose(camera);
  75343. }
  75344. };
  75345. /**
  75346. * Internal
  75347. */
  75348. BloomEffect.prototype._updateEffects = function () {
  75349. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  75350. this._effects[effectIndex].updateEffect();
  75351. }
  75352. };
  75353. /**
  75354. * Internal
  75355. * @returns if all the contained post processes are ready.
  75356. */
  75357. BloomEffect.prototype._isReady = function () {
  75358. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  75359. if (!this._effects[effectIndex].isReady()) {
  75360. return false;
  75361. }
  75362. }
  75363. return true;
  75364. };
  75365. return BloomEffect;
  75366. }(BABYLON.PostProcessRenderEffect));
  75367. BABYLON.BloomEffect = BloomEffect;
  75368. })(BABYLON || (BABYLON = {}));
  75369. //# sourceMappingURL=babylon.bloomEffect.js.map
  75370. var BABYLON;
  75371. (function (BABYLON) {
  75372. /**
  75373. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  75374. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  75375. */
  75376. var DefaultRenderingPipeline = /** @class */ (function (_super) {
  75377. __extends(DefaultRenderingPipeline, _super);
  75378. /**
  75379. * @constructor
  75380. * @param {string} name - The rendering pipeline name
  75381. * @param {BABYLON.Scene} scene - The scene linked to this pipeline
  75382. * @param {any} 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)
  75383. * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
  75384. * @param {boolean} automaticBuild - if false, you will have to manually call prepare() to update the pipeline
  75385. */
  75386. function DefaultRenderingPipeline(name, hdr, scene, cameras, automaticBuild) {
  75387. if (automaticBuild === void 0) { automaticBuild = true; }
  75388. var _this = _super.call(this, scene.getEngine(), name) || this;
  75389. _this._originalCameras = [];
  75390. /**
  75391. * ID of the sharpen post process,
  75392. */
  75393. _this.SharpenPostProcessId = "SharpenPostProcessEffect";
  75394. /**
  75395. * ID of the image processing post process;
  75396. */
  75397. _this.ImageProcessingPostProcessId = "ImageProcessingPostProcessEffect";
  75398. /**
  75399. * ID of the Fast Approximate Anti-Aliasing post process;
  75400. */
  75401. _this.FxaaPostProcessId = "FxaaPostProcessEffect";
  75402. /**
  75403. * ID of the chromatic aberration post process,
  75404. */
  75405. _this.ChromaticAberrationPostProcessId = "ChromaticAberrationPostProcessEffect";
  75406. /**
  75407. * ID of the grain post process
  75408. */
  75409. _this.GrainPostProcessId = "GrainPostProcessEffect";
  75410. /**
  75411. * Animations which can be used to tweak settings over a period of time
  75412. */
  75413. _this.animations = [];
  75414. _this._imageProcessingConfigurationObserver = null;
  75415. // Values
  75416. _this._sharpenEnabled = false;
  75417. _this._bloomEnabled = false;
  75418. _this._depthOfFieldEnabled = false;
  75419. _this._depthOfFieldBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel.Low;
  75420. _this._fxaaEnabled = false;
  75421. _this._imageProcessingEnabled = true;
  75422. _this._bloomScale = 0.5;
  75423. _this._chromaticAberrationEnabled = false;
  75424. _this._grainEnabled = false;
  75425. _this._buildAllowed = true;
  75426. _this._resizeObserver = null;
  75427. _this._hardwareScaleLevel = 1.0;
  75428. _this._bloomKernel = 64;
  75429. /**
  75430. * Specifies the weight of the bloom in the final rendering
  75431. */
  75432. _this._bloomWeight = 0.15;
  75433. /**
  75434. * Specifies the luma threshold for the area that will be blurred by the bloom
  75435. */
  75436. _this._bloomThreshold = 0.9;
  75437. _this._samples = 1;
  75438. _this._hasCleared = false;
  75439. _this._prevPostProcess = null;
  75440. _this._prevPrevPostProcess = null;
  75441. _this._cameras = cameras || [];
  75442. _this._originalCameras = _this._cameras.slice();
  75443. _this._buildAllowed = automaticBuild;
  75444. // Initialize
  75445. _this._scene = scene;
  75446. var caps = _this._scene.getEngine().getCaps();
  75447. _this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);
  75448. // Misc
  75449. if (_this._hdr) {
  75450. if (caps.textureHalfFloatRender) {
  75451. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  75452. }
  75453. else if (caps.textureFloatRender) {
  75454. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  75455. }
  75456. }
  75457. else {
  75458. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  75459. }
  75460. // Attach
  75461. scene.postProcessRenderPipelineManager.addPipeline(_this);
  75462. var engine = _this._scene.getEngine();
  75463. // Create post processes before hand so they can be modified before enabled.
  75464. // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.
  75465. _this.sharpen = new BABYLON.SharpenPostProcess("sharpen", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  75466. _this._sharpenEffect = new BABYLON.PostProcessRenderEffect(engine, _this.SharpenPostProcessId, function () { return _this.sharpen; }, true);
  75467. _this.depthOfField = new BABYLON.DepthOfFieldEffect(_this._scene, null, _this._depthOfFieldBlurLevel, _this._defaultPipelineTextureType, true);
  75468. _this.bloom = new BABYLON.BloomEffect(_this._scene, _this._bloomScale, _this._bloomWeight, _this.bloomKernel, _this._defaultPipelineTextureType, true);
  75469. _this.chromaticAberration = new BABYLON.ChromaticAberrationPostProcess("ChromaticAberration", engine.getRenderWidth(), engine.getRenderHeight(), 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  75470. _this._chromaticAberrationEffect = new BABYLON.PostProcessRenderEffect(engine, _this.ChromaticAberrationPostProcessId, function () { return _this.chromaticAberration; }, true);
  75471. _this.grain = new BABYLON.GrainPostProcess("Grain", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  75472. _this._grainEffect = new BABYLON.PostProcessRenderEffect(engine, _this.GrainPostProcessId, function () { return _this.grain; }, true);
  75473. _this._resizeObserver = engine.onResizeObservable.add(function () {
  75474. _this._hardwareScaleLevel = engine.getHardwareScalingLevel();
  75475. _this.bloomKernel = _this.bloomKernel;
  75476. });
  75477. _this._imageProcessingConfigurationObserver = _this._scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  75478. _this.bloom._downscale._exposure = _this._scene.imageProcessingConfiguration.exposure;
  75479. });
  75480. _this._buildPipeline();
  75481. return _this;
  75482. }
  75483. Object.defineProperty(DefaultRenderingPipeline.prototype, "sharpenEnabled", {
  75484. get: function () {
  75485. return this._sharpenEnabled;
  75486. },
  75487. /**
  75488. * Enable or disable the sharpen process from the pipeline
  75489. */
  75490. set: function (enabled) {
  75491. if (this._sharpenEnabled === enabled) {
  75492. return;
  75493. }
  75494. this._sharpenEnabled = enabled;
  75495. this._buildPipeline();
  75496. },
  75497. enumerable: true,
  75498. configurable: true
  75499. });
  75500. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomKernel", {
  75501. /**
  75502. * Specifies the size of the bloom blur kernel, relative to the final output size
  75503. */
  75504. get: function () {
  75505. return this._bloomKernel;
  75506. },
  75507. set: function (value) {
  75508. this._bloomKernel = value;
  75509. this.bloom.kernel = value / this._hardwareScaleLevel;
  75510. },
  75511. enumerable: true,
  75512. configurable: true
  75513. });
  75514. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomWeight", {
  75515. get: function () {
  75516. return this._bloomWeight;
  75517. },
  75518. /**
  75519. * The strength of the bloom.
  75520. */
  75521. set: function (value) {
  75522. if (this._bloomWeight === value) {
  75523. return;
  75524. }
  75525. this.bloom.weight = value;
  75526. this._bloomWeight = value;
  75527. },
  75528. enumerable: true,
  75529. configurable: true
  75530. });
  75531. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomThreshold", {
  75532. get: function () {
  75533. return this._bloomThreshold;
  75534. },
  75535. /**
  75536. * The strength of the bloom.
  75537. */
  75538. set: function (value) {
  75539. if (this._bloomThreshold === value) {
  75540. return;
  75541. }
  75542. this.bloom.threshold = value;
  75543. this._bloomThreshold = value;
  75544. },
  75545. enumerable: true,
  75546. configurable: true
  75547. });
  75548. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomScale", {
  75549. get: function () {
  75550. return this._bloomScale;
  75551. },
  75552. /**
  75553. * The scale of the bloom, lower value will provide better performance.
  75554. */
  75555. set: function (value) {
  75556. if (this._bloomScale === value) {
  75557. return;
  75558. }
  75559. this._bloomScale = value;
  75560. // recreate bloom and dispose old as this setting is not dynamic
  75561. this._rebuildBloom();
  75562. this._buildPipeline();
  75563. },
  75564. enumerable: true,
  75565. configurable: true
  75566. });
  75567. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomEnabled", {
  75568. get: function () {
  75569. return this._bloomEnabled;
  75570. },
  75571. /**
  75572. * Enable or disable the bloom from the pipeline
  75573. */
  75574. set: function (enabled) {
  75575. if (this._bloomEnabled === enabled) {
  75576. return;
  75577. }
  75578. this._bloomEnabled = enabled;
  75579. this._buildPipeline();
  75580. },
  75581. enumerable: true,
  75582. configurable: true
  75583. });
  75584. DefaultRenderingPipeline.prototype._rebuildBloom = function () {
  75585. // recreate bloom and dispose old as this setting is not dynamic
  75586. var oldBloom = this.bloom;
  75587. this.bloom = new BABYLON.BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, false);
  75588. this.bloom.threshold = oldBloom.threshold;
  75589. for (var i = 0; i < this._cameras.length; i++) {
  75590. oldBloom.disposeEffects(this._cameras[i]);
  75591. }
  75592. };
  75593. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", {
  75594. /**
  75595. * If the depth of field is enabled.
  75596. */
  75597. get: function () {
  75598. return this._depthOfFieldEnabled;
  75599. },
  75600. set: function (enabled) {
  75601. if (this._depthOfFieldEnabled === enabled) {
  75602. return;
  75603. }
  75604. this._depthOfFieldEnabled = enabled;
  75605. this._buildPipeline();
  75606. },
  75607. enumerable: true,
  75608. configurable: true
  75609. });
  75610. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", {
  75611. /**
  75612. * Blur level of the depth of field effect. (Higher blur will effect performance)
  75613. */
  75614. get: function () {
  75615. return this._depthOfFieldBlurLevel;
  75616. },
  75617. set: function (value) {
  75618. if (this._depthOfFieldBlurLevel === value) {
  75619. return;
  75620. }
  75621. this._depthOfFieldBlurLevel = value;
  75622. // recreate dof and dispose old as this setting is not dynamic
  75623. var oldDof = this.depthOfField;
  75624. this.depthOfField = new BABYLON.DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);
  75625. this.depthOfField.focalLength = oldDof.focalLength;
  75626. this.depthOfField.focusDistance = oldDof.focusDistance;
  75627. this.depthOfField.fStop = oldDof.fStop;
  75628. this.depthOfField.lensSize = oldDof.lensSize;
  75629. for (var i = 0; i < this._cameras.length; i++) {
  75630. oldDof.disposeEffects(this._cameras[i]);
  75631. }
  75632. this._buildPipeline();
  75633. },
  75634. enumerable: true,
  75635. configurable: true
  75636. });
  75637. Object.defineProperty(DefaultRenderingPipeline.prototype, "fxaaEnabled", {
  75638. get: function () {
  75639. return this._fxaaEnabled;
  75640. },
  75641. /**
  75642. * If the anti aliasing is enabled.
  75643. */
  75644. set: function (enabled) {
  75645. if (this._fxaaEnabled === enabled) {
  75646. return;
  75647. }
  75648. this._fxaaEnabled = enabled;
  75649. this._buildPipeline();
  75650. },
  75651. enumerable: true,
  75652. configurable: true
  75653. });
  75654. Object.defineProperty(DefaultRenderingPipeline.prototype, "samples", {
  75655. get: function () {
  75656. return this._samples;
  75657. },
  75658. /**
  75659. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  75660. */
  75661. set: function (sampleCount) {
  75662. if (this._samples === sampleCount) {
  75663. return;
  75664. }
  75665. this._samples = sampleCount;
  75666. this._buildPipeline();
  75667. },
  75668. enumerable: true,
  75669. configurable: true
  75670. });
  75671. Object.defineProperty(DefaultRenderingPipeline.prototype, "imageProcessingEnabled", {
  75672. get: function () {
  75673. return this._imageProcessingEnabled;
  75674. },
  75675. /**
  75676. * If image processing is enabled.
  75677. */
  75678. set: function (enabled) {
  75679. if (this._imageProcessingEnabled === enabled) {
  75680. return;
  75681. }
  75682. this._imageProcessingEnabled = enabled;
  75683. this._buildPipeline();
  75684. },
  75685. enumerable: true,
  75686. configurable: true
  75687. });
  75688. Object.defineProperty(DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", {
  75689. get: function () {
  75690. return this._chromaticAberrationEnabled;
  75691. },
  75692. /**
  75693. * Enable or disable the chromaticAberration process from the pipeline
  75694. */
  75695. set: function (enabled) {
  75696. if (this._chromaticAberrationEnabled === enabled) {
  75697. return;
  75698. }
  75699. this._chromaticAberrationEnabled = enabled;
  75700. this._buildPipeline();
  75701. },
  75702. enumerable: true,
  75703. configurable: true
  75704. });
  75705. Object.defineProperty(DefaultRenderingPipeline.prototype, "grainEnabled", {
  75706. get: function () {
  75707. return this._grainEnabled;
  75708. },
  75709. /**
  75710. * Enable or disable the grain process from the pipeline
  75711. */
  75712. set: function (enabled) {
  75713. if (this._grainEnabled === enabled) {
  75714. return;
  75715. }
  75716. this._grainEnabled = enabled;
  75717. this._buildPipeline();
  75718. },
  75719. enumerable: true,
  75720. configurable: true
  75721. });
  75722. /**
  75723. * Force the compilation of the entire pipeline.
  75724. */
  75725. DefaultRenderingPipeline.prototype.prepare = function () {
  75726. var previousState = this._buildAllowed;
  75727. this._buildAllowed = true;
  75728. this._buildPipeline();
  75729. this._buildAllowed = previousState;
  75730. };
  75731. DefaultRenderingPipeline.prototype._setAutoClearAndTextureSharing = function (postProcess, skipTextureSharing) {
  75732. if (skipTextureSharing === void 0) { skipTextureSharing = false; }
  75733. if (this._hasCleared) {
  75734. postProcess.autoClear = false;
  75735. }
  75736. else {
  75737. postProcess.autoClear = true;
  75738. this._scene.autoClear = false;
  75739. this._hasCleared = true;
  75740. }
  75741. if (!skipTextureSharing) {
  75742. if (this._prevPrevPostProcess) {
  75743. postProcess.shareOutputWith(this._prevPrevPostProcess);
  75744. }
  75745. else {
  75746. postProcess.useOwnOutput();
  75747. }
  75748. if (this._prevPostProcess) {
  75749. this._prevPrevPostProcess = this._prevPostProcess;
  75750. }
  75751. this._prevPostProcess = postProcess;
  75752. }
  75753. };
  75754. DefaultRenderingPipeline.prototype._buildPipeline = function () {
  75755. var _this = this;
  75756. if (!this._buildAllowed) {
  75757. return;
  75758. }
  75759. this._scene.autoClear = true;
  75760. var engine = this._scene.getEngine();
  75761. this._disposePostProcesses();
  75762. if (this._cameras !== null) {
  75763. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  75764. // get back cameras to be used to reattach pipeline
  75765. this._cameras = this._originalCameras.slice();
  75766. }
  75767. this._reset();
  75768. this._prevPostProcess = null;
  75769. this._prevPrevPostProcess = null;
  75770. this._hasCleared = false;
  75771. if (this.depthOfFieldEnabled) {
  75772. var depthTexture = this._scene.enableDepthRenderer(this._cameras[0]).getDepthMap();
  75773. this.depthOfField.depthTexture = depthTexture;
  75774. if (!this.depthOfField._isReady()) {
  75775. this.depthOfField._updateEffects();
  75776. }
  75777. this.addEffect(this.depthOfField);
  75778. this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);
  75779. }
  75780. if (this.bloomEnabled) {
  75781. if (!this.bloom._isReady()) {
  75782. this.bloom._updateEffects();
  75783. }
  75784. this.addEffect(this.bloom);
  75785. this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);
  75786. }
  75787. if (this._imageProcessingEnabled) {
  75788. this.imageProcessing = new BABYLON.ImageProcessingPostProcess("imageProcessing", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  75789. if (this._hdr) {
  75790. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.ImageProcessingPostProcessId, function () { return _this.imageProcessing; }, true));
  75791. this._setAutoClearAndTextureSharing(this.imageProcessing);
  75792. }
  75793. else {
  75794. this._scene.imageProcessingConfiguration.applyByPostProcess = false;
  75795. }
  75796. }
  75797. if (this.sharpenEnabled) {
  75798. if (!this.sharpen.isReady()) {
  75799. this.sharpen.updateEffect();
  75800. }
  75801. this.addEffect(this._sharpenEffect);
  75802. this._setAutoClearAndTextureSharing(this.sharpen);
  75803. }
  75804. if (this.grainEnabled) {
  75805. if (!this.grain.isReady()) {
  75806. this.grain.updateEffect();
  75807. }
  75808. this.addEffect(this._grainEffect);
  75809. this._setAutoClearAndTextureSharing(this.grain);
  75810. }
  75811. if (this.chromaticAberrationEnabled) {
  75812. if (!this.chromaticAberration.isReady()) {
  75813. this.chromaticAberration.updateEffect();
  75814. }
  75815. this.addEffect(this._chromaticAberrationEffect);
  75816. this._setAutoClearAndTextureSharing(this.chromaticAberration);
  75817. }
  75818. if (this.fxaaEnabled) {
  75819. this.fxaa = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  75820. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.FxaaPostProcessId, function () { return _this.fxaa; }, true));
  75821. this._setAutoClearAndTextureSharing(this.fxaa, true);
  75822. }
  75823. if (this._cameras !== null) {
  75824. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  75825. }
  75826. if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {
  75827. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  75828. }
  75829. };
  75830. DefaultRenderingPipeline.prototype._disposePostProcesses = function (disposeNonRecreated) {
  75831. if (disposeNonRecreated === void 0) { disposeNonRecreated = false; }
  75832. for (var i = 0; i < this._cameras.length; i++) {
  75833. var camera = this._cameras[i];
  75834. if (this.imageProcessing) {
  75835. this.imageProcessing.dispose(camera);
  75836. }
  75837. if (this.fxaa) {
  75838. this.fxaa.dispose(camera);
  75839. }
  75840. // These are created in the constructor and should not be disposed on every pipeline change
  75841. if (disposeNonRecreated) {
  75842. if (this.sharpen) {
  75843. this.sharpen.dispose(camera);
  75844. }
  75845. if (this.depthOfField) {
  75846. this.depthOfField.disposeEffects(camera);
  75847. }
  75848. if (this.bloom) {
  75849. this.bloom.disposeEffects(camera);
  75850. }
  75851. if (this.chromaticAberration) {
  75852. this.chromaticAberration.dispose(camera);
  75853. }
  75854. if (this.grain) {
  75855. this.grain.dispose(camera);
  75856. }
  75857. }
  75858. }
  75859. this.imageProcessing = null;
  75860. this.fxaa = null;
  75861. if (disposeNonRecreated) {
  75862. this.sharpen = null;
  75863. this._sharpenEffect = null;
  75864. this.depthOfField = null;
  75865. this.bloom = null;
  75866. this.chromaticAberration = null;
  75867. this._chromaticAberrationEffect = null;
  75868. this.grain = null;
  75869. this._grainEffect = null;
  75870. }
  75871. };
  75872. /**
  75873. * Dispose of the pipeline and stop all post processes
  75874. */
  75875. DefaultRenderingPipeline.prototype.dispose = function () {
  75876. this._disposePostProcesses(true);
  75877. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  75878. this._scene.autoClear = true;
  75879. if (this._resizeObserver) {
  75880. this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);
  75881. this._resizeObserver = null;
  75882. }
  75883. this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);
  75884. _super.prototype.dispose.call(this);
  75885. };
  75886. /**
  75887. * Serialize the rendering pipeline (Used when exporting)
  75888. * @returns the serialized object
  75889. */
  75890. DefaultRenderingPipeline.prototype.serialize = function () {
  75891. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  75892. serializationObject.customType = "DefaultRenderingPipeline";
  75893. return serializationObject;
  75894. };
  75895. /**
  75896. * Parse the serialized pipeline
  75897. * @param source Source pipeline.
  75898. * @param scene The scene to load the pipeline to.
  75899. * @param rootUrl The URL of the serialized pipeline.
  75900. * @returns An instantiated pipeline from the serialized object.
  75901. */
  75902. DefaultRenderingPipeline.Parse = function (source, scene, rootUrl) {
  75903. return BABYLON.SerializationHelper.Parse(function () { return new DefaultRenderingPipeline(source._name, source._name._hdr, scene); }, source, scene, rootUrl);
  75904. };
  75905. __decorate([
  75906. BABYLON.serialize()
  75907. ], DefaultRenderingPipeline.prototype, "sharpenEnabled", null);
  75908. __decorate([
  75909. BABYLON.serialize()
  75910. ], DefaultRenderingPipeline.prototype, "bloomKernel", null);
  75911. __decorate([
  75912. BABYLON.serialize()
  75913. ], DefaultRenderingPipeline.prototype, "_bloomWeight", void 0);
  75914. __decorate([
  75915. BABYLON.serialize()
  75916. ], DefaultRenderingPipeline.prototype, "_bloomThreshold", void 0);
  75917. __decorate([
  75918. BABYLON.serialize()
  75919. ], DefaultRenderingPipeline.prototype, "_hdr", void 0);
  75920. __decorate([
  75921. BABYLON.serialize()
  75922. ], DefaultRenderingPipeline.prototype, "bloomWeight", null);
  75923. __decorate([
  75924. BABYLON.serialize()
  75925. ], DefaultRenderingPipeline.prototype, "bloomThreshold", null);
  75926. __decorate([
  75927. BABYLON.serialize()
  75928. ], DefaultRenderingPipeline.prototype, "bloomScale", null);
  75929. __decorate([
  75930. BABYLON.serialize()
  75931. ], DefaultRenderingPipeline.prototype, "bloomEnabled", null);
  75932. __decorate([
  75933. BABYLON.serialize()
  75934. ], DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", null);
  75935. __decorate([
  75936. BABYLON.serialize()
  75937. ], DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", null);
  75938. __decorate([
  75939. BABYLON.serialize()
  75940. ], DefaultRenderingPipeline.prototype, "fxaaEnabled", null);
  75941. __decorate([
  75942. BABYLON.serialize()
  75943. ], DefaultRenderingPipeline.prototype, "samples", null);
  75944. __decorate([
  75945. BABYLON.serialize()
  75946. ], DefaultRenderingPipeline.prototype, "imageProcessingEnabled", null);
  75947. __decorate([
  75948. BABYLON.serialize()
  75949. ], DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", null);
  75950. __decorate([
  75951. BABYLON.serialize()
  75952. ], DefaultRenderingPipeline.prototype, "grainEnabled", null);
  75953. return DefaultRenderingPipeline;
  75954. }(BABYLON.PostProcessRenderPipeline));
  75955. BABYLON.DefaultRenderingPipeline = DefaultRenderingPipeline;
  75956. })(BABYLON || (BABYLON = {}));
  75957. //# sourceMappingURL=babylon.defaultRenderingPipeline.js.map
  75958. var BABYLON;
  75959. (function (BABYLON) {
  75960. /**
  75961. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  75962. */
  75963. var GeometryBufferRenderer = /** @class */ (function () {
  75964. /**
  75965. * Creates a new G Buffer for the scene
  75966. * @param scene The scene the buffer belongs to
  75967. * @param ratio How big is the buffer related to the main canvas.
  75968. */
  75969. function GeometryBufferRenderer(scene, ratio) {
  75970. if (ratio === void 0) { ratio = 1; }
  75971. this._enablePosition = false;
  75972. this._scene = scene;
  75973. this._ratio = ratio;
  75974. // Render target
  75975. this._createRenderTargets();
  75976. }
  75977. Object.defineProperty(GeometryBufferRenderer.prototype, "renderList", {
  75978. /**
  75979. * Set the render list (meshes to be rendered) used in the G buffer.
  75980. */
  75981. set: function (meshes) {
  75982. this._multiRenderTarget.renderList = meshes;
  75983. },
  75984. enumerable: true,
  75985. configurable: true
  75986. });
  75987. Object.defineProperty(GeometryBufferRenderer.prototype, "isSupported", {
  75988. /**
  75989. * Gets wether or not G buffer are supported by the running hardware.
  75990. * This requires draw buffer supports
  75991. */
  75992. get: function () {
  75993. return this._multiRenderTarget.isSupported;
  75994. },
  75995. enumerable: true,
  75996. configurable: true
  75997. });
  75998. Object.defineProperty(GeometryBufferRenderer.prototype, "enablePosition", {
  75999. /**
  76000. * Gets wether or not position are enabled for the G buffer.
  76001. */
  76002. get: function () {
  76003. return this._enablePosition;
  76004. },
  76005. /**
  76006. * Sets wether or not position are enabled for the G buffer.
  76007. */
  76008. set: function (enable) {
  76009. this._enablePosition = enable;
  76010. this.dispose();
  76011. this._createRenderTargets();
  76012. },
  76013. enumerable: true,
  76014. configurable: true
  76015. });
  76016. Object.defineProperty(GeometryBufferRenderer.prototype, "scene", {
  76017. /**
  76018. * Gets the scene associated with the buffer.
  76019. */
  76020. get: function () {
  76021. return this._scene;
  76022. },
  76023. enumerable: true,
  76024. configurable: true
  76025. });
  76026. Object.defineProperty(GeometryBufferRenderer.prototype, "ratio", {
  76027. /**
  76028. * Gets the ratio used by the buffer during its creation.
  76029. * How big is the buffer related to the main canvas.
  76030. */
  76031. get: function () {
  76032. return this._ratio;
  76033. },
  76034. enumerable: true,
  76035. configurable: true
  76036. });
  76037. /**
  76038. * Checks wether everything is ready to render a submesh to the G buffer.
  76039. * @param subMesh the submesh to check readiness for
  76040. * @param useInstances is the mesh drawn using instance or not
  76041. * @returns true if ready otherwise false
  76042. */
  76043. GeometryBufferRenderer.prototype.isReady = function (subMesh, useInstances) {
  76044. var material = subMesh.getMaterial();
  76045. if (material && material.disableDepthWrite) {
  76046. return false;
  76047. }
  76048. var defines = [];
  76049. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  76050. var mesh = subMesh.getMesh();
  76051. // Alpha test
  76052. if (material && material.needAlphaTesting()) {
  76053. defines.push("#define ALPHATEST");
  76054. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  76055. attribs.push(BABYLON.VertexBuffer.UVKind);
  76056. defines.push("#define UV1");
  76057. }
  76058. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  76059. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  76060. defines.push("#define UV2");
  76061. }
  76062. }
  76063. // Buffers
  76064. if (this._enablePosition) {
  76065. defines.push("#define POSITION");
  76066. }
  76067. // Bones
  76068. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  76069. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  76070. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  76071. if (mesh.numBoneInfluencers > 4) {
  76072. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  76073. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  76074. }
  76075. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  76076. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  76077. }
  76078. else {
  76079. defines.push("#define NUM_BONE_INFLUENCERS 0");
  76080. }
  76081. // Instances
  76082. if (useInstances) {
  76083. defines.push("#define INSTANCES");
  76084. attribs.push("world0");
  76085. attribs.push("world1");
  76086. attribs.push("world2");
  76087. attribs.push("world3");
  76088. }
  76089. // Get correct effect
  76090. var join = defines.join("\n");
  76091. if (this._cachedDefines !== join) {
  76092. this._cachedDefines = join;
  76093. this._effect = this._scene.getEngine().createEffect("geometry", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "view"], ["diffuseSampler"], join, undefined, undefined, undefined, { buffersCount: this._enablePosition ? 3 : 2 });
  76094. }
  76095. return this._effect.isReady();
  76096. };
  76097. /**
  76098. * Gets the current underlying G Buffer.
  76099. * @returns the buffer
  76100. */
  76101. GeometryBufferRenderer.prototype.getGBuffer = function () {
  76102. return this._multiRenderTarget;
  76103. };
  76104. Object.defineProperty(GeometryBufferRenderer.prototype, "samples", {
  76105. /**
  76106. * Gets the number of samples used to render the buffer (anti aliasing).
  76107. */
  76108. get: function () {
  76109. return this._multiRenderTarget.samples;
  76110. },
  76111. /**
  76112. * Sets the number of samples used to render the buffer (anti aliasing).
  76113. */
  76114. set: function (value) {
  76115. this._multiRenderTarget.samples = value;
  76116. },
  76117. enumerable: true,
  76118. configurable: true
  76119. });
  76120. /**
  76121. * Disposes the renderer and frees up associated resources.
  76122. */
  76123. GeometryBufferRenderer.prototype.dispose = function () {
  76124. this.getGBuffer().dispose();
  76125. };
  76126. GeometryBufferRenderer.prototype._createRenderTargets = function () {
  76127. var _this = this;
  76128. var engine = this._scene.getEngine();
  76129. var count = this._enablePosition ? 3 : 2;
  76130. 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 });
  76131. if (!this.isSupported) {
  76132. return;
  76133. }
  76134. this._multiRenderTarget.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76135. this._multiRenderTarget.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76136. this._multiRenderTarget.refreshRate = 1;
  76137. this._multiRenderTarget.renderParticles = false;
  76138. this._multiRenderTarget.renderList = null;
  76139. // set default depth value to 1.0 (far away)
  76140. this._multiRenderTarget.onClearObservable.add(function (engine) {
  76141. engine.clear(new BABYLON.Color4(0.0, 0.0, 0.0, 1.0), true, true, true);
  76142. });
  76143. // Custom render function
  76144. var renderSubMesh = function (subMesh) {
  76145. var mesh = subMesh.getRenderingMesh();
  76146. var scene = _this._scene;
  76147. var engine = scene.getEngine();
  76148. var material = subMesh.getMaterial();
  76149. if (!material) {
  76150. return;
  76151. }
  76152. // Culling
  76153. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  76154. // Managing instances
  76155. var batch = mesh._getInstancesRenderList(subMesh._id);
  76156. if (batch.mustReturn) {
  76157. return;
  76158. }
  76159. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  76160. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  76161. engine.enableEffect(_this._effect);
  76162. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  76163. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  76164. _this._effect.setMatrix("view", scene.getViewMatrix());
  76165. // Alpha test
  76166. if (material && material.needAlphaTesting()) {
  76167. var alphaTexture = material.getAlphaTestTexture();
  76168. if (alphaTexture) {
  76169. _this._effect.setTexture("diffuseSampler", alphaTexture);
  76170. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  76171. }
  76172. }
  76173. // Bones
  76174. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  76175. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  76176. }
  76177. // Draw
  76178. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  76179. }
  76180. };
  76181. this._multiRenderTarget.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  76182. var index;
  76183. if (depthOnlySubMeshes.length) {
  76184. engine.setColorWrite(false);
  76185. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  76186. renderSubMesh(depthOnlySubMeshes.data[index]);
  76187. }
  76188. engine.setColorWrite(true);
  76189. }
  76190. for (index = 0; index < opaqueSubMeshes.length; index++) {
  76191. renderSubMesh(opaqueSubMeshes.data[index]);
  76192. }
  76193. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  76194. renderSubMesh(alphaTestSubMeshes.data[index]);
  76195. }
  76196. };
  76197. };
  76198. return GeometryBufferRenderer;
  76199. }());
  76200. BABYLON.GeometryBufferRenderer = GeometryBufferRenderer;
  76201. })(BABYLON || (BABYLON = {}));
  76202. //# sourceMappingURL=babylon.geometryBufferRenderer.js.map
  76203. var BABYLON;
  76204. (function (BABYLON) {
  76205. var RefractionPostProcess = /** @class */ (function (_super) {
  76206. __extends(RefractionPostProcess, _super);
  76207. function RefractionPostProcess(name, refractionTextureUrl, color, depth, colorLevel, options, camera, samplingMode, engine, reusable) {
  76208. var _this = _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], options, camera, samplingMode, engine, reusable) || this;
  76209. _this.color = color;
  76210. _this.depth = depth;
  76211. _this.colorLevel = colorLevel;
  76212. _this._ownRefractionTexture = true;
  76213. _this.onActivateObservable.add(function (cam) {
  76214. _this._refTexture = _this._refTexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
  76215. });
  76216. _this.onApplyObservable.add(function (effect) {
  76217. effect.setColor3("baseColor", _this.color);
  76218. effect.setFloat("depth", _this.depth);
  76219. effect.setFloat("colorLevel", _this.colorLevel);
  76220. effect.setTexture("refractionSampler", _this._refTexture);
  76221. });
  76222. return _this;
  76223. }
  76224. Object.defineProperty(RefractionPostProcess.prototype, "refractionTexture", {
  76225. /**
  76226. * Gets or sets the refraction texture
  76227. * Please note that you are responsible for disposing the texture if you set it manually
  76228. */
  76229. get: function () {
  76230. return this._refTexture;
  76231. },
  76232. set: function (value) {
  76233. if (this._refTexture && this._ownRefractionTexture) {
  76234. this._refTexture.dispose();
  76235. }
  76236. this._refTexture = value;
  76237. this._ownRefractionTexture = false;
  76238. },
  76239. enumerable: true,
  76240. configurable: true
  76241. });
  76242. // Methods
  76243. RefractionPostProcess.prototype.dispose = function (camera) {
  76244. if (this._refTexture && this._ownRefractionTexture) {
  76245. this._refTexture.dispose();
  76246. this._refTexture = null;
  76247. }
  76248. _super.prototype.dispose.call(this, camera);
  76249. };
  76250. return RefractionPostProcess;
  76251. }(BABYLON.PostProcess));
  76252. BABYLON.RefractionPostProcess = RefractionPostProcess;
  76253. })(BABYLON || (BABYLON = {}));
  76254. //# sourceMappingURL=babylon.refractionPostProcess.js.map
  76255. var BABYLON;
  76256. (function (BABYLON) {
  76257. var BlackAndWhitePostProcess = /** @class */ (function (_super) {
  76258. __extends(BlackAndWhitePostProcess, _super);
  76259. function BlackAndWhitePostProcess(name, options, camera, samplingMode, engine, reusable) {
  76260. var _this = _super.call(this, name, "blackAndWhite", ["degree"], null, options, camera, samplingMode, engine, reusable) || this;
  76261. _this.degree = 1;
  76262. _this.onApplyObservable.add(function (effect) {
  76263. effect.setFloat("degree", _this.degree);
  76264. });
  76265. return _this;
  76266. }
  76267. return BlackAndWhitePostProcess;
  76268. }(BABYLON.PostProcess));
  76269. BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
  76270. })(BABYLON || (BABYLON = {}));
  76271. //# sourceMappingURL=babylon.blackAndWhitePostProcess.js.map
  76272. var BABYLON;
  76273. (function (BABYLON) {
  76274. /**
  76275. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  76276. * input texture to perform effects such as edge detection or sharpening
  76277. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  76278. */
  76279. var ConvolutionPostProcess = /** @class */ (function (_super) {
  76280. __extends(ConvolutionPostProcess, _super);
  76281. /**
  76282. * Creates a new instance ConvolutionPostProcess
  76283. * @param name The name of the effect.
  76284. * @param kernel Array of 9 values corrisponding to the 3x3 kernel to be applied
  76285. * @param options The required width/height ratio to downsize to before computing the render pass.
  76286. * @param camera The camera to apply the render pass to.
  76287. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76288. * @param engine The engine which the post process will be applied. (default: current engine)
  76289. * @param reusable If the post process can be reused on the same frame. (default: false)
  76290. * @param textureType Type of textures used when performing the post process. (default: 0)
  76291. */
  76292. function ConvolutionPostProcess(name, /** Array of 9 values corrisponding to the 3x3 kernel to be applied */ kernel, options, camera, samplingMode, engine, reusable, textureType) {
  76293. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76294. var _this = _super.call(this, name, "convolution", ["kernel", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  76295. _this.kernel = kernel;
  76296. _this.onApply = function (effect) {
  76297. effect.setFloat2("screenSize", _this.width, _this.height);
  76298. effect.setArray("kernel", _this.kernel);
  76299. };
  76300. return _this;
  76301. }
  76302. // Statics
  76303. /**
  76304. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  76305. */
  76306. ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
  76307. /**
  76308. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  76309. */
  76310. ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
  76311. /**
  76312. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  76313. */
  76314. ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
  76315. /**
  76316. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  76317. */
  76318. ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
  76319. /**
  76320. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  76321. */
  76322. ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
  76323. /**
  76324. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  76325. */
  76326. ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
  76327. return ConvolutionPostProcess;
  76328. }(BABYLON.PostProcess));
  76329. BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
  76330. })(BABYLON || (BABYLON = {}));
  76331. //# sourceMappingURL=babylon.convolutionPostProcess.js.map
  76332. var BABYLON;
  76333. (function (BABYLON) {
  76334. var FilterPostProcess = /** @class */ (function (_super) {
  76335. __extends(FilterPostProcess, _super);
  76336. function FilterPostProcess(name, kernelMatrix, options, camera, samplingMode, engine, reusable) {
  76337. var _this = _super.call(this, name, "filter", ["kernelMatrix"], null, options, camera, samplingMode, engine, reusable) || this;
  76338. _this.kernelMatrix = kernelMatrix;
  76339. _this.onApply = function (effect) {
  76340. effect.setMatrix("kernelMatrix", _this.kernelMatrix);
  76341. };
  76342. return _this;
  76343. }
  76344. return FilterPostProcess;
  76345. }(BABYLON.PostProcess));
  76346. BABYLON.FilterPostProcess = FilterPostProcess;
  76347. })(BABYLON || (BABYLON = {}));
  76348. //# sourceMappingURL=babylon.filterPostProcess.js.map
  76349. var BABYLON;
  76350. (function (BABYLON) {
  76351. // Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  76352. var VolumetricLightScatteringPostProcess = /** @class */ (function (_super) {
  76353. __extends(VolumetricLightScatteringPostProcess, _super);
  76354. /**
  76355. * @constructor
  76356. * @param {string} name - The post-process name
  76357. * @param {any} 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)
  76358. * @param {BABYLON.Camera} camera - The camera that the post-process will be attached to
  76359. * @param {BABYLON.Mesh} mesh - The mesh used to create the light scattering
  76360. * @param {number} samples - The post-process quality, default 100
  76361. * @param {number} samplingMode - The post-process filtering mode
  76362. * @param {BABYLON.Engine} engine - The babylon engine
  76363. * @param {boolean} reusable - If the post-process is reusable
  76364. * @param {BABYLON.Scene} scene - The constructor needs a scene reference to initialize internal components. If "camera" is null (RenderPipelineà, "scene" must be provided
  76365. */
  76366. function VolumetricLightScatteringPostProcess(name, ratio, camera, mesh, samples, samplingMode, engine, reusable, scene) {
  76367. if (samples === void 0) { samples = 100; }
  76368. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  76369. 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;
  76370. _this._screenCoordinates = BABYLON.Vector2.Zero();
  76371. /**
  76372. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  76373. */
  76374. _this.customMeshPosition = BABYLON.Vector3.Zero();
  76375. /**
  76376. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  76377. */
  76378. _this.useCustomMeshPosition = false;
  76379. /**
  76380. * If the post-process should inverse the light scattering direction
  76381. */
  76382. _this.invert = true;
  76383. /**
  76384. * Array containing the excluded meshes not rendered in the internal pass
  76385. */
  76386. _this.excludedMeshes = new Array();
  76387. /**
  76388. * Controls the overall intensity of the post-process
  76389. */
  76390. _this.exposure = 0.3;
  76391. /**
  76392. * Dissipates each sample's contribution in range [0, 1]
  76393. */
  76394. _this.decay = 0.96815;
  76395. /**
  76396. * Controls the overall intensity of each sample
  76397. */
  76398. _this.weight = 0.58767;
  76399. /**
  76400. * Controls the density of each sample
  76401. */
  76402. _this.density = 0.926;
  76403. scene = ((camera === null) ? scene : camera.getScene()); // parameter "scene" can be null.
  76404. engine = scene.getEngine();
  76405. _this._viewPort = new BABYLON.Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  76406. // Configure mesh
  76407. _this.mesh = ((mesh !== null) ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene));
  76408. // Configure
  76409. _this._createPass(scene, ratio.passRatio || ratio);
  76410. _this.onActivate = function (camera) {
  76411. if (!_this.isSupported) {
  76412. _this.dispose(camera);
  76413. }
  76414. _this.onActivate = null;
  76415. };
  76416. _this.onApplyObservable.add(function (effect) {
  76417. _this._updateMeshScreenCoordinates(scene);
  76418. effect.setTexture("lightScatteringSampler", _this._volumetricLightScatteringRTT);
  76419. effect.setFloat("exposure", _this.exposure);
  76420. effect.setFloat("decay", _this.decay);
  76421. effect.setFloat("weight", _this.weight);
  76422. effect.setFloat("density", _this.density);
  76423. effect.setVector2("meshPositionOnScreen", _this._screenCoordinates);
  76424. });
  76425. return _this;
  76426. }
  76427. Object.defineProperty(VolumetricLightScatteringPostProcess.prototype, "useDiffuseColor", {
  76428. get: function () {
  76429. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  76430. return false;
  76431. },
  76432. set: function (useDiffuseColor) {
  76433. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  76434. },
  76435. enumerable: true,
  76436. configurable: true
  76437. });
  76438. VolumetricLightScatteringPostProcess.prototype.getClassName = function () {
  76439. return "VolumetricLightScatteringPostProcess";
  76440. };
  76441. VolumetricLightScatteringPostProcess.prototype._isReady = function (subMesh, useInstances) {
  76442. var mesh = subMesh.getMesh();
  76443. // Render this.mesh as default
  76444. if (mesh === this.mesh && mesh.material) {
  76445. return mesh.material.isReady(mesh);
  76446. }
  76447. var defines = [];
  76448. var attribs = [BABYLON.VertexBuffer.PositionKind];
  76449. var material = subMesh.getMaterial();
  76450. // Alpha test
  76451. if (material) {
  76452. if (material.needAlphaTesting()) {
  76453. defines.push("#define ALPHATEST");
  76454. }
  76455. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  76456. attribs.push(BABYLON.VertexBuffer.UVKind);
  76457. defines.push("#define UV1");
  76458. }
  76459. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  76460. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  76461. defines.push("#define UV2");
  76462. }
  76463. }
  76464. // Bones
  76465. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  76466. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  76467. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  76468. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  76469. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  76470. }
  76471. else {
  76472. defines.push("#define NUM_BONE_INFLUENCERS 0");
  76473. }
  76474. // Instances
  76475. if (useInstances) {
  76476. defines.push("#define INSTANCES");
  76477. attribs.push("world0");
  76478. attribs.push("world1");
  76479. attribs.push("world2");
  76480. attribs.push("world3");
  76481. }
  76482. // Get correct effect
  76483. var join = defines.join("\n");
  76484. if (this._cachedDefines !== join) {
  76485. this._cachedDefines = join;
  76486. this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
  76487. }
  76488. return this._volumetricLightScatteringPass.isReady();
  76489. };
  76490. /**
  76491. * Sets the new light position for light scattering effect
  76492. * @param {BABYLON.Vector3} The new custom light position
  76493. */
  76494. VolumetricLightScatteringPostProcess.prototype.setCustomMeshPosition = function (position) {
  76495. this.customMeshPosition = position;
  76496. };
  76497. /**
  76498. * Returns the light position for light scattering effect
  76499. * @return {BABYLON.Vector3} The custom light position
  76500. */
  76501. VolumetricLightScatteringPostProcess.prototype.getCustomMeshPosition = function () {
  76502. return this.customMeshPosition;
  76503. };
  76504. /**
  76505. * Disposes the internal assets and detaches the post-process from the camera
  76506. */
  76507. VolumetricLightScatteringPostProcess.prototype.dispose = function (camera) {
  76508. var rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);
  76509. if (rttIndex !== -1) {
  76510. camera.getScene().customRenderTargets.splice(rttIndex, 1);
  76511. }
  76512. this._volumetricLightScatteringRTT.dispose();
  76513. _super.prototype.dispose.call(this, camera);
  76514. };
  76515. /**
  76516. * Returns the render target texture used by the post-process
  76517. * @return {BABYLON.RenderTargetTexture} The render target texture used by the post-process
  76518. */
  76519. VolumetricLightScatteringPostProcess.prototype.getPass = function () {
  76520. return this._volumetricLightScatteringRTT;
  76521. };
  76522. // Private methods
  76523. VolumetricLightScatteringPostProcess.prototype._meshExcluded = function (mesh) {
  76524. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  76525. return true;
  76526. }
  76527. return false;
  76528. };
  76529. VolumetricLightScatteringPostProcess.prototype._createPass = function (scene, ratio) {
  76530. var _this = this;
  76531. var engine = scene.getEngine();
  76532. this._volumetricLightScatteringRTT = new BABYLON.RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  76533. this._volumetricLightScatteringRTT.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76534. this._volumetricLightScatteringRTT.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76535. this._volumetricLightScatteringRTT.renderList = null;
  76536. this._volumetricLightScatteringRTT.renderParticles = false;
  76537. this._volumetricLightScatteringRTT.ignoreCameraViewport = true;
  76538. var camera = this.getCamera();
  76539. if (camera) {
  76540. camera.customRenderTargets.push(this._volumetricLightScatteringRTT);
  76541. }
  76542. else {
  76543. scene.customRenderTargets.push(this._volumetricLightScatteringRTT);
  76544. }
  76545. // Custom render function for submeshes
  76546. var renderSubMesh = function (subMesh) {
  76547. var mesh = subMesh.getRenderingMesh();
  76548. if (_this._meshExcluded(mesh)) {
  76549. return;
  76550. }
  76551. var material = subMesh.getMaterial();
  76552. if (!material) {
  76553. return;
  76554. }
  76555. var scene = mesh.getScene();
  76556. var engine = scene.getEngine();
  76557. // Culling
  76558. engine.setState(material.backFaceCulling);
  76559. // Managing instances
  76560. var batch = mesh._getInstancesRenderList(subMesh._id);
  76561. if (batch.mustReturn) {
  76562. return;
  76563. }
  76564. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  76565. if (_this._isReady(subMesh, hardwareInstancedRendering)) {
  76566. var effect = _this._volumetricLightScatteringPass;
  76567. if (mesh === _this.mesh) {
  76568. if (subMesh.effect) {
  76569. effect = subMesh.effect;
  76570. }
  76571. else {
  76572. effect = material.getEffect();
  76573. }
  76574. }
  76575. engine.enableEffect(effect);
  76576. mesh._bind(subMesh, effect, BABYLON.Material.TriangleFillMode);
  76577. if (mesh === _this.mesh) {
  76578. material.bind(mesh.getWorldMatrix(), mesh);
  76579. }
  76580. else {
  76581. _this._volumetricLightScatteringPass.setMatrix("viewProjection", scene.getTransformMatrix());
  76582. // Alpha test
  76583. if (material && material.needAlphaTesting()) {
  76584. var alphaTexture = material.getAlphaTestTexture();
  76585. _this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
  76586. if (alphaTexture) {
  76587. _this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  76588. }
  76589. }
  76590. // Bones
  76591. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  76592. _this._volumetricLightScatteringPass.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  76593. }
  76594. }
  76595. // Draw
  76596. mesh._processRendering(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return effect.setMatrix("world", world); });
  76597. }
  76598. };
  76599. // Render target texture callbacks
  76600. var savedSceneClearColor;
  76601. var sceneClearColor = new BABYLON.Color4(0.0, 0.0, 0.0, 1.0);
  76602. this._volumetricLightScatteringRTT.onBeforeRenderObservable.add(function () {
  76603. savedSceneClearColor = scene.clearColor;
  76604. scene.clearColor = sceneClearColor;
  76605. });
  76606. this._volumetricLightScatteringRTT.onAfterRenderObservable.add(function () {
  76607. scene.clearColor = savedSceneClearColor;
  76608. });
  76609. this._volumetricLightScatteringRTT.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  76610. var engine = scene.getEngine();
  76611. var index;
  76612. if (depthOnlySubMeshes.length) {
  76613. engine.setColorWrite(false);
  76614. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  76615. renderSubMesh(depthOnlySubMeshes.data[index]);
  76616. }
  76617. engine.setColorWrite(true);
  76618. }
  76619. for (index = 0; index < opaqueSubMeshes.length; index++) {
  76620. renderSubMesh(opaqueSubMeshes.data[index]);
  76621. }
  76622. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  76623. renderSubMesh(alphaTestSubMeshes.data[index]);
  76624. }
  76625. if (transparentSubMeshes.length) {
  76626. // Sort sub meshes
  76627. for (index = 0; index < transparentSubMeshes.length; index++) {
  76628. var submesh = transparentSubMeshes.data[index];
  76629. var boundingInfo = submesh.getBoundingInfo();
  76630. if (boundingInfo && scene.activeCamera) {
  76631. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  76632. submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();
  76633. }
  76634. }
  76635. var sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);
  76636. sortedArray.sort(function (a, b) {
  76637. // Alpha index first
  76638. if (a._alphaIndex > b._alphaIndex) {
  76639. return 1;
  76640. }
  76641. if (a._alphaIndex < b._alphaIndex) {
  76642. return -1;
  76643. }
  76644. // Then distance to camera
  76645. if (a._distanceToCamera < b._distanceToCamera) {
  76646. return 1;
  76647. }
  76648. if (a._distanceToCamera > b._distanceToCamera) {
  76649. return -1;
  76650. }
  76651. return 0;
  76652. });
  76653. // Render sub meshes
  76654. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  76655. for (index = 0; index < sortedArray.length; index++) {
  76656. renderSubMesh(sortedArray[index]);
  76657. }
  76658. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  76659. }
  76660. };
  76661. };
  76662. VolumetricLightScatteringPostProcess.prototype._updateMeshScreenCoordinates = function (scene) {
  76663. var transform = scene.getTransformMatrix();
  76664. var meshPosition;
  76665. if (this.useCustomMeshPosition) {
  76666. meshPosition = this.customMeshPosition;
  76667. }
  76668. else if (this.attachedNode) {
  76669. meshPosition = this.attachedNode.position;
  76670. }
  76671. else {
  76672. meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;
  76673. }
  76674. var pos = BABYLON.Vector3.Project(meshPosition, BABYLON.Matrix.Identity(), transform, this._viewPort);
  76675. this._screenCoordinates.x = pos.x / this._viewPort.width;
  76676. this._screenCoordinates.y = pos.y / this._viewPort.height;
  76677. if (this.invert)
  76678. this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;
  76679. };
  76680. // Static methods
  76681. /**
  76682. * Creates a default mesh for the Volumeric Light Scattering post-process
  76683. * @param {string} The mesh name
  76684. * @param {BABYLON.Scene} The scene where to create the mesh
  76685. * @return {BABYLON.Mesh} the default mesh
  76686. */
  76687. VolumetricLightScatteringPostProcess.CreateDefaultMesh = function (name, scene) {
  76688. var mesh = BABYLON.Mesh.CreatePlane(name, 1, scene);
  76689. mesh.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_ALL;
  76690. var material = new BABYLON.StandardMaterial(name + "Material", scene);
  76691. material.emissiveColor = new BABYLON.Color3(1, 1, 1);
  76692. mesh.material = material;
  76693. return mesh;
  76694. };
  76695. __decorate([
  76696. BABYLON.serializeAsVector3()
  76697. ], VolumetricLightScatteringPostProcess.prototype, "customMeshPosition", void 0);
  76698. __decorate([
  76699. BABYLON.serialize()
  76700. ], VolumetricLightScatteringPostProcess.prototype, "useCustomMeshPosition", void 0);
  76701. __decorate([
  76702. BABYLON.serialize()
  76703. ], VolumetricLightScatteringPostProcess.prototype, "invert", void 0);
  76704. __decorate([
  76705. BABYLON.serializeAsMeshReference()
  76706. ], VolumetricLightScatteringPostProcess.prototype, "mesh", void 0);
  76707. __decorate([
  76708. BABYLON.serialize()
  76709. ], VolumetricLightScatteringPostProcess.prototype, "excludedMeshes", void 0);
  76710. __decorate([
  76711. BABYLON.serialize()
  76712. ], VolumetricLightScatteringPostProcess.prototype, "exposure", void 0);
  76713. __decorate([
  76714. BABYLON.serialize()
  76715. ], VolumetricLightScatteringPostProcess.prototype, "decay", void 0);
  76716. __decorate([
  76717. BABYLON.serialize()
  76718. ], VolumetricLightScatteringPostProcess.prototype, "weight", void 0);
  76719. __decorate([
  76720. BABYLON.serialize()
  76721. ], VolumetricLightScatteringPostProcess.prototype, "density", void 0);
  76722. return VolumetricLightScatteringPostProcess;
  76723. }(BABYLON.PostProcess));
  76724. BABYLON.VolumetricLightScatteringPostProcess = VolumetricLightScatteringPostProcess;
  76725. })(BABYLON || (BABYLON = {}));
  76726. //# sourceMappingURL=babylon.volumetricLightScatteringPostProcess.js.map
  76727. //
  76728. // This post-process allows the modification of rendered colors by using
  76729. // a 'look-up table' (LUT). This effect is also called Color Grading.
  76730. //
  76731. // The object needs to be provided an url to a texture containing the color
  76732. // look-up table: the texture must be 256 pixels wide and 16 pixels high.
  76733. // Use an image editing software to tweak the LUT to match your needs.
  76734. //
  76735. // For an example of a color LUT, see here:
  76736. // http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  76737. // For explanations on color grading, see here:
  76738. // http://udn.epicgames.com/Three/ColorGrading.html
  76739. //
  76740. var BABYLON;
  76741. (function (BABYLON) {
  76742. var ColorCorrectionPostProcess = /** @class */ (function (_super) {
  76743. __extends(ColorCorrectionPostProcess, _super);
  76744. function ColorCorrectionPostProcess(name, colorTableUrl, options, camera, samplingMode, engine, reusable) {
  76745. var _this = _super.call(this, name, 'colorCorrection', null, ['colorTable'], options, camera, samplingMode, engine, reusable) || this;
  76746. _this._colorTableTexture = new BABYLON.Texture(colorTableUrl, camera.getScene(), true, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  76747. _this._colorTableTexture.anisotropicFilteringLevel = 1;
  76748. _this._colorTableTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76749. _this._colorTableTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76750. _this.onApply = function (effect) {
  76751. effect.setTexture("colorTable", _this._colorTableTexture);
  76752. };
  76753. return _this;
  76754. }
  76755. return ColorCorrectionPostProcess;
  76756. }(BABYLON.PostProcess));
  76757. BABYLON.ColorCorrectionPostProcess = ColorCorrectionPostProcess;
  76758. })(BABYLON || (BABYLON = {}));
  76759. //# sourceMappingURL=babylon.colorCorrectionPostProcess.js.map
  76760. var BABYLON;
  76761. (function (BABYLON) {
  76762. /** Defines operator used for tonemapping */
  76763. var TonemappingOperator;
  76764. (function (TonemappingOperator) {
  76765. /** Hable */
  76766. TonemappingOperator[TonemappingOperator["Hable"] = 0] = "Hable";
  76767. /** Reinhard */
  76768. TonemappingOperator[TonemappingOperator["Reinhard"] = 1] = "Reinhard";
  76769. /** HejiDawson */
  76770. TonemappingOperator[TonemappingOperator["HejiDawson"] = 2] = "HejiDawson";
  76771. /** Photographic */
  76772. TonemappingOperator[TonemappingOperator["Photographic"] = 3] = "Photographic";
  76773. })(TonemappingOperator = BABYLON.TonemappingOperator || (BABYLON.TonemappingOperator = {}));
  76774. ;
  76775. /**
  76776. * Defines a post process to apply tone mapping
  76777. */
  76778. var TonemapPostProcess = /** @class */ (function (_super) {
  76779. __extends(TonemapPostProcess, _super);
  76780. /**
  76781. * Creates a new TonemapPostProcess
  76782. * @param name defines the name of the postprocess
  76783. * @param _operator defines the operator to use
  76784. * @param exposureAdjustment defines the required exposure adjustement
  76785. * @param camera defines the camera to use (can be null)
  76786. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  76787. * @param engine defines the hosting engine (can be ignore if camera is set)
  76788. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76789. */
  76790. function TonemapPostProcess(name, _operator,
  76791. /** Defines the required exposure adjustement */
  76792. exposureAdjustment, camera, samplingMode, engine, textureFormat) {
  76793. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  76794. if (textureFormat === void 0) { textureFormat = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76795. var _this = _super.call(this, name, "tonemap", ["_ExposureAdjustment"], null, 1.0, camera, samplingMode, engine, true, null, textureFormat) || this;
  76796. _this._operator = _operator;
  76797. _this.exposureAdjustment = exposureAdjustment;
  76798. var defines = "#define ";
  76799. if (_this._operator === TonemappingOperator.Hable)
  76800. defines += "HABLE_TONEMAPPING";
  76801. else if (_this._operator === TonemappingOperator.Reinhard)
  76802. defines += "REINHARD_TONEMAPPING";
  76803. else if (_this._operator === TonemappingOperator.HejiDawson)
  76804. defines += "OPTIMIZED_HEJIDAWSON_TONEMAPPING";
  76805. else if (_this._operator === TonemappingOperator.Photographic)
  76806. defines += "PHOTOGRAPHIC_TONEMAPPING";
  76807. //sadly a second call to create the effect.
  76808. _this.updateEffect(defines);
  76809. _this.onApply = function (effect) {
  76810. effect.setFloat("_ExposureAdjustment", _this.exposureAdjustment);
  76811. };
  76812. return _this;
  76813. }
  76814. return TonemapPostProcess;
  76815. }(BABYLON.PostProcess));
  76816. BABYLON.TonemapPostProcess = TonemapPostProcess;
  76817. })(BABYLON || (BABYLON = {}));
  76818. //# sourceMappingURL=babylon.tonemapPostProcess.js.map
  76819. var BABYLON;
  76820. (function (BABYLON) {
  76821. var DisplayPassPostProcess = /** @class */ (function (_super) {
  76822. __extends(DisplayPassPostProcess, _super);
  76823. function DisplayPassPostProcess(name, options, camera, samplingMode, engine, reusable) {
  76824. return _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], options, camera, samplingMode, engine, reusable) || this;
  76825. }
  76826. return DisplayPassPostProcess;
  76827. }(BABYLON.PostProcess));
  76828. BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
  76829. })(BABYLON || (BABYLON = {}));
  76830. //# sourceMappingURL=babylon.displayPassPostProcess.js.map
  76831. var BABYLON;
  76832. (function (BABYLON) {
  76833. var HighlightsPostProcess = /** @class */ (function (_super) {
  76834. __extends(HighlightsPostProcess, _super);
  76835. function HighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  76836. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76837. return _super.call(this, name, "highlights", null, null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  76838. }
  76839. return HighlightsPostProcess;
  76840. }(BABYLON.PostProcess));
  76841. BABYLON.HighlightsPostProcess = HighlightsPostProcess;
  76842. })(BABYLON || (BABYLON = {}));
  76843. //# sourceMappingURL=babylon.highlightsPostProcess.js.map
  76844. var BABYLON;
  76845. (function (BABYLON) {
  76846. var ImageProcessingPostProcess = /** @class */ (function (_super) {
  76847. __extends(ImageProcessingPostProcess, _super);
  76848. function ImageProcessingPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, imageProcessingConfiguration) {
  76849. if (camera === void 0) { camera = null; }
  76850. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76851. var _this = _super.call(this, name, "imageProcessing", [], [], options, camera, samplingMode, engine, reusable, null, textureType, "postprocess", null, true) || this;
  76852. _this._fromLinearSpace = true;
  76853. /**
  76854. * Defines cache preventing GC.
  76855. */
  76856. _this._defines = {
  76857. IMAGEPROCESSING: false,
  76858. VIGNETTE: false,
  76859. VIGNETTEBLENDMODEMULTIPLY: false,
  76860. VIGNETTEBLENDMODEOPAQUE: false,
  76861. TONEMAPPING: false,
  76862. CONTRAST: false,
  76863. COLORCURVES: false,
  76864. COLORGRADING: false,
  76865. COLORGRADING3D: false,
  76866. FROMLINEARSPACE: false,
  76867. SAMPLER3DGREENDEPTH: false,
  76868. SAMPLER3DBGRMAP: false,
  76869. IMAGEPROCESSINGPOSTPROCESS: false,
  76870. EXPOSURE: false,
  76871. };
  76872. // Setup the configuration as forced by the constructor. This would then not force the
  76873. // scene materials output in linear space and let untouched the default forward pass.
  76874. if (imageProcessingConfiguration) {
  76875. imageProcessingConfiguration.applyByPostProcess = true;
  76876. _this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);
  76877. // This will cause the shader to be compiled
  76878. _this.fromLinearSpace = false;
  76879. }
  76880. // Setup the default processing configuration to the scene.
  76881. else {
  76882. _this._attachImageProcessingConfiguration(null, true);
  76883. _this.imageProcessingConfiguration.applyByPostProcess = true;
  76884. }
  76885. _this.onApply = function (effect) {
  76886. _this.imageProcessingConfiguration.bind(effect, _this.aspectRatio);
  76887. };
  76888. return _this;
  76889. }
  76890. Object.defineProperty(ImageProcessingPostProcess.prototype, "imageProcessingConfiguration", {
  76891. /**
  76892. * Gets the image processing configuration used either in this material.
  76893. */
  76894. get: function () {
  76895. return this._imageProcessingConfiguration;
  76896. },
  76897. /**
  76898. * Sets the Default image processing configuration used either in the this material.
  76899. *
  76900. * If sets to null, the scene one is in use.
  76901. */
  76902. set: function (value) {
  76903. this._attachImageProcessingConfiguration(value);
  76904. },
  76905. enumerable: true,
  76906. configurable: true
  76907. });
  76908. /**
  76909. * Attaches a new image processing configuration to the PBR Material.
  76910. * @param configuration
  76911. */
  76912. ImageProcessingPostProcess.prototype._attachImageProcessingConfiguration = function (configuration, doNotBuild) {
  76913. var _this = this;
  76914. if (doNotBuild === void 0) { doNotBuild = false; }
  76915. if (configuration === this._imageProcessingConfiguration) {
  76916. return;
  76917. }
  76918. // Detaches observer.
  76919. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  76920. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  76921. }
  76922. // Pick the scene configuration if needed.
  76923. if (!configuration) {
  76924. var scene = null;
  76925. var engine = this.getEngine();
  76926. var camera = this.getCamera();
  76927. if (camera) {
  76928. scene = camera.getScene();
  76929. }
  76930. else if (engine && engine.scenes) {
  76931. var scenes = engine.scenes;
  76932. scene = scenes[scenes.length - 1];
  76933. }
  76934. else {
  76935. scene = BABYLON.Engine.LastCreatedScene;
  76936. }
  76937. this._imageProcessingConfiguration = scene.imageProcessingConfiguration;
  76938. }
  76939. else {
  76940. this._imageProcessingConfiguration = configuration;
  76941. }
  76942. // Attaches observer.
  76943. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  76944. _this._updateParameters();
  76945. });
  76946. // Ensure the effect will be rebuilt.
  76947. if (!doNotBuild) {
  76948. this._updateParameters();
  76949. }
  76950. };
  76951. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurves", {
  76952. /**
  76953. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  76954. */
  76955. get: function () {
  76956. return this.imageProcessingConfiguration.colorCurves;
  76957. },
  76958. /**
  76959. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  76960. */
  76961. set: function (value) {
  76962. this.imageProcessingConfiguration.colorCurves = value;
  76963. },
  76964. enumerable: true,
  76965. configurable: true
  76966. });
  76967. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurvesEnabled", {
  76968. /**
  76969. * Gets wether the color curves effect is enabled.
  76970. */
  76971. get: function () {
  76972. return this.imageProcessingConfiguration.colorCurvesEnabled;
  76973. },
  76974. /**
  76975. * Sets wether the color curves effect is enabled.
  76976. */
  76977. set: function (value) {
  76978. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  76979. },
  76980. enumerable: true,
  76981. configurable: true
  76982. });
  76983. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingTexture", {
  76984. /**
  76985. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  76986. */
  76987. get: function () {
  76988. return this.imageProcessingConfiguration.colorGradingTexture;
  76989. },
  76990. /**
  76991. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  76992. */
  76993. set: function (value) {
  76994. this.imageProcessingConfiguration.colorGradingTexture = value;
  76995. },
  76996. enumerable: true,
  76997. configurable: true
  76998. });
  76999. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingEnabled", {
  77000. /**
  77001. * Gets wether the color grading effect is enabled.
  77002. */
  77003. get: function () {
  77004. return this.imageProcessingConfiguration.colorGradingEnabled;
  77005. },
  77006. /**
  77007. * Gets wether the color grading effect is enabled.
  77008. */
  77009. set: function (value) {
  77010. this.imageProcessingConfiguration.colorGradingEnabled = value;
  77011. },
  77012. enumerable: true,
  77013. configurable: true
  77014. });
  77015. Object.defineProperty(ImageProcessingPostProcess.prototype, "exposure", {
  77016. /**
  77017. * Gets exposure used in the effect.
  77018. */
  77019. get: function () {
  77020. return this.imageProcessingConfiguration.exposure;
  77021. },
  77022. /**
  77023. * Sets exposure used in the effect.
  77024. */
  77025. set: function (value) {
  77026. this.imageProcessingConfiguration.exposure = value;
  77027. },
  77028. enumerable: true,
  77029. configurable: true
  77030. });
  77031. Object.defineProperty(ImageProcessingPostProcess.prototype, "toneMappingEnabled", {
  77032. /**
  77033. * Gets wether tonemapping is enabled or not.
  77034. */
  77035. get: function () {
  77036. return this._imageProcessingConfiguration.toneMappingEnabled;
  77037. },
  77038. /**
  77039. * Sets wether tonemapping is enabled or not
  77040. */
  77041. set: function (value) {
  77042. this._imageProcessingConfiguration.toneMappingEnabled = value;
  77043. },
  77044. enumerable: true,
  77045. configurable: true
  77046. });
  77047. ;
  77048. ;
  77049. Object.defineProperty(ImageProcessingPostProcess.prototype, "contrast", {
  77050. /**
  77051. * Gets contrast used in the effect.
  77052. */
  77053. get: function () {
  77054. return this.imageProcessingConfiguration.contrast;
  77055. },
  77056. /**
  77057. * Sets contrast used in the effect.
  77058. */
  77059. set: function (value) {
  77060. this.imageProcessingConfiguration.contrast = value;
  77061. },
  77062. enumerable: true,
  77063. configurable: true
  77064. });
  77065. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteStretch", {
  77066. /**
  77067. * Gets Vignette stretch size.
  77068. */
  77069. get: function () {
  77070. return this.imageProcessingConfiguration.vignetteStretch;
  77071. },
  77072. /**
  77073. * Sets Vignette stretch size.
  77074. */
  77075. set: function (value) {
  77076. this.imageProcessingConfiguration.vignetteStretch = value;
  77077. },
  77078. enumerable: true,
  77079. configurable: true
  77080. });
  77081. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreX", {
  77082. /**
  77083. * Gets Vignette centre X Offset.
  77084. */
  77085. get: function () {
  77086. return this.imageProcessingConfiguration.vignetteCentreX;
  77087. },
  77088. /**
  77089. * Sets Vignette centre X Offset.
  77090. */
  77091. set: function (value) {
  77092. this.imageProcessingConfiguration.vignetteCentreX = value;
  77093. },
  77094. enumerable: true,
  77095. configurable: true
  77096. });
  77097. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreY", {
  77098. /**
  77099. * Gets Vignette centre Y Offset.
  77100. */
  77101. get: function () {
  77102. return this.imageProcessingConfiguration.vignetteCentreY;
  77103. },
  77104. /**
  77105. * Sets Vignette centre Y Offset.
  77106. */
  77107. set: function (value) {
  77108. this.imageProcessingConfiguration.vignetteCentreY = value;
  77109. },
  77110. enumerable: true,
  77111. configurable: true
  77112. });
  77113. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteWeight", {
  77114. /**
  77115. * Gets Vignette weight or intensity of the vignette effect.
  77116. */
  77117. get: function () {
  77118. return this.imageProcessingConfiguration.vignetteWeight;
  77119. },
  77120. /**
  77121. * Sets Vignette weight or intensity of the vignette effect.
  77122. */
  77123. set: function (value) {
  77124. this.imageProcessingConfiguration.vignetteWeight = value;
  77125. },
  77126. enumerable: true,
  77127. configurable: true
  77128. });
  77129. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteColor", {
  77130. /**
  77131. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  77132. * if vignetteEnabled is set to true.
  77133. */
  77134. get: function () {
  77135. return this.imageProcessingConfiguration.vignetteColor;
  77136. },
  77137. /**
  77138. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  77139. * if vignetteEnabled is set to true.
  77140. */
  77141. set: function (value) {
  77142. this.imageProcessingConfiguration.vignetteColor = value;
  77143. },
  77144. enumerable: true,
  77145. configurable: true
  77146. });
  77147. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCameraFov", {
  77148. /**
  77149. * Gets Camera field of view used by the Vignette effect.
  77150. */
  77151. get: function () {
  77152. return this.imageProcessingConfiguration.vignetteCameraFov;
  77153. },
  77154. /**
  77155. * Sets Camera field of view used by the Vignette effect.
  77156. */
  77157. set: function (value) {
  77158. this.imageProcessingConfiguration.vignetteCameraFov = value;
  77159. },
  77160. enumerable: true,
  77161. configurable: true
  77162. });
  77163. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteBlendMode", {
  77164. /**
  77165. * Gets the vignette blend mode allowing different kind of effect.
  77166. */
  77167. get: function () {
  77168. return this.imageProcessingConfiguration.vignetteBlendMode;
  77169. },
  77170. /**
  77171. * Sets the vignette blend mode allowing different kind of effect.
  77172. */
  77173. set: function (value) {
  77174. this.imageProcessingConfiguration.vignetteBlendMode = value;
  77175. },
  77176. enumerable: true,
  77177. configurable: true
  77178. });
  77179. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteEnabled", {
  77180. /**
  77181. * Gets wether the vignette effect is enabled.
  77182. */
  77183. get: function () {
  77184. return this.imageProcessingConfiguration.vignetteEnabled;
  77185. },
  77186. /**
  77187. * Sets wether the vignette effect is enabled.
  77188. */
  77189. set: function (value) {
  77190. this.imageProcessingConfiguration.vignetteEnabled = value;
  77191. },
  77192. enumerable: true,
  77193. configurable: true
  77194. });
  77195. Object.defineProperty(ImageProcessingPostProcess.prototype, "fromLinearSpace", {
  77196. /**
  77197. * Gets wether the input of the processing is in Gamma or Linear Space.
  77198. */
  77199. get: function () {
  77200. return this._fromLinearSpace;
  77201. },
  77202. /**
  77203. * Sets wether the input of the processing is in Gamma or Linear Space.
  77204. */
  77205. set: function (value) {
  77206. if (this._fromLinearSpace === value) {
  77207. return;
  77208. }
  77209. this._fromLinearSpace = value;
  77210. this._updateParameters();
  77211. },
  77212. enumerable: true,
  77213. configurable: true
  77214. });
  77215. ImageProcessingPostProcess.prototype.getClassName = function () {
  77216. return "ImageProcessingPostProcess";
  77217. };
  77218. ImageProcessingPostProcess.prototype._updateParameters = function () {
  77219. this._defines.FROMLINEARSPACE = this._fromLinearSpace;
  77220. this.imageProcessingConfiguration.prepareDefines(this._defines, true);
  77221. var defines = "";
  77222. for (var define in this._defines) {
  77223. if (this._defines[define]) {
  77224. defines += "#define " + define + ";\r\n";
  77225. }
  77226. }
  77227. var samplers = ["textureSampler"];
  77228. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);
  77229. var uniforms = ["scale"];
  77230. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);
  77231. this.updateEffect(defines, uniforms, samplers);
  77232. };
  77233. ImageProcessingPostProcess.prototype.dispose = function (camera) {
  77234. _super.prototype.dispose.call(this, camera);
  77235. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  77236. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  77237. }
  77238. this.imageProcessingConfiguration.applyByPostProcess = false;
  77239. };
  77240. __decorate([
  77241. BABYLON.serialize()
  77242. ], ImageProcessingPostProcess.prototype, "_fromLinearSpace", void 0);
  77243. return ImageProcessingPostProcess;
  77244. }(BABYLON.PostProcess));
  77245. BABYLON.ImageProcessingPostProcess = ImageProcessingPostProcess;
  77246. })(BABYLON || (BABYLON = {}));
  77247. //# sourceMappingURL=babylon.imageProcessingPostProcess.js.map
  77248. var BABYLON;
  77249. (function (BABYLON) {
  77250. /**
  77251. * Class used to store bone information
  77252. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  77253. */
  77254. var Bone = /** @class */ (function (_super) {
  77255. __extends(Bone, _super);
  77256. /**
  77257. * Create a new bone
  77258. * @param name defines the bone name
  77259. * @param skeleton defines the parent skeleton
  77260. * @param parentBone defines the parent (can be null if the bone is the root)
  77261. * @param localMatrix defines the local matrix
  77262. * @param restPose defines the rest pose matrix
  77263. * @param baseMatrix defines the base matrix
  77264. * @param index defines index of the bone in the hiearchy
  77265. */
  77266. function Bone(
  77267. /**
  77268. * defines the bone name
  77269. */
  77270. name, skeleton, parentBone, localMatrix, restPose, baseMatrix, index) {
  77271. if (parentBone === void 0) { parentBone = null; }
  77272. if (localMatrix === void 0) { localMatrix = null; }
  77273. if (restPose === void 0) { restPose = null; }
  77274. if (baseMatrix === void 0) { baseMatrix = null; }
  77275. if (index === void 0) { index = null; }
  77276. var _this = _super.call(this, name, skeleton.getScene()) || this;
  77277. _this.name = name;
  77278. /**
  77279. * Gets the list of child bones
  77280. */
  77281. _this.children = new Array();
  77282. /** Gets the animations associated with this bone */
  77283. _this.animations = new Array();
  77284. /**
  77285. * @hidden Internal only
  77286. * Set this value to map this bone to a different index in the transform matrices
  77287. * Set this value to -1 to exclude the bone from the transform matrices
  77288. */
  77289. _this._index = null;
  77290. _this._absoluteTransform = new BABYLON.Matrix();
  77291. _this._invertedAbsoluteTransform = new BABYLON.Matrix();
  77292. _this._scalingDeterminant = 1;
  77293. _this._worldTransform = new BABYLON.Matrix();
  77294. _this._needToDecompose = true;
  77295. _this._needToCompose = false;
  77296. _this._skeleton = skeleton;
  77297. _this._localMatrix = localMatrix ? localMatrix.clone() : BABYLON.Matrix.Identity();
  77298. _this._restPose = restPose ? restPose : _this._localMatrix.clone();
  77299. _this._baseMatrix = baseMatrix ? baseMatrix : _this._localMatrix.clone();
  77300. _this._index = index;
  77301. skeleton.bones.push(_this);
  77302. _this.setParent(parentBone, false);
  77303. if (baseMatrix || localMatrix) {
  77304. _this._updateDifferenceMatrix();
  77305. }
  77306. return _this;
  77307. }
  77308. Object.defineProperty(Bone.prototype, "_matrix", {
  77309. /** @hidden */
  77310. get: function () {
  77311. this._compose();
  77312. return this._localMatrix;
  77313. },
  77314. /** @hidden */
  77315. set: function (value) {
  77316. this._localMatrix.copyFrom(value);
  77317. this._needToDecompose = true;
  77318. },
  77319. enumerable: true,
  77320. configurable: true
  77321. });
  77322. // Members
  77323. /**
  77324. * Gets the parent skeleton
  77325. * @returns a skeleton
  77326. */
  77327. Bone.prototype.getSkeleton = function () {
  77328. return this._skeleton;
  77329. };
  77330. /**
  77331. * Gets parent bone
  77332. * @returns a bone or null if the bone is the root of the bone hierarchy
  77333. */
  77334. Bone.prototype.getParent = function () {
  77335. return this._parent;
  77336. };
  77337. /**
  77338. * Sets the parent bone
  77339. * @param parent defines the parent (can be null if the bone is the root)
  77340. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  77341. */
  77342. Bone.prototype.setParent = function (parent, updateDifferenceMatrix) {
  77343. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  77344. if (this._parent === parent) {
  77345. return;
  77346. }
  77347. if (this._parent) {
  77348. var index = this._parent.children.indexOf(this);
  77349. if (index !== -1) {
  77350. this._parent.children.splice(index, 1);
  77351. }
  77352. }
  77353. this._parent = parent;
  77354. if (this._parent) {
  77355. this._parent.children.push(this);
  77356. }
  77357. if (updateDifferenceMatrix) {
  77358. this._updateDifferenceMatrix();
  77359. }
  77360. this.markAsDirty();
  77361. };
  77362. /**
  77363. * Gets the local matrix
  77364. * @returns a matrix
  77365. */
  77366. Bone.prototype.getLocalMatrix = function () {
  77367. this._compose();
  77368. return this._localMatrix;
  77369. };
  77370. /**
  77371. * Gets the base matrix (initial matrix which remains unchanged)
  77372. * @returns a matrix
  77373. */
  77374. Bone.prototype.getBaseMatrix = function () {
  77375. return this._baseMatrix;
  77376. };
  77377. /**
  77378. * Gets the rest pose matrix
  77379. * @returns a matrix
  77380. */
  77381. Bone.prototype.getRestPose = function () {
  77382. return this._restPose;
  77383. };
  77384. /**
  77385. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  77386. */
  77387. Bone.prototype.getWorldMatrix = function () {
  77388. return this._worldTransform;
  77389. };
  77390. /**
  77391. * Sets the local matrix to rest pose matrix
  77392. */
  77393. Bone.prototype.returnToRest = function () {
  77394. this.updateMatrix(this._restPose.clone());
  77395. };
  77396. /**
  77397. * Gets the inverse of the absolute transform matrix.
  77398. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  77399. * @returns a matrix
  77400. */
  77401. Bone.prototype.getInvertedAbsoluteTransform = function () {
  77402. return this._invertedAbsoluteTransform;
  77403. };
  77404. /**
  77405. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  77406. * @returns a matrix
  77407. */
  77408. Bone.prototype.getAbsoluteTransform = function () {
  77409. return this._absoluteTransform;
  77410. };
  77411. Object.defineProperty(Bone.prototype, "position", {
  77412. // Properties (matches AbstractMesh properties)
  77413. /** Gets or sets current position (in local space) */
  77414. get: function () {
  77415. this._decompose();
  77416. return this._localPosition;
  77417. },
  77418. set: function (newPosition) {
  77419. this._decompose();
  77420. this._localPosition.copyFrom(newPosition);
  77421. this._markAsDirtyAndCompose();
  77422. },
  77423. enumerable: true,
  77424. configurable: true
  77425. });
  77426. Object.defineProperty(Bone.prototype, "rotation", {
  77427. /** Gets or sets current rotation (in local space) */
  77428. get: function () {
  77429. return this.getRotation();
  77430. },
  77431. set: function (newRotation) {
  77432. this.setRotation(newRotation);
  77433. },
  77434. enumerable: true,
  77435. configurable: true
  77436. });
  77437. Object.defineProperty(Bone.prototype, "rotationQuaternion", {
  77438. /** Gets or sets current rotation quaternion (in local space) */
  77439. get: function () {
  77440. this._decompose();
  77441. return this._localRotation;
  77442. },
  77443. set: function (newRotation) {
  77444. this.setRotationQuaternion(newRotation);
  77445. },
  77446. enumerable: true,
  77447. configurable: true
  77448. });
  77449. Object.defineProperty(Bone.prototype, "scaling", {
  77450. /** Gets or sets current scaling (in local space) */
  77451. get: function () {
  77452. return this.getScale();
  77453. },
  77454. set: function (newScaling) {
  77455. this.setScale(newScaling);
  77456. },
  77457. enumerable: true,
  77458. configurable: true
  77459. });
  77460. Object.defineProperty(Bone.prototype, "animationPropertiesOverride", {
  77461. /**
  77462. * Gets the animation properties override
  77463. */
  77464. get: function () {
  77465. return this._skeleton.animationPropertiesOverride;
  77466. },
  77467. enumerable: true,
  77468. configurable: true
  77469. });
  77470. // Methods
  77471. Bone.prototype._decompose = function () {
  77472. if (!this._needToDecompose) {
  77473. return;
  77474. }
  77475. this._needToDecompose = false;
  77476. if (!this._localScaling) {
  77477. this._localScaling = BABYLON.Vector3.Zero();
  77478. this._localRotation = BABYLON.Quaternion.Zero();
  77479. this._localPosition = BABYLON.Vector3.Zero();
  77480. }
  77481. this._localMatrix.decompose(this._localScaling, this._localRotation, this._localPosition);
  77482. };
  77483. Bone.prototype._compose = function () {
  77484. if (!this._needToCompose) {
  77485. return;
  77486. }
  77487. this._needToCompose = false;
  77488. BABYLON.Matrix.ComposeToRef(this._localScaling, this._localRotation, this._localPosition, this._localMatrix);
  77489. };
  77490. /**
  77491. * Update the base and local matrices
  77492. * @param matrix defines the new base or local matrix
  77493. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  77494. * @param updateLocalMatrix defines if the local matrix should be updated
  77495. */
  77496. Bone.prototype.updateMatrix = function (matrix, updateDifferenceMatrix, updateLocalMatrix) {
  77497. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  77498. if (updateLocalMatrix === void 0) { updateLocalMatrix = true; }
  77499. this._baseMatrix.copyFrom(matrix);
  77500. if (updateDifferenceMatrix) {
  77501. this._updateDifferenceMatrix();
  77502. }
  77503. if (updateLocalMatrix) {
  77504. this._localMatrix.copyFrom(matrix);
  77505. this._markAsDirtyAndDecompose();
  77506. }
  77507. else {
  77508. this.markAsDirty();
  77509. }
  77510. };
  77511. /** @hidden */
  77512. Bone.prototype._updateDifferenceMatrix = function (rootMatrix, updateChildren) {
  77513. if (updateChildren === void 0) { updateChildren = true; }
  77514. if (!rootMatrix) {
  77515. rootMatrix = this._baseMatrix;
  77516. }
  77517. if (this._parent) {
  77518. rootMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  77519. }
  77520. else {
  77521. this._absoluteTransform.copyFrom(rootMatrix);
  77522. }
  77523. this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
  77524. if (updateChildren) {
  77525. for (var index = 0; index < this.children.length; index++) {
  77526. this.children[index]._updateDifferenceMatrix();
  77527. }
  77528. }
  77529. this._scalingDeterminant = (this._absoluteTransform.determinant() < 0 ? -1 : 1);
  77530. };
  77531. /**
  77532. * Flag the bone as dirty (Forcing it to update everything)
  77533. */
  77534. Bone.prototype.markAsDirty = function () {
  77535. this._currentRenderId++;
  77536. this._childRenderId++;
  77537. this._skeleton._markAsDirty();
  77538. };
  77539. Bone.prototype._markAsDirtyAndCompose = function () {
  77540. this.markAsDirty();
  77541. this._needToCompose = true;
  77542. };
  77543. Bone.prototype._markAsDirtyAndDecompose = function () {
  77544. this.markAsDirty();
  77545. this._needToDecompose = true;
  77546. };
  77547. /**
  77548. * Copy an animation range from another bone
  77549. * @param source defines the source bone
  77550. * @param rangeName defines the range name to copy
  77551. * @param frameOffset defines the frame offset
  77552. * @param rescaleAsRequired defines if rescaling must be applied if required
  77553. * @param skelDimensionsRatio defines the scaling ratio
  77554. * @returns true if operation was successful
  77555. */
  77556. Bone.prototype.copyAnimationRange = function (source, rangeName, frameOffset, rescaleAsRequired, skelDimensionsRatio) {
  77557. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  77558. if (skelDimensionsRatio === void 0) { skelDimensionsRatio = null; }
  77559. // all animation may be coming from a library skeleton, so may need to create animation
  77560. if (this.animations.length === 0) {
  77561. this.animations.push(new BABYLON.Animation(this.name, "_matrix", source.animations[0].framePerSecond, BABYLON.Animation.ANIMATIONTYPE_MATRIX, 0));
  77562. this.animations[0].setKeys([]);
  77563. }
  77564. // get animation info / verify there is such a range from the source bone
  77565. var sourceRange = source.animations[0].getRange(rangeName);
  77566. if (!sourceRange) {
  77567. return false;
  77568. }
  77569. var from = sourceRange.from;
  77570. var to = sourceRange.to;
  77571. var sourceKeys = source.animations[0].getKeys();
  77572. // rescaling prep
  77573. var sourceBoneLength = source.length;
  77574. var sourceParent = source.getParent();
  77575. var parent = this.getParent();
  77576. var parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;
  77577. var parentRatio = parentScalingReqd && parent && sourceParent ? parent.length / sourceParent.length : 1;
  77578. var dimensionsScalingReqd = rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);
  77579. var destKeys = this.animations[0].getKeys();
  77580. // loop vars declaration
  77581. var orig;
  77582. var origTranslation;
  77583. var mat;
  77584. for (var key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {
  77585. orig = sourceKeys[key];
  77586. if (orig.frame >= from && orig.frame <= to) {
  77587. if (rescaleAsRequired) {
  77588. mat = orig.value.clone();
  77589. // scale based on parent ratio, when bone has parent
  77590. if (parentScalingReqd) {
  77591. origTranslation = mat.getTranslation();
  77592. mat.setTranslation(origTranslation.scaleInPlace(parentRatio));
  77593. // scale based on skeleton dimension ratio when root bone, and value is passed
  77594. }
  77595. else if (dimensionsScalingReqd && skelDimensionsRatio) {
  77596. origTranslation = mat.getTranslation();
  77597. mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));
  77598. // use original when root bone, and no data for skelDimensionsRatio
  77599. }
  77600. else {
  77601. mat = orig.value;
  77602. }
  77603. }
  77604. else {
  77605. mat = orig.value;
  77606. }
  77607. destKeys.push({ frame: orig.frame + frameOffset, value: mat });
  77608. }
  77609. }
  77610. this.animations[0].createRange(rangeName, from + frameOffset, to + frameOffset);
  77611. return true;
  77612. };
  77613. /**
  77614. * Translate the bone in local or world space
  77615. * @param vec The amount to translate the bone
  77616. * @param space The space that the translation is in
  77617. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77618. */
  77619. Bone.prototype.translate = function (vec, space, mesh) {
  77620. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  77621. var lm = this.getLocalMatrix();
  77622. if (space == BABYLON.Space.LOCAL) {
  77623. lm.m[12] += vec.x;
  77624. lm.m[13] += vec.y;
  77625. lm.m[14] += vec.z;
  77626. }
  77627. else {
  77628. var wm = null;
  77629. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  77630. if (mesh) {
  77631. wm = mesh.getWorldMatrix();
  77632. }
  77633. this._skeleton.computeAbsoluteTransforms();
  77634. var tmat = Bone._tmpMats[0];
  77635. var tvec = Bone._tmpVecs[0];
  77636. if (this._parent) {
  77637. if (mesh && wm) {
  77638. tmat.copyFrom(this._parent.getAbsoluteTransform());
  77639. tmat.multiplyToRef(wm, tmat);
  77640. }
  77641. else {
  77642. tmat.copyFrom(this._parent.getAbsoluteTransform());
  77643. }
  77644. }
  77645. tmat.m[12] = 0;
  77646. tmat.m[13] = 0;
  77647. tmat.m[14] = 0;
  77648. tmat.invert();
  77649. BABYLON.Vector3.TransformCoordinatesToRef(vec, tmat, tvec);
  77650. lm.m[12] += tvec.x;
  77651. lm.m[13] += tvec.y;
  77652. lm.m[14] += tvec.z;
  77653. }
  77654. this._markAsDirtyAndDecompose();
  77655. };
  77656. /**
  77657. * Set the postion of the bone in local or world space
  77658. * @param position The position to set the bone
  77659. * @param space The space that the position is in
  77660. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77661. */
  77662. Bone.prototype.setPosition = function (position, space, mesh) {
  77663. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  77664. var lm = this.getLocalMatrix();
  77665. if (space == BABYLON.Space.LOCAL) {
  77666. lm.m[12] = position.x;
  77667. lm.m[13] = position.y;
  77668. lm.m[14] = position.z;
  77669. }
  77670. else {
  77671. var wm = null;
  77672. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  77673. if (mesh) {
  77674. wm = mesh.getWorldMatrix();
  77675. }
  77676. this._skeleton.computeAbsoluteTransforms();
  77677. var tmat = Bone._tmpMats[0];
  77678. var vec = Bone._tmpVecs[0];
  77679. if (this._parent) {
  77680. if (mesh && wm) {
  77681. tmat.copyFrom(this._parent.getAbsoluteTransform());
  77682. tmat.multiplyToRef(wm, tmat);
  77683. }
  77684. else {
  77685. tmat.copyFrom(this._parent.getAbsoluteTransform());
  77686. }
  77687. }
  77688. tmat.invert();
  77689. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, vec);
  77690. lm.m[12] = vec.x;
  77691. lm.m[13] = vec.y;
  77692. lm.m[14] = vec.z;
  77693. }
  77694. this._markAsDirtyAndDecompose();
  77695. };
  77696. /**
  77697. * Set the absolute position of the bone (world space)
  77698. * @param position The position to set the bone
  77699. * @param mesh The mesh that this bone is attached to
  77700. */
  77701. Bone.prototype.setAbsolutePosition = function (position, mesh) {
  77702. this.setPosition(position, BABYLON.Space.WORLD, mesh);
  77703. };
  77704. /**
  77705. * Scale the bone on the x, y and z axes (in local space)
  77706. * @param x The amount to scale the bone on the x axis
  77707. * @param y The amount to scale the bone on the y axis
  77708. * @param z The amount to scale the bone on the z axis
  77709. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  77710. */
  77711. Bone.prototype.scale = function (x, y, z, scaleChildren) {
  77712. if (scaleChildren === void 0) { scaleChildren = false; }
  77713. var locMat = this.getLocalMatrix();
  77714. // Apply new scaling on top of current local matrix
  77715. var scaleMat = Bone._tmpMats[0];
  77716. BABYLON.Matrix.ScalingToRef(x, y, z, scaleMat);
  77717. scaleMat.multiplyToRef(locMat, locMat);
  77718. // Invert scaling matrix and apply the inverse to all children
  77719. scaleMat.invert();
  77720. for (var _i = 0, _a = this.children; _i < _a.length; _i++) {
  77721. var child = _a[_i];
  77722. var cm = child.getLocalMatrix();
  77723. cm.multiplyToRef(scaleMat, cm);
  77724. cm.m[12] *= x;
  77725. cm.m[13] *= y;
  77726. cm.m[14] *= z;
  77727. child._markAsDirtyAndDecompose();
  77728. }
  77729. this._markAsDirtyAndDecompose();
  77730. if (scaleChildren) {
  77731. for (var _b = 0, _c = this.children; _b < _c.length; _b++) {
  77732. var child = _c[_b];
  77733. child.scale(x, y, z, scaleChildren);
  77734. }
  77735. }
  77736. };
  77737. /**
  77738. * Set the bone scaling in local space
  77739. * @param scale defines the scaling vector
  77740. */
  77741. Bone.prototype.setScale = function (scale) {
  77742. this._decompose();
  77743. this._localScaling.copyFrom(scale);
  77744. this._markAsDirtyAndCompose();
  77745. };
  77746. /**
  77747. * Gets the current scaling in local space
  77748. * @returns the current scaling vector
  77749. */
  77750. Bone.prototype.getScale = function () {
  77751. this._decompose();
  77752. return this._localScaling;
  77753. };
  77754. /**
  77755. * Gets the current scaling in local space and stores it in a target vector
  77756. * @param result defines the target vector
  77757. */
  77758. Bone.prototype.getScaleToRef = function (result) {
  77759. this._decompose();
  77760. result.copyFrom(this._localScaling);
  77761. };
  77762. /**
  77763. * Set the yaw, pitch, and roll of the bone in local or world space
  77764. * @param yaw The rotation of the bone on the y axis
  77765. * @param pitch The rotation of the bone on the x axis
  77766. * @param roll The rotation of the bone on the z axis
  77767. * @param space The space that the axes of rotation are in
  77768. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77769. */
  77770. Bone.prototype.setYawPitchRoll = function (yaw, pitch, roll, space, mesh) {
  77771. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  77772. if (space === BABYLON.Space.LOCAL) {
  77773. var quat = Bone._tmpQuat;
  77774. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, quat);
  77775. this.setRotationQuaternion(quat, space, mesh);
  77776. return;
  77777. }
  77778. var rotMatInv = Bone._tmpMats[0];
  77779. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  77780. return;
  77781. }
  77782. var rotMat = Bone._tmpMats[1];
  77783. BABYLON.Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, rotMat);
  77784. rotMatInv.multiplyToRef(rotMat, rotMat);
  77785. this._rotateWithMatrix(rotMat, space, mesh);
  77786. };
  77787. /**
  77788. * Add a rotation to the bone on an axis in local or world space
  77789. * @param axis The axis to rotate the bone on
  77790. * @param amount The amount to rotate the bone
  77791. * @param space The space that the axis is in
  77792. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77793. */
  77794. Bone.prototype.rotate = function (axis, amount, space, mesh) {
  77795. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  77796. var rmat = Bone._tmpMats[0];
  77797. rmat.m[12] = 0;
  77798. rmat.m[13] = 0;
  77799. rmat.m[14] = 0;
  77800. BABYLON.Matrix.RotationAxisToRef(axis, amount, rmat);
  77801. this._rotateWithMatrix(rmat, space, mesh);
  77802. };
  77803. /**
  77804. * Set the rotation of the bone to a particular axis angle in local or world space
  77805. * @param axis The axis to rotate the bone on
  77806. * @param angle The angle that the bone should be rotated to
  77807. * @param space The space that the axis is in
  77808. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77809. */
  77810. Bone.prototype.setAxisAngle = function (axis, angle, space, mesh) {
  77811. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  77812. if (space === BABYLON.Space.LOCAL) {
  77813. var quat = Bone._tmpQuat;
  77814. BABYLON.Quaternion.RotationAxisToRef(axis, angle, quat);
  77815. this.setRotationQuaternion(quat, space, mesh);
  77816. return;
  77817. }
  77818. var rotMatInv = Bone._tmpMats[0];
  77819. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  77820. return;
  77821. }
  77822. var rotMat = Bone._tmpMats[1];
  77823. BABYLON.Matrix.RotationAxisToRef(axis, angle, rotMat);
  77824. rotMatInv.multiplyToRef(rotMat, rotMat);
  77825. this._rotateWithMatrix(rotMat, space, mesh);
  77826. };
  77827. /**
  77828. * Set the euler rotation of the bone in local of world space
  77829. * @param rotation The euler rotation that the bone should be set to
  77830. * @param space The space that the rotation is in
  77831. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77832. */
  77833. Bone.prototype.setRotation = function (rotation, space, mesh) {
  77834. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  77835. this.setYawPitchRoll(rotation.y, rotation.x, rotation.z, space, mesh);
  77836. };
  77837. /**
  77838. * Set the quaternion rotation of the bone in local of world space
  77839. * @param quat The quaternion rotation that the bone should be set to
  77840. * @param space The space that the rotation is in
  77841. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77842. */
  77843. Bone.prototype.setRotationQuaternion = function (quat, space, mesh) {
  77844. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  77845. if (space === BABYLON.Space.LOCAL) {
  77846. this._decompose();
  77847. this._localRotation.copyFrom(quat);
  77848. this._markAsDirtyAndCompose();
  77849. return;
  77850. }
  77851. var rotMatInv = Bone._tmpMats[0];
  77852. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  77853. return;
  77854. }
  77855. var rotMat = Bone._tmpMats[1];
  77856. BABYLON.Matrix.FromQuaternionToRef(quat, rotMat);
  77857. rotMatInv.multiplyToRef(rotMat, rotMat);
  77858. this._rotateWithMatrix(rotMat, space, mesh);
  77859. };
  77860. /**
  77861. * Set the rotation matrix of the bone in local of world space
  77862. * @param rotMat The rotation matrix that the bone should be set to
  77863. * @param space The space that the rotation is in
  77864. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77865. */
  77866. Bone.prototype.setRotationMatrix = function (rotMat, space, mesh) {
  77867. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  77868. if (space === BABYLON.Space.LOCAL) {
  77869. var quat = Bone._tmpQuat;
  77870. BABYLON.Quaternion.FromRotationMatrixToRef(rotMat, quat);
  77871. this.setRotationQuaternion(quat, space, mesh);
  77872. return;
  77873. }
  77874. var rotMatInv = Bone._tmpMats[0];
  77875. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  77876. return;
  77877. }
  77878. var rotMat2 = Bone._tmpMats[1];
  77879. rotMat2.copyFrom(rotMat);
  77880. rotMatInv.multiplyToRef(rotMat, rotMat2);
  77881. this._rotateWithMatrix(rotMat2, space, mesh);
  77882. };
  77883. Bone.prototype._rotateWithMatrix = function (rmat, space, mesh) {
  77884. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  77885. var lmat = this.getLocalMatrix();
  77886. var lx = lmat.m[12];
  77887. var ly = lmat.m[13];
  77888. var lz = lmat.m[14];
  77889. var parent = this.getParent();
  77890. var parentScale = Bone._tmpMats[3];
  77891. var parentScaleInv = Bone._tmpMats[4];
  77892. if (parent && space == BABYLON.Space.WORLD) {
  77893. if (mesh) {
  77894. parentScale.copyFrom(mesh.getWorldMatrix());
  77895. parent.getAbsoluteTransform().multiplyToRef(parentScale, parentScale);
  77896. }
  77897. else {
  77898. parentScale.copyFrom(parent.getAbsoluteTransform());
  77899. }
  77900. parentScaleInv.copyFrom(parentScale);
  77901. parentScaleInv.invert();
  77902. lmat.multiplyToRef(parentScale, lmat);
  77903. lmat.multiplyToRef(rmat, lmat);
  77904. lmat.multiplyToRef(parentScaleInv, lmat);
  77905. }
  77906. else {
  77907. if (space == BABYLON.Space.WORLD && mesh) {
  77908. parentScale.copyFrom(mesh.getWorldMatrix());
  77909. parentScaleInv.copyFrom(parentScale);
  77910. parentScaleInv.invert();
  77911. lmat.multiplyToRef(parentScale, lmat);
  77912. lmat.multiplyToRef(rmat, lmat);
  77913. lmat.multiplyToRef(parentScaleInv, lmat);
  77914. }
  77915. else {
  77916. lmat.multiplyToRef(rmat, lmat);
  77917. }
  77918. }
  77919. lmat.m[12] = lx;
  77920. lmat.m[13] = ly;
  77921. lmat.m[14] = lz;
  77922. this.computeAbsoluteTransforms();
  77923. this._markAsDirtyAndDecompose();
  77924. };
  77925. Bone.prototype._getNegativeRotationToRef = function (rotMatInv, mesh) {
  77926. var scaleMatrix = Bone._tmpMats[2];
  77927. rotMatInv.copyFrom(this.getAbsoluteTransform());
  77928. if (mesh) {
  77929. rotMatInv.multiplyToRef(mesh.getWorldMatrix(), rotMatInv);
  77930. BABYLON.Matrix.ScalingToRef(mesh.scaling.x, mesh.scaling.y, mesh.scaling.z, scaleMatrix);
  77931. }
  77932. rotMatInv.invert();
  77933. if (isNaN(rotMatInv.m[0])) {
  77934. // Matrix failed to invert.
  77935. // This can happen if scale is zero for example.
  77936. return false;
  77937. }
  77938. scaleMatrix.m[0] *= this._scalingDeterminant;
  77939. rotMatInv.multiplyToRef(scaleMatrix, rotMatInv);
  77940. return true;
  77941. };
  77942. /**
  77943. * Get the position of the bone in local or world space
  77944. * @param space The space that the returned position is in
  77945. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77946. * @returns The position of the bone
  77947. */
  77948. Bone.prototype.getPosition = function (space, mesh) {
  77949. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  77950. if (mesh === void 0) { mesh = null; }
  77951. var pos = BABYLON.Vector3.Zero();
  77952. this.getPositionToRef(space, mesh, pos);
  77953. return pos;
  77954. };
  77955. /**
  77956. * Copy the position of the bone to a vector3 in local or world space
  77957. * @param space The space that the returned position is in
  77958. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77959. * @param result The vector3 to copy the position to
  77960. */
  77961. Bone.prototype.getPositionToRef = function (space, mesh, result) {
  77962. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  77963. if (space == BABYLON.Space.LOCAL) {
  77964. var lm = this.getLocalMatrix();
  77965. result.x = lm.m[12];
  77966. result.y = lm.m[13];
  77967. result.z = lm.m[14];
  77968. }
  77969. else {
  77970. var wm = null;
  77971. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  77972. if (mesh) {
  77973. wm = mesh.getWorldMatrix();
  77974. }
  77975. this._skeleton.computeAbsoluteTransforms();
  77976. var tmat = Bone._tmpMats[0];
  77977. if (mesh && wm) {
  77978. tmat.copyFrom(this.getAbsoluteTransform());
  77979. tmat.multiplyToRef(wm, tmat);
  77980. }
  77981. else {
  77982. tmat = this.getAbsoluteTransform();
  77983. }
  77984. result.x = tmat.m[12];
  77985. result.y = tmat.m[13];
  77986. result.z = tmat.m[14];
  77987. }
  77988. };
  77989. /**
  77990. * Get the absolute position of the bone (world space)
  77991. * @param mesh The mesh that this bone is attached to
  77992. * @returns The absolute position of the bone
  77993. */
  77994. Bone.prototype.getAbsolutePosition = function (mesh) {
  77995. if (mesh === void 0) { mesh = null; }
  77996. var pos = BABYLON.Vector3.Zero();
  77997. this.getPositionToRef(BABYLON.Space.WORLD, mesh, pos);
  77998. return pos;
  77999. };
  78000. /**
  78001. * Copy the absolute position of the bone (world space) to the result param
  78002. * @param mesh The mesh that this bone is attached to
  78003. * @param result The vector3 to copy the absolute position to
  78004. */
  78005. Bone.prototype.getAbsolutePositionToRef = function (mesh, result) {
  78006. this.getPositionToRef(BABYLON.Space.WORLD, mesh, result);
  78007. };
  78008. /**
  78009. * Compute the absolute transforms of this bone and its children
  78010. */
  78011. Bone.prototype.computeAbsoluteTransforms = function () {
  78012. this._compose();
  78013. if (this._parent) {
  78014. this._localMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  78015. }
  78016. else {
  78017. this._absoluteTransform.copyFrom(this._localMatrix);
  78018. var poseMatrix = this._skeleton.getPoseMatrix();
  78019. if (poseMatrix) {
  78020. this._absoluteTransform.multiplyToRef(poseMatrix, this._absoluteTransform);
  78021. }
  78022. }
  78023. var children = this.children;
  78024. var len = children.length;
  78025. for (var i = 0; i < len; i++) {
  78026. children[i].computeAbsoluteTransforms();
  78027. }
  78028. };
  78029. /**
  78030. * Get the world direction from an axis that is in the local space of the bone
  78031. * @param localAxis The local direction that is used to compute the world direction
  78032. * @param mesh The mesh that this bone is attached to
  78033. * @returns The world direction
  78034. */
  78035. Bone.prototype.getDirection = function (localAxis, mesh) {
  78036. if (mesh === void 0) { mesh = null; }
  78037. var result = BABYLON.Vector3.Zero();
  78038. this.getDirectionToRef(localAxis, mesh, result);
  78039. return result;
  78040. };
  78041. /**
  78042. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  78043. * @param localAxis The local direction that is used to compute the world direction
  78044. * @param mesh The mesh that this bone is attached to
  78045. * @param result The vector3 that the world direction will be copied to
  78046. */
  78047. Bone.prototype.getDirectionToRef = function (localAxis, mesh, result) {
  78048. if (mesh === void 0) { mesh = null; }
  78049. var wm = null;
  78050. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  78051. if (mesh) {
  78052. wm = mesh.getWorldMatrix();
  78053. }
  78054. this._skeleton.computeAbsoluteTransforms();
  78055. var mat = Bone._tmpMats[0];
  78056. mat.copyFrom(this.getAbsoluteTransform());
  78057. if (mesh && wm) {
  78058. mat.multiplyToRef(wm, mat);
  78059. }
  78060. BABYLON.Vector3.TransformNormalToRef(localAxis, mat, result);
  78061. result.normalize();
  78062. };
  78063. /**
  78064. * Get the euler rotation of the bone in local or world space
  78065. * @param space The space that the rotation should be in
  78066. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78067. * @returns The euler rotation
  78068. */
  78069. Bone.prototype.getRotation = function (space, mesh) {
  78070. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  78071. if (mesh === void 0) { mesh = null; }
  78072. var result = BABYLON.Vector3.Zero();
  78073. this.getRotationToRef(space, mesh, result);
  78074. return result;
  78075. };
  78076. /**
  78077. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  78078. * @param space The space that the rotation should be in
  78079. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78080. * @param result The vector3 that the rotation should be copied to
  78081. */
  78082. Bone.prototype.getRotationToRef = function (space, mesh, result) {
  78083. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  78084. if (mesh === void 0) { mesh = null; }
  78085. var quat = Bone._tmpQuat;
  78086. this.getRotationQuaternionToRef(space, mesh, quat);
  78087. quat.toEulerAnglesToRef(result);
  78088. };
  78089. /**
  78090. * Get the quaternion rotation of the bone in either local or world space
  78091. * @param space The space that the rotation should be in
  78092. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78093. * @returns The quaternion rotation
  78094. */
  78095. Bone.prototype.getRotationQuaternion = function (space, mesh) {
  78096. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  78097. if (mesh === void 0) { mesh = null; }
  78098. var result = BABYLON.Quaternion.Identity();
  78099. this.getRotationQuaternionToRef(space, mesh, result);
  78100. return result;
  78101. };
  78102. /**
  78103. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  78104. * @param space The space that the rotation should be in
  78105. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78106. * @param result The quaternion that the rotation should be copied to
  78107. */
  78108. Bone.prototype.getRotationQuaternionToRef = function (space, mesh, result) {
  78109. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  78110. if (mesh === void 0) { mesh = null; }
  78111. if (space == BABYLON.Space.LOCAL) {
  78112. this._decompose();
  78113. result.copyFrom(this._localRotation);
  78114. }
  78115. else {
  78116. var mat = Bone._tmpMats[0];
  78117. var amat = this.getAbsoluteTransform();
  78118. if (mesh) {
  78119. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  78120. }
  78121. else {
  78122. mat.copyFrom(amat);
  78123. }
  78124. mat.m[0] *= this._scalingDeterminant;
  78125. mat.m[1] *= this._scalingDeterminant;
  78126. mat.m[2] *= this._scalingDeterminant;
  78127. mat.decompose(undefined, result, undefined);
  78128. }
  78129. };
  78130. /**
  78131. * Get the rotation matrix of the bone in local or world space
  78132. * @param space The space that the rotation should be in
  78133. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78134. * @returns The rotation matrix
  78135. */
  78136. Bone.prototype.getRotationMatrix = function (space, mesh) {
  78137. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  78138. var result = BABYLON.Matrix.Identity();
  78139. this.getRotationMatrixToRef(space, mesh, result);
  78140. return result;
  78141. };
  78142. /**
  78143. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  78144. * @param space The space that the rotation should be in
  78145. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78146. * @param result The quaternion that the rotation should be copied to
  78147. */
  78148. Bone.prototype.getRotationMatrixToRef = function (space, mesh, result) {
  78149. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  78150. if (space == BABYLON.Space.LOCAL) {
  78151. this.getLocalMatrix().getRotationMatrixToRef(result);
  78152. }
  78153. else {
  78154. var mat = Bone._tmpMats[0];
  78155. var amat = this.getAbsoluteTransform();
  78156. if (mesh) {
  78157. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  78158. }
  78159. else {
  78160. mat.copyFrom(amat);
  78161. }
  78162. mat.m[0] *= this._scalingDeterminant;
  78163. mat.m[1] *= this._scalingDeterminant;
  78164. mat.m[2] *= this._scalingDeterminant;
  78165. mat.getRotationMatrixToRef(result);
  78166. }
  78167. };
  78168. /**
  78169. * Get the world position of a point that is in the local space of the bone
  78170. * @param position The local position
  78171. * @param mesh The mesh that this bone is attached to
  78172. * @returns The world position
  78173. */
  78174. Bone.prototype.getAbsolutePositionFromLocal = function (position, mesh) {
  78175. if (mesh === void 0) { mesh = null; }
  78176. var result = BABYLON.Vector3.Zero();
  78177. this.getAbsolutePositionFromLocalToRef(position, mesh, result);
  78178. return result;
  78179. };
  78180. /**
  78181. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  78182. * @param position The local position
  78183. * @param mesh The mesh that this bone is attached to
  78184. * @param result The vector3 that the world position should be copied to
  78185. */
  78186. Bone.prototype.getAbsolutePositionFromLocalToRef = function (position, mesh, result) {
  78187. if (mesh === void 0) { mesh = null; }
  78188. var wm = null;
  78189. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  78190. if (mesh) {
  78191. wm = mesh.getWorldMatrix();
  78192. }
  78193. this._skeleton.computeAbsoluteTransforms();
  78194. var tmat = Bone._tmpMats[0];
  78195. if (mesh && wm) {
  78196. tmat.copyFrom(this.getAbsoluteTransform());
  78197. tmat.multiplyToRef(wm, tmat);
  78198. }
  78199. else {
  78200. tmat = this.getAbsoluteTransform();
  78201. }
  78202. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  78203. };
  78204. /**
  78205. * Get the local position of a point that is in world space
  78206. * @param position The world position
  78207. * @param mesh The mesh that this bone is attached to
  78208. * @returns The local position
  78209. */
  78210. Bone.prototype.getLocalPositionFromAbsolute = function (position, mesh) {
  78211. if (mesh === void 0) { mesh = null; }
  78212. var result = BABYLON.Vector3.Zero();
  78213. this.getLocalPositionFromAbsoluteToRef(position, mesh, result);
  78214. return result;
  78215. };
  78216. /**
  78217. * Get the local position of a point that is in world space and copy it to the result param
  78218. * @param position The world position
  78219. * @param mesh The mesh that this bone is attached to
  78220. * @param result The vector3 that the local position should be copied to
  78221. */
  78222. Bone.prototype.getLocalPositionFromAbsoluteToRef = function (position, mesh, result) {
  78223. if (mesh === void 0) { mesh = null; }
  78224. var wm = null;
  78225. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  78226. if (mesh) {
  78227. wm = mesh.getWorldMatrix();
  78228. }
  78229. this._skeleton.computeAbsoluteTransforms();
  78230. var tmat = Bone._tmpMats[0];
  78231. tmat.copyFrom(this.getAbsoluteTransform());
  78232. if (mesh && wm) {
  78233. tmat.multiplyToRef(wm, tmat);
  78234. }
  78235. tmat.invert();
  78236. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  78237. };
  78238. Bone._tmpVecs = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  78239. Bone._tmpQuat = BABYLON.Quaternion.Identity();
  78240. Bone._tmpMats = [BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity()];
  78241. return Bone;
  78242. }(BABYLON.Node));
  78243. BABYLON.Bone = Bone;
  78244. })(BABYLON || (BABYLON = {}));
  78245. //# sourceMappingURL=babylon.bone.js.map
  78246. var BABYLON;
  78247. (function (BABYLON) {
  78248. /**
  78249. * Class used to apply inverse kinematics to bones
  78250. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  78251. */
  78252. var BoneIKController = /** @class */ (function () {
  78253. /**
  78254. * Creates a new BoneIKController
  78255. * @param mesh defines the mesh to control
  78256. * @param bone defines the bone to control
  78257. * @param options defines options to set up the controller
  78258. */
  78259. function BoneIKController(mesh, bone, options) {
  78260. /**
  78261. * Gets or sets the target position
  78262. */
  78263. this.targetPosition = BABYLON.Vector3.Zero();
  78264. /**
  78265. * Gets or sets the pole target position
  78266. */
  78267. this.poleTargetPosition = BABYLON.Vector3.Zero();
  78268. /**
  78269. * Gets or sets the pole target local offset
  78270. */
  78271. this.poleTargetLocalOffset = BABYLON.Vector3.Zero();
  78272. /**
  78273. * Gets or sets the pole angle
  78274. */
  78275. this.poleAngle = 0;
  78276. /**
  78277. * 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)
  78278. */
  78279. this.slerpAmount = 1;
  78280. this._bone1Quat = BABYLON.Quaternion.Identity();
  78281. this._bone1Mat = BABYLON.Matrix.Identity();
  78282. this._bone2Ang = Math.PI;
  78283. this._maxAngle = Math.PI;
  78284. this._rightHandedSystem = false;
  78285. this._bendAxis = BABYLON.Vector3.Right();
  78286. this._slerping = false;
  78287. this._adjustRoll = 0;
  78288. this._bone2 = bone;
  78289. this._bone1 = bone.getParent();
  78290. if (!this._bone1) {
  78291. return;
  78292. }
  78293. this.mesh = mesh;
  78294. var bonePos = bone.getPosition();
  78295. if (bone.getAbsoluteTransform().determinant() > 0) {
  78296. this._rightHandedSystem = true;
  78297. this._bendAxis.x = 0;
  78298. this._bendAxis.y = 0;
  78299. this._bendAxis.z = -1;
  78300. if (bonePos.x > bonePos.y && bonePos.x > bonePos.z) {
  78301. this._adjustRoll = Math.PI * .5;
  78302. this._bendAxis.z = 1;
  78303. }
  78304. }
  78305. if (this._bone1.length) {
  78306. var boneScale1 = this._bone1.getScale();
  78307. var boneScale2 = this._bone2.getScale();
  78308. this._bone1Length = this._bone1.length * boneScale1.y * this.mesh.scaling.y;
  78309. this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;
  78310. }
  78311. else if (this._bone1.children[0]) {
  78312. mesh.computeWorldMatrix(true);
  78313. var pos1 = this._bone2.children[0].getAbsolutePosition(mesh);
  78314. var pos2 = this._bone2.getAbsolutePosition(mesh);
  78315. var pos3 = this._bone1.getAbsolutePosition(mesh);
  78316. this._bone1Length = BABYLON.Vector3.Distance(pos1, pos2);
  78317. this._bone2Length = BABYLON.Vector3.Distance(pos2, pos3);
  78318. }
  78319. this._bone1.getRotationMatrixToRef(BABYLON.Space.WORLD, mesh, this._bone1Mat);
  78320. this.maxAngle = Math.PI;
  78321. if (options) {
  78322. if (options.targetMesh) {
  78323. this.targetMesh = options.targetMesh;
  78324. this.targetMesh.computeWorldMatrix(true);
  78325. }
  78326. if (options.poleTargetMesh) {
  78327. this.poleTargetMesh = options.poleTargetMesh;
  78328. this.poleTargetMesh.computeWorldMatrix(true);
  78329. }
  78330. else if (options.poleTargetBone) {
  78331. this.poleTargetBone = options.poleTargetBone;
  78332. }
  78333. else if (this._bone1.getParent()) {
  78334. this.poleTargetBone = this._bone1.getParent();
  78335. }
  78336. if (options.poleTargetLocalOffset) {
  78337. this.poleTargetLocalOffset.copyFrom(options.poleTargetLocalOffset);
  78338. }
  78339. if (options.poleAngle) {
  78340. this.poleAngle = options.poleAngle;
  78341. }
  78342. if (options.bendAxis) {
  78343. this._bendAxis.copyFrom(options.bendAxis);
  78344. }
  78345. if (options.maxAngle) {
  78346. this.maxAngle = options.maxAngle;
  78347. }
  78348. if (options.slerpAmount) {
  78349. this.slerpAmount = options.slerpAmount;
  78350. }
  78351. }
  78352. }
  78353. Object.defineProperty(BoneIKController.prototype, "maxAngle", {
  78354. /**
  78355. * Gets or sets maximum allowed angle
  78356. */
  78357. get: function () {
  78358. return this._maxAngle;
  78359. },
  78360. set: function (value) {
  78361. this._setMaxAngle(value);
  78362. },
  78363. enumerable: true,
  78364. configurable: true
  78365. });
  78366. BoneIKController.prototype._setMaxAngle = function (ang) {
  78367. if (ang < 0) {
  78368. ang = 0;
  78369. }
  78370. if (ang > Math.PI || ang == undefined) {
  78371. ang = Math.PI;
  78372. }
  78373. this._maxAngle = ang;
  78374. var a = this._bone1Length;
  78375. var b = this._bone2Length;
  78376. this._maxReach = Math.sqrt(a * a + b * b - 2 * a * b * Math.cos(ang));
  78377. };
  78378. /**
  78379. * Force the controller to update the bones
  78380. */
  78381. BoneIKController.prototype.update = function () {
  78382. var bone1 = this._bone1;
  78383. if (!bone1) {
  78384. return;
  78385. }
  78386. var target = this.targetPosition;
  78387. var poleTarget = this.poleTargetPosition;
  78388. var mat1 = BoneIKController._tmpMats[0];
  78389. var mat2 = BoneIKController._tmpMats[1];
  78390. if (this.targetMesh) {
  78391. target.copyFrom(this.targetMesh.getAbsolutePosition());
  78392. }
  78393. if (this.poleTargetBone) {
  78394. this.poleTargetBone.getAbsolutePositionFromLocalToRef(this.poleTargetLocalOffset, this.mesh, poleTarget);
  78395. }
  78396. else if (this.poleTargetMesh) {
  78397. BABYLON.Vector3.TransformCoordinatesToRef(this.poleTargetLocalOffset, this.poleTargetMesh.getWorldMatrix(), poleTarget);
  78398. }
  78399. var bonePos = BoneIKController._tmpVecs[0];
  78400. var zaxis = BoneIKController._tmpVecs[1];
  78401. var xaxis = BoneIKController._tmpVecs[2];
  78402. var yaxis = BoneIKController._tmpVecs[3];
  78403. var upAxis = BoneIKController._tmpVecs[4];
  78404. var _tmpQuat = BoneIKController._tmpQuat;
  78405. bone1.getAbsolutePositionToRef(this.mesh, bonePos);
  78406. poleTarget.subtractToRef(bonePos, upAxis);
  78407. if (upAxis.x == 0 && upAxis.y == 0 && upAxis.z == 0) {
  78408. upAxis.y = 1;
  78409. }
  78410. else {
  78411. upAxis.normalize();
  78412. }
  78413. target.subtractToRef(bonePos, yaxis);
  78414. yaxis.normalize();
  78415. BABYLON.Vector3.CrossToRef(yaxis, upAxis, zaxis);
  78416. zaxis.normalize();
  78417. BABYLON.Vector3.CrossToRef(yaxis, zaxis, xaxis);
  78418. xaxis.normalize();
  78419. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, mat1);
  78420. var a = this._bone1Length;
  78421. var b = this._bone2Length;
  78422. var c = BABYLON.Vector3.Distance(bonePos, target);
  78423. if (this._maxReach > 0) {
  78424. c = Math.min(this._maxReach, c);
  78425. }
  78426. var acosa = (b * b + c * c - a * a) / (2 * b * c);
  78427. var acosb = (c * c + a * a - b * b) / (2 * c * a);
  78428. if (acosa > 1) {
  78429. acosa = 1;
  78430. }
  78431. if (acosb > 1) {
  78432. acosb = 1;
  78433. }
  78434. if (acosa < -1) {
  78435. acosa = -1;
  78436. }
  78437. if (acosb < -1) {
  78438. acosb = -1;
  78439. }
  78440. var angA = Math.acos(acosa);
  78441. var angB = Math.acos(acosb);
  78442. var angC = -angA - angB;
  78443. if (this._rightHandedSystem) {
  78444. BABYLON.Matrix.RotationYawPitchRollToRef(0, 0, this._adjustRoll, mat2);
  78445. mat2.multiplyToRef(mat1, mat1);
  78446. BABYLON.Matrix.RotationAxisToRef(this._bendAxis, angB, mat2);
  78447. mat2.multiplyToRef(mat1, mat1);
  78448. }
  78449. else {
  78450. var _tmpVec = BoneIKController._tmpVecs[5];
  78451. _tmpVec.copyFrom(this._bendAxis);
  78452. _tmpVec.x *= -1;
  78453. BABYLON.Matrix.RotationAxisToRef(_tmpVec, -angB, mat2);
  78454. mat2.multiplyToRef(mat1, mat1);
  78455. }
  78456. if (this.poleAngle) {
  78457. BABYLON.Matrix.RotationAxisToRef(yaxis, this.poleAngle, mat2);
  78458. mat1.multiplyToRef(mat2, mat1);
  78459. }
  78460. if (this._bone1) {
  78461. if (this.slerpAmount < 1) {
  78462. if (!this._slerping) {
  78463. BABYLON.Quaternion.FromRotationMatrixToRef(this._bone1Mat, this._bone1Quat);
  78464. }
  78465. BABYLON.Quaternion.FromRotationMatrixToRef(mat1, _tmpQuat);
  78466. BABYLON.Quaternion.SlerpToRef(this._bone1Quat, _tmpQuat, this.slerpAmount, this._bone1Quat);
  78467. angC = this._bone2Ang * (1.0 - this.slerpAmount) + angC * this.slerpAmount;
  78468. this._bone1.setRotationQuaternion(this._bone1Quat, BABYLON.Space.WORLD, this.mesh);
  78469. this._slerping = true;
  78470. }
  78471. else {
  78472. this._bone1.setRotationMatrix(mat1, BABYLON.Space.WORLD, this.mesh);
  78473. this._bone1Mat.copyFrom(mat1);
  78474. this._slerping = false;
  78475. }
  78476. }
  78477. this._bone2.setAxisAngle(this._bendAxis, angC, BABYLON.Space.LOCAL);
  78478. this._bone2Ang = angC;
  78479. };
  78480. BoneIKController._tmpVecs = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  78481. BoneIKController._tmpQuat = BABYLON.Quaternion.Identity();
  78482. BoneIKController._tmpMats = [BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity()];
  78483. return BoneIKController;
  78484. }());
  78485. BABYLON.BoneIKController = BoneIKController;
  78486. })(BABYLON || (BABYLON = {}));
  78487. //# sourceMappingURL=babylon.boneIKController.js.map
  78488. var BABYLON;
  78489. (function (BABYLON) {
  78490. /**
  78491. * Class used to make a bone look toward a point in space
  78492. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  78493. */
  78494. var BoneLookController = /** @class */ (function () {
  78495. /**
  78496. * Create a BoneLookController
  78497. * @param mesh the mesh that the bone belongs to
  78498. * @param bone the bone that will be looking to the target
  78499. * @param target the target Vector3 to look at
  78500. * @param settings optional settings:
  78501. * * maxYaw: the maximum angle the bone will yaw to
  78502. * * minYaw: the minimum angle the bone will yaw to
  78503. * * maxPitch: the maximum angle the bone will pitch to
  78504. * * minPitch: the minimum angle the bone will yaw to
  78505. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  78506. * * upAxis: the up axis of the coordinate system
  78507. * * upAxisSpace: the space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD.
  78508. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  78509. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  78510. * * adjustYaw: used to make an adjustment to the yaw of the bone
  78511. * * adjustPitch: used to make an adjustment to the pitch of the bone
  78512. * * adjustRoll: used to make an adjustment to the roll of the bone
  78513. **/
  78514. function BoneLookController(mesh, bone, target, options) {
  78515. /**
  78516. * The up axis of the coordinate system that is used when the bone is rotated
  78517. */
  78518. this.upAxis = BABYLON.Vector3.Up();
  78519. /**
  78520. * The space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD
  78521. */
  78522. this.upAxisSpace = BABYLON.Space.LOCAL;
  78523. /**
  78524. * Used to make an adjustment to the yaw of the bone
  78525. */
  78526. this.adjustYaw = 0;
  78527. /**
  78528. * Used to make an adjustment to the pitch of the bone
  78529. */
  78530. this.adjustPitch = 0;
  78531. /**
  78532. * Used to make an adjustment to the roll of the bone
  78533. */
  78534. this.adjustRoll = 0;
  78535. /**
  78536. * 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)
  78537. */
  78538. this.slerpAmount = 1;
  78539. this._boneQuat = BABYLON.Quaternion.Identity();
  78540. this._slerping = false;
  78541. this._firstFrameSkipped = false;
  78542. this._fowardAxis = BABYLON.Vector3.Forward();
  78543. this.mesh = mesh;
  78544. this.bone = bone;
  78545. this.target = target;
  78546. if (options) {
  78547. if (options.adjustYaw) {
  78548. this.adjustYaw = options.adjustYaw;
  78549. }
  78550. if (options.adjustPitch) {
  78551. this.adjustPitch = options.adjustPitch;
  78552. }
  78553. if (options.adjustRoll) {
  78554. this.adjustRoll = options.adjustRoll;
  78555. }
  78556. if (options.maxYaw != null) {
  78557. this.maxYaw = options.maxYaw;
  78558. }
  78559. else {
  78560. this.maxYaw = Math.PI;
  78561. }
  78562. if (options.minYaw != null) {
  78563. this.minYaw = options.minYaw;
  78564. }
  78565. else {
  78566. this.minYaw = -Math.PI;
  78567. }
  78568. if (options.maxPitch != null) {
  78569. this.maxPitch = options.maxPitch;
  78570. }
  78571. else {
  78572. this.maxPitch = Math.PI;
  78573. }
  78574. if (options.minPitch != null) {
  78575. this.minPitch = options.minPitch;
  78576. }
  78577. else {
  78578. this.minPitch = -Math.PI;
  78579. }
  78580. if (options.slerpAmount != null) {
  78581. this.slerpAmount = options.slerpAmount;
  78582. }
  78583. if (options.upAxis != null) {
  78584. this.upAxis = options.upAxis;
  78585. }
  78586. if (options.upAxisSpace != null) {
  78587. this.upAxisSpace = options.upAxisSpace;
  78588. }
  78589. if (options.yawAxis != null || options.pitchAxis != null) {
  78590. var newYawAxis = BABYLON.Axis.Y;
  78591. var newPitchAxis = BABYLON.Axis.X;
  78592. if (options.yawAxis != null) {
  78593. newYawAxis = options.yawAxis.clone();
  78594. newYawAxis.normalize();
  78595. }
  78596. if (options.pitchAxis != null) {
  78597. newPitchAxis = options.pitchAxis.clone();
  78598. newPitchAxis.normalize();
  78599. }
  78600. var newRollAxis = BABYLON.Vector3.Cross(newPitchAxis, newYawAxis);
  78601. this._transformYawPitch = BABYLON.Matrix.Identity();
  78602. BABYLON.Matrix.FromXYZAxesToRef(newPitchAxis, newYawAxis, newRollAxis, this._transformYawPitch);
  78603. this._transformYawPitchInv = this._transformYawPitch.clone();
  78604. this._transformYawPitch.invert();
  78605. }
  78606. }
  78607. if (!bone.getParent() && this.upAxisSpace == BABYLON.Space.BONE) {
  78608. this.upAxisSpace = BABYLON.Space.LOCAL;
  78609. }
  78610. }
  78611. Object.defineProperty(BoneLookController.prototype, "minYaw", {
  78612. /**
  78613. * Gets or sets the minimum yaw angle that the bone can look to
  78614. */
  78615. get: function () {
  78616. return this._minYaw;
  78617. },
  78618. set: function (value) {
  78619. this._minYaw = value;
  78620. this._minYawSin = Math.sin(value);
  78621. this._minYawCos = Math.cos(value);
  78622. if (this._maxYaw != null) {
  78623. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  78624. this._yawRange = this._maxYaw - this._minYaw;
  78625. }
  78626. },
  78627. enumerable: true,
  78628. configurable: true
  78629. });
  78630. Object.defineProperty(BoneLookController.prototype, "maxYaw", {
  78631. /**
  78632. * Gets or sets the maximum yaw angle that the bone can look to
  78633. */
  78634. get: function () {
  78635. return this._maxYaw;
  78636. },
  78637. set: function (value) {
  78638. this._maxYaw = value;
  78639. this._maxYawSin = Math.sin(value);
  78640. this._maxYawCos = Math.cos(value);
  78641. if (this._minYaw != null) {
  78642. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  78643. this._yawRange = this._maxYaw - this._minYaw;
  78644. }
  78645. },
  78646. enumerable: true,
  78647. configurable: true
  78648. });
  78649. Object.defineProperty(BoneLookController.prototype, "minPitch", {
  78650. /**
  78651. * Gets or sets the minimum pitch angle that the bone can look to
  78652. */
  78653. get: function () {
  78654. return this._minPitch;
  78655. },
  78656. set: function (value) {
  78657. this._minPitch = value;
  78658. this._minPitchTan = Math.tan(value);
  78659. },
  78660. enumerable: true,
  78661. configurable: true
  78662. });
  78663. Object.defineProperty(BoneLookController.prototype, "maxPitch", {
  78664. /**
  78665. * Gets or sets the maximum pitch angle that the bone can look to
  78666. */
  78667. get: function () {
  78668. return this._maxPitch;
  78669. },
  78670. set: function (value) {
  78671. this._maxPitch = value;
  78672. this._maxPitchTan = Math.tan(value);
  78673. },
  78674. enumerable: true,
  78675. configurable: true
  78676. });
  78677. /**
  78678. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  78679. */
  78680. BoneLookController.prototype.update = function () {
  78681. //skip the first frame when slerping so that the mesh rotation is correct
  78682. if (this.slerpAmount < 1 && !this._firstFrameSkipped) {
  78683. this._firstFrameSkipped = true;
  78684. return;
  78685. }
  78686. var bone = this.bone;
  78687. var bonePos = BoneLookController._tmpVecs[0];
  78688. bone.getAbsolutePositionToRef(this.mesh, bonePos);
  78689. var target = this.target;
  78690. var _tmpMat1 = BoneLookController._tmpMats[0];
  78691. var _tmpMat2 = BoneLookController._tmpMats[1];
  78692. var mesh = this.mesh;
  78693. var parentBone = bone.getParent();
  78694. var upAxis = BoneLookController._tmpVecs[1];
  78695. upAxis.copyFrom(this.upAxis);
  78696. if (this.upAxisSpace == BABYLON.Space.BONE && parentBone) {
  78697. if (this._transformYawPitch) {
  78698. BABYLON.Vector3.TransformCoordinatesToRef(upAxis, this._transformYawPitchInv, upAxis);
  78699. }
  78700. parentBone.getDirectionToRef(upAxis, this.mesh, upAxis);
  78701. }
  78702. else if (this.upAxisSpace == BABYLON.Space.LOCAL) {
  78703. mesh.getDirectionToRef(upAxis, upAxis);
  78704. if (mesh.scaling.x != 1 || mesh.scaling.y != 1 || mesh.scaling.z != 1) {
  78705. upAxis.normalize();
  78706. }
  78707. }
  78708. var checkYaw = false;
  78709. var checkPitch = false;
  78710. if (this._maxYaw != Math.PI || this._minYaw != -Math.PI) {
  78711. checkYaw = true;
  78712. }
  78713. if (this._maxPitch != Math.PI || this._minPitch != -Math.PI) {
  78714. checkPitch = true;
  78715. }
  78716. if (checkYaw || checkPitch) {
  78717. var spaceMat = BoneLookController._tmpMats[2];
  78718. var spaceMatInv = BoneLookController._tmpMats[3];
  78719. if (this.upAxisSpace == BABYLON.Space.BONE && upAxis.y == 1 && parentBone) {
  78720. parentBone.getRotationMatrixToRef(BABYLON.Space.WORLD, this.mesh, spaceMat);
  78721. }
  78722. else if (this.upAxisSpace == BABYLON.Space.LOCAL && upAxis.y == 1 && !parentBone) {
  78723. spaceMat.copyFrom(mesh.getWorldMatrix());
  78724. }
  78725. else {
  78726. var forwardAxis = BoneLookController._tmpVecs[2];
  78727. forwardAxis.copyFrom(this._fowardAxis);
  78728. if (this._transformYawPitch) {
  78729. BABYLON.Vector3.TransformCoordinatesToRef(forwardAxis, this._transformYawPitchInv, forwardAxis);
  78730. }
  78731. if (parentBone) {
  78732. parentBone.getDirectionToRef(forwardAxis, this.mesh, forwardAxis);
  78733. }
  78734. else {
  78735. mesh.getDirectionToRef(forwardAxis, forwardAxis);
  78736. }
  78737. var rightAxis = BABYLON.Vector3.Cross(upAxis, forwardAxis);
  78738. rightAxis.normalize();
  78739. var forwardAxis = BABYLON.Vector3.Cross(rightAxis, upAxis);
  78740. BABYLON.Matrix.FromXYZAxesToRef(rightAxis, upAxis, forwardAxis, spaceMat);
  78741. }
  78742. spaceMat.invertToRef(spaceMatInv);
  78743. var xzlen = null;
  78744. if (checkPitch) {
  78745. var localTarget = BoneLookController._tmpVecs[3];
  78746. target.subtractToRef(bonePos, localTarget);
  78747. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  78748. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  78749. var pitch = Math.atan2(localTarget.y, xzlen);
  78750. var newPitch = pitch;
  78751. if (pitch > this._maxPitch) {
  78752. localTarget.y = this._maxPitchTan * xzlen;
  78753. newPitch = this._maxPitch;
  78754. }
  78755. else if (pitch < this._minPitch) {
  78756. localTarget.y = this._minPitchTan * xzlen;
  78757. newPitch = this._minPitch;
  78758. }
  78759. if (pitch != newPitch) {
  78760. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  78761. localTarget.addInPlace(bonePos);
  78762. target = localTarget;
  78763. }
  78764. }
  78765. if (checkYaw) {
  78766. var localTarget = BoneLookController._tmpVecs[4];
  78767. target.subtractToRef(bonePos, localTarget);
  78768. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  78769. var yaw = Math.atan2(localTarget.x, localTarget.z);
  78770. var newYaw = yaw;
  78771. if (yaw > this._maxYaw || yaw < this._minYaw) {
  78772. if (xzlen == null) {
  78773. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  78774. }
  78775. if (this._yawRange > Math.PI) {
  78776. if (this._isAngleBetween(yaw, this._maxYaw, this._midYawConstraint)) {
  78777. localTarget.z = this._maxYawCos * xzlen;
  78778. localTarget.x = this._maxYawSin * xzlen;
  78779. newYaw = this._maxYaw;
  78780. }
  78781. else if (this._isAngleBetween(yaw, this._midYawConstraint, this._minYaw)) {
  78782. localTarget.z = this._minYawCos * xzlen;
  78783. localTarget.x = this._minYawSin * xzlen;
  78784. newYaw = this._minYaw;
  78785. }
  78786. }
  78787. else {
  78788. if (yaw > this._maxYaw) {
  78789. localTarget.z = this._maxYawCos * xzlen;
  78790. localTarget.x = this._maxYawSin * xzlen;
  78791. newYaw = this._maxYaw;
  78792. }
  78793. else if (yaw < this._minYaw) {
  78794. localTarget.z = this._minYawCos * xzlen;
  78795. localTarget.x = this._minYawSin * xzlen;
  78796. newYaw = this._minYaw;
  78797. }
  78798. }
  78799. }
  78800. if (this._slerping && this._yawRange > Math.PI) {
  78801. //are we going to be crossing into the min/max region?
  78802. var boneFwd = BoneLookController._tmpVecs[8];
  78803. boneFwd.copyFrom(BABYLON.Axis.Z);
  78804. if (this._transformYawPitch) {
  78805. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, this._transformYawPitchInv, boneFwd);
  78806. }
  78807. var boneRotMat = BoneLookController._tmpMats[4];
  78808. this._boneQuat.toRotationMatrix(boneRotMat);
  78809. this.mesh.getWorldMatrix().multiplyToRef(boneRotMat, boneRotMat);
  78810. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, boneRotMat, boneFwd);
  78811. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, spaceMatInv, boneFwd);
  78812. var boneYaw = Math.atan2(boneFwd.x, boneFwd.z);
  78813. var angBtwTar = this._getAngleBetween(boneYaw, yaw);
  78814. var angBtwMidYaw = this._getAngleBetween(boneYaw, this._midYawConstraint);
  78815. if (angBtwTar > angBtwMidYaw) {
  78816. if (xzlen == null) {
  78817. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  78818. }
  78819. var angBtwMax = this._getAngleBetween(boneYaw, this._maxYaw);
  78820. var angBtwMin = this._getAngleBetween(boneYaw, this._minYaw);
  78821. if (angBtwMin < angBtwMax) {
  78822. newYaw = boneYaw + Math.PI * .75;
  78823. localTarget.z = Math.cos(newYaw) * xzlen;
  78824. localTarget.x = Math.sin(newYaw) * xzlen;
  78825. }
  78826. else {
  78827. newYaw = boneYaw - Math.PI * .75;
  78828. localTarget.z = Math.cos(newYaw) * xzlen;
  78829. localTarget.x = Math.sin(newYaw) * xzlen;
  78830. }
  78831. }
  78832. }
  78833. if (yaw != newYaw) {
  78834. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  78835. localTarget.addInPlace(bonePos);
  78836. target = localTarget;
  78837. }
  78838. }
  78839. }
  78840. var zaxis = BoneLookController._tmpVecs[5];
  78841. var xaxis = BoneLookController._tmpVecs[6];
  78842. var yaxis = BoneLookController._tmpVecs[7];
  78843. var _tmpQuat = BoneLookController._tmpQuat;
  78844. target.subtractToRef(bonePos, zaxis);
  78845. zaxis.normalize();
  78846. BABYLON.Vector3.CrossToRef(upAxis, zaxis, xaxis);
  78847. xaxis.normalize();
  78848. BABYLON.Vector3.CrossToRef(zaxis, xaxis, yaxis);
  78849. yaxis.normalize();
  78850. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, _tmpMat1);
  78851. if (xaxis.x === 0 && xaxis.y === 0 && xaxis.z === 0) {
  78852. return;
  78853. }
  78854. if (yaxis.x === 0 && yaxis.y === 0 && yaxis.z === 0) {
  78855. return;
  78856. }
  78857. if (zaxis.x === 0 && zaxis.y === 0 && zaxis.z === 0) {
  78858. return;
  78859. }
  78860. if (this.adjustYaw || this.adjustPitch || this.adjustRoll) {
  78861. BABYLON.Matrix.RotationYawPitchRollToRef(this.adjustYaw, this.adjustPitch, this.adjustRoll, _tmpMat2);
  78862. _tmpMat2.multiplyToRef(_tmpMat1, _tmpMat1);
  78863. }
  78864. if (this.slerpAmount < 1) {
  78865. if (!this._slerping) {
  78866. this.bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, this.mesh, this._boneQuat);
  78867. }
  78868. if (this._transformYawPitch) {
  78869. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  78870. }
  78871. BABYLON.Quaternion.FromRotationMatrixToRef(_tmpMat1, _tmpQuat);
  78872. BABYLON.Quaternion.SlerpToRef(this._boneQuat, _tmpQuat, this.slerpAmount, this._boneQuat);
  78873. this.bone.setRotationQuaternion(this._boneQuat, BABYLON.Space.WORLD, this.mesh);
  78874. this._slerping = true;
  78875. }
  78876. else {
  78877. if (this._transformYawPitch) {
  78878. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  78879. }
  78880. this.bone.setRotationMatrix(_tmpMat1, BABYLON.Space.WORLD, this.mesh);
  78881. this._slerping = false;
  78882. }
  78883. };
  78884. BoneLookController.prototype._getAngleDiff = function (ang1, ang2) {
  78885. var angDiff = ang2 - ang1;
  78886. angDiff %= Math.PI * 2;
  78887. if (angDiff > Math.PI) {
  78888. angDiff -= Math.PI * 2;
  78889. }
  78890. else if (angDiff < -Math.PI) {
  78891. angDiff += Math.PI * 2;
  78892. }
  78893. return angDiff;
  78894. };
  78895. BoneLookController.prototype._getAngleBetween = function (ang1, ang2) {
  78896. ang1 %= (2 * Math.PI);
  78897. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  78898. ang2 %= (2 * Math.PI);
  78899. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  78900. var ab = 0;
  78901. if (ang1 < ang2) {
  78902. ab = ang2 - ang1;
  78903. }
  78904. else {
  78905. ab = ang1 - ang2;
  78906. }
  78907. if (ab > Math.PI) {
  78908. ab = Math.PI * 2 - ab;
  78909. }
  78910. return ab;
  78911. };
  78912. BoneLookController.prototype._isAngleBetween = function (ang, ang1, ang2) {
  78913. ang %= (2 * Math.PI);
  78914. ang = (ang < 0) ? ang + (2 * Math.PI) : ang;
  78915. ang1 %= (2 * Math.PI);
  78916. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  78917. ang2 %= (2 * Math.PI);
  78918. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  78919. if (ang1 < ang2) {
  78920. if (ang > ang1 && ang < ang2) {
  78921. return true;
  78922. }
  78923. }
  78924. else {
  78925. if (ang > ang2 && ang < ang1) {
  78926. return true;
  78927. }
  78928. }
  78929. return false;
  78930. };
  78931. BoneLookController._tmpVecs = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  78932. BoneLookController._tmpQuat = BABYLON.Quaternion.Identity();
  78933. BoneLookController._tmpMats = [BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity()];
  78934. return BoneLookController;
  78935. }());
  78936. BABYLON.BoneLookController = BoneLookController;
  78937. })(BABYLON || (BABYLON = {}));
  78938. //# sourceMappingURL=babylon.boneLookController.js.map
  78939. var BABYLON;
  78940. (function (BABYLON) {
  78941. /**
  78942. * Class used to handle skinning animations
  78943. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  78944. */
  78945. var Skeleton = /** @class */ (function () {
  78946. /**
  78947. * Creates a new skeleton
  78948. * @param name defines the skeleton name
  78949. * @param id defines the skeleton Id
  78950. * @param scene defines the hosting scene
  78951. */
  78952. function Skeleton(
  78953. /** defines the skeleton name */
  78954. name,
  78955. /** defines the skeleton Id */
  78956. id, scene) {
  78957. this.name = name;
  78958. this.id = id;
  78959. /**
  78960. * Gets the list of child bones
  78961. */
  78962. this.bones = new Array();
  78963. /**
  78964. * Gets a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  78965. */
  78966. this.needInitialSkinMatrix = false;
  78967. this._isDirty = true;
  78968. this._meshesWithPoseMatrix = new Array();
  78969. this._identity = BABYLON.Matrix.Identity();
  78970. this._ranges = {};
  78971. this._lastAbsoluteTransformsUpdateId = -1;
  78972. /**
  78973. * Specifies if the skeleton should be serialized
  78974. */
  78975. this.doNotSerialize = false;
  78976. this._animationPropertiesOverride = null;
  78977. // Events
  78978. /**
  78979. * An observable triggered before computing the skeleton's matrices
  78980. */
  78981. this.onBeforeComputeObservable = new BABYLON.Observable();
  78982. this.bones = [];
  78983. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  78984. scene.skeletons.push(this);
  78985. //make sure it will recalculate the matrix next time prepare is called.
  78986. this._isDirty = true;
  78987. }
  78988. Object.defineProperty(Skeleton.prototype, "animationPropertiesOverride", {
  78989. /**
  78990. * Gets or sets the animation properties override
  78991. */
  78992. get: function () {
  78993. if (!this._animationPropertiesOverride) {
  78994. return this._scene.animationPropertiesOverride;
  78995. }
  78996. return this._animationPropertiesOverride;
  78997. },
  78998. set: function (value) {
  78999. this._animationPropertiesOverride = value;
  79000. },
  79001. enumerable: true,
  79002. configurable: true
  79003. });
  79004. // Members
  79005. /**
  79006. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  79007. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  79008. * @returns a Float32Array containing matrices data
  79009. */
  79010. Skeleton.prototype.getTransformMatrices = function (mesh) {
  79011. if (this.needInitialSkinMatrix && mesh._bonesTransformMatrices) {
  79012. return mesh._bonesTransformMatrices;
  79013. }
  79014. if (!this._transformMatrices) {
  79015. this.prepare();
  79016. }
  79017. return this._transformMatrices;
  79018. };
  79019. /**
  79020. * Gets the current hosting scene
  79021. * @returns a scene object
  79022. */
  79023. Skeleton.prototype.getScene = function () {
  79024. return this._scene;
  79025. };
  79026. // Methods
  79027. /**
  79028. * Gets a string representing the current skeleton data
  79029. * @param fullDetails defines a boolean indicating if we want a verbose version
  79030. * @returns a string representing the current skeleton data
  79031. */
  79032. Skeleton.prototype.toString = function (fullDetails) {
  79033. var ret = "Name: " + this.name + ", nBones: " + this.bones.length;
  79034. ret += ", nAnimationRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  79035. if (fullDetails) {
  79036. ret += ", Ranges: {";
  79037. var first = true;
  79038. for (var name_1 in this._ranges) {
  79039. if (first) {
  79040. ret += ", ";
  79041. first = false;
  79042. }
  79043. ret += name_1;
  79044. }
  79045. ret += "}";
  79046. }
  79047. return ret;
  79048. };
  79049. /**
  79050. * Get bone's index searching by name
  79051. * @param name defines bone's name to search for
  79052. * @return the indice of the bone. Returns -1 if not found
  79053. */
  79054. Skeleton.prototype.getBoneIndexByName = function (name) {
  79055. for (var boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {
  79056. if (this.bones[boneIndex].name === name) {
  79057. return boneIndex;
  79058. }
  79059. }
  79060. return -1;
  79061. };
  79062. /**
  79063. * Creater a new animation range
  79064. * @param name defines the name of the range
  79065. * @param from defines the start key
  79066. * @param to defines the end key
  79067. */
  79068. Skeleton.prototype.createAnimationRange = function (name, from, to) {
  79069. // check name not already in use
  79070. if (!this._ranges[name]) {
  79071. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  79072. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  79073. if (this.bones[i].animations[0]) {
  79074. this.bones[i].animations[0].createRange(name, from, to);
  79075. }
  79076. }
  79077. }
  79078. };
  79079. /**
  79080. * Delete a specific animation range
  79081. * @param name defines the name of the range
  79082. * @param deleteFrames defines if frames must be removed as well
  79083. */
  79084. Skeleton.prototype.deleteAnimationRange = function (name, deleteFrames) {
  79085. if (deleteFrames === void 0) { deleteFrames = true; }
  79086. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  79087. if (this.bones[i].animations[0]) {
  79088. this.bones[i].animations[0].deleteRange(name, deleteFrames);
  79089. }
  79090. }
  79091. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  79092. };
  79093. /**
  79094. * Gets a specific animation range
  79095. * @param name defines the name of the range to look for
  79096. * @returns the requested animation range or null if not found
  79097. */
  79098. Skeleton.prototype.getAnimationRange = function (name) {
  79099. return this._ranges[name];
  79100. };
  79101. /**
  79102. * Gets the list of all animation ranges defined on this skeleton
  79103. * @returns an array
  79104. */
  79105. Skeleton.prototype.getAnimationRanges = function () {
  79106. var animationRanges = [];
  79107. var name;
  79108. var i = 0;
  79109. for (name in this._ranges) {
  79110. animationRanges[i] = this._ranges[name];
  79111. i++;
  79112. }
  79113. return animationRanges;
  79114. };
  79115. /**
  79116. * Copy animation range from a source skeleton.
  79117. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  79118. * @param source defines the source skeleton
  79119. * @param name defines the name of the range to copy
  79120. * @param rescaleAsRequired defines if rescaling must be applied if required
  79121. * @returns true if operation was successful
  79122. */
  79123. Skeleton.prototype.copyAnimationRange = function (source, name, rescaleAsRequired) {
  79124. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  79125. if (this._ranges[name] || !source.getAnimationRange(name)) {
  79126. return false;
  79127. }
  79128. var ret = true;
  79129. var frameOffset = this._getHighestAnimationFrame() + 1;
  79130. // make a dictionary of source skeleton's bones, so exact same order or doublely nested loop is not required
  79131. var boneDict = {};
  79132. var sourceBones = source.bones;
  79133. var nBones;
  79134. var i;
  79135. for (i = 0, nBones = sourceBones.length; i < nBones; i++) {
  79136. boneDict[sourceBones[i].name] = sourceBones[i];
  79137. }
  79138. if (this.bones.length !== sourceBones.length) {
  79139. BABYLON.Tools.Warn("copyAnimationRange: this rig has " + this.bones.length + " bones, while source as " + sourceBones.length);
  79140. ret = false;
  79141. }
  79142. var skelDimensionsRatio = (rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest) ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;
  79143. for (i = 0, nBones = this.bones.length; i < nBones; i++) {
  79144. var boneName = this.bones[i].name;
  79145. var sourceBone = boneDict[boneName];
  79146. if (sourceBone) {
  79147. ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);
  79148. }
  79149. else {
  79150. BABYLON.Tools.Warn("copyAnimationRange: not same rig, missing source bone " + boneName);
  79151. ret = false;
  79152. }
  79153. }
  79154. // do not call createAnimationRange(), since it also is done to bones, which was already done
  79155. var range = source.getAnimationRange(name);
  79156. if (range) {
  79157. this._ranges[name] = new BABYLON.AnimationRange(name, range.from + frameOffset, range.to + frameOffset);
  79158. }
  79159. return ret;
  79160. };
  79161. /**
  79162. * Forces the skeleton to go to rest pose
  79163. */
  79164. Skeleton.prototype.returnToRest = function () {
  79165. for (var index = 0; index < this.bones.length; index++) {
  79166. this.bones[index].returnToRest();
  79167. }
  79168. };
  79169. Skeleton.prototype._getHighestAnimationFrame = function () {
  79170. var ret = 0;
  79171. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  79172. if (this.bones[i].animations[0]) {
  79173. var highest = this.bones[i].animations[0].getHighestFrame();
  79174. if (ret < highest) {
  79175. ret = highest;
  79176. }
  79177. }
  79178. }
  79179. return ret;
  79180. };
  79181. /**
  79182. * Begin a specific animation range
  79183. * @param name defines the name of the range to start
  79184. * @param loop defines if looping must be turned on (false by default)
  79185. * @param speedRatio defines the speed ratio to apply (1 by default)
  79186. * @param onAnimationEnd defines a callback which will be called when animation will end
  79187. * @returns a new animatable
  79188. */
  79189. Skeleton.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  79190. var range = this.getAnimationRange(name);
  79191. if (!range) {
  79192. return null;
  79193. }
  79194. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  79195. };
  79196. /** @hidden */
  79197. Skeleton.prototype._markAsDirty = function () {
  79198. this._isDirty = true;
  79199. };
  79200. /** @hidden */
  79201. Skeleton.prototype._registerMeshWithPoseMatrix = function (mesh) {
  79202. this._meshesWithPoseMatrix.push(mesh);
  79203. };
  79204. /** @hidden */
  79205. Skeleton.prototype._unregisterMeshWithPoseMatrix = function (mesh) {
  79206. var index = this._meshesWithPoseMatrix.indexOf(mesh);
  79207. if (index > -1) {
  79208. this._meshesWithPoseMatrix.splice(index, 1);
  79209. }
  79210. };
  79211. /** @hidden */
  79212. Skeleton.prototype._computeTransformMatrices = function (targetMatrix, initialSkinMatrix) {
  79213. this.onBeforeComputeObservable.notifyObservers(this);
  79214. for (var index = 0; index < this.bones.length; index++) {
  79215. var bone = this.bones[index];
  79216. var parentBone = bone.getParent();
  79217. if (parentBone) {
  79218. bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
  79219. }
  79220. else {
  79221. if (initialSkinMatrix) {
  79222. bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getWorldMatrix());
  79223. }
  79224. else {
  79225. bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
  79226. }
  79227. }
  79228. if (bone._index !== -1) {
  79229. var mappedIndex = bone._index === null ? index : bone._index;
  79230. bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), targetMatrix, mappedIndex * 16);
  79231. }
  79232. }
  79233. this._identity.copyToArray(targetMatrix, this.bones.length * 16);
  79234. };
  79235. /**
  79236. * Build all resources required to render a skeleton
  79237. */
  79238. Skeleton.prototype.prepare = function () {
  79239. if (!this._isDirty) {
  79240. return;
  79241. }
  79242. if (this.needInitialSkinMatrix) {
  79243. for (var index = 0; index < this._meshesWithPoseMatrix.length; index++) {
  79244. var mesh = this._meshesWithPoseMatrix[index];
  79245. var poseMatrix = mesh.getPoseMatrix();
  79246. if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {
  79247. mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));
  79248. }
  79249. if (this._synchronizedWithMesh !== mesh) {
  79250. this._synchronizedWithMesh = mesh;
  79251. // Prepare bones
  79252. for (var boneIndex = 0; boneIndex < this.bones.length; boneIndex++) {
  79253. var bone = this.bones[boneIndex];
  79254. if (!bone.getParent()) {
  79255. var matrix = bone.getBaseMatrix();
  79256. matrix.multiplyToRef(poseMatrix, BABYLON.Tmp.Matrix[1]);
  79257. bone._updateDifferenceMatrix(BABYLON.Tmp.Matrix[1]);
  79258. }
  79259. }
  79260. }
  79261. this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);
  79262. }
  79263. }
  79264. else {
  79265. if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
  79266. this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
  79267. }
  79268. this._computeTransformMatrices(this._transformMatrices, null);
  79269. }
  79270. this._isDirty = false;
  79271. this._scene._activeBones.addCount(this.bones.length, false);
  79272. };
  79273. /**
  79274. * Gets the list of animatables currently running for this skeleton
  79275. * @returns an array of animatables
  79276. */
  79277. Skeleton.prototype.getAnimatables = function () {
  79278. if (!this._animatables || this._animatables.length !== this.bones.length) {
  79279. this._animatables = [];
  79280. for (var index = 0; index < this.bones.length; index++) {
  79281. this._animatables.push(this.bones[index]);
  79282. }
  79283. }
  79284. return this._animatables;
  79285. };
  79286. /**
  79287. * Clone the current skeleton
  79288. * @param name defines the name of the new skeleton
  79289. * @param id defines the id of the enw skeleton
  79290. * @returns the new skeleton
  79291. */
  79292. Skeleton.prototype.clone = function (name, id) {
  79293. var result = new Skeleton(name, id || name, this._scene);
  79294. result.needInitialSkinMatrix = this.needInitialSkinMatrix;
  79295. for (var index = 0; index < this.bones.length; index++) {
  79296. var source = this.bones[index];
  79297. var parentBone = null;
  79298. var parent_1 = source.getParent();
  79299. if (parent_1) {
  79300. var parentIndex = this.bones.indexOf(parent_1);
  79301. parentBone = result.bones[parentIndex];
  79302. }
  79303. var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix().clone(), source.getRestPose().clone());
  79304. BABYLON.Tools.DeepCopy(source.animations, bone.animations);
  79305. }
  79306. if (this._ranges) {
  79307. result._ranges = {};
  79308. for (var rangeName in this._ranges) {
  79309. var range = this._ranges[rangeName];
  79310. if (range) {
  79311. result._ranges[rangeName] = range.clone();
  79312. }
  79313. }
  79314. }
  79315. this._isDirty = true;
  79316. return result;
  79317. };
  79318. /**
  79319. * Enable animation blending for this skeleton
  79320. * @param blendingSpeed defines the blending speed to apply
  79321. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  79322. */
  79323. Skeleton.prototype.enableBlending = function (blendingSpeed) {
  79324. if (blendingSpeed === void 0) { blendingSpeed = 0.01; }
  79325. this.bones.forEach(function (bone) {
  79326. bone.animations.forEach(function (animation) {
  79327. animation.enableBlending = true;
  79328. animation.blendingSpeed = blendingSpeed;
  79329. });
  79330. });
  79331. };
  79332. /**
  79333. * Releases all resources associated with the current skeleton
  79334. */
  79335. Skeleton.prototype.dispose = function () {
  79336. this._meshesWithPoseMatrix = [];
  79337. // Animations
  79338. this.getScene().stopAnimation(this);
  79339. // Remove from scene
  79340. this.getScene().removeSkeleton(this);
  79341. };
  79342. /**
  79343. * Serialize the skeleton in a JSON object
  79344. * @returns a JSON object
  79345. */
  79346. Skeleton.prototype.serialize = function () {
  79347. var serializationObject = {};
  79348. serializationObject.name = this.name;
  79349. serializationObject.id = this.id;
  79350. if (this.dimensionsAtRest) {
  79351. serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();
  79352. }
  79353. serializationObject.bones = [];
  79354. serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;
  79355. for (var index = 0; index < this.bones.length; index++) {
  79356. var bone = this.bones[index];
  79357. var parent_2 = bone.getParent();
  79358. var serializedBone = {
  79359. parentBoneIndex: parent_2 ? this.bones.indexOf(parent_2) : -1,
  79360. name: bone.name,
  79361. matrix: bone.getBaseMatrix().toArray(),
  79362. rest: bone.getRestPose().toArray()
  79363. };
  79364. serializationObject.bones.push(serializedBone);
  79365. if (bone.length) {
  79366. serializedBone.length = bone.length;
  79367. }
  79368. if (bone.animations && bone.animations.length > 0) {
  79369. serializedBone.animation = bone.animations[0].serialize();
  79370. }
  79371. serializationObject.ranges = [];
  79372. for (var name in this._ranges) {
  79373. var source = this._ranges[name];
  79374. if (!source) {
  79375. continue;
  79376. }
  79377. var range = {};
  79378. range.name = name;
  79379. range.from = source.from;
  79380. range.to = source.to;
  79381. serializationObject.ranges.push(range);
  79382. }
  79383. }
  79384. return serializationObject;
  79385. };
  79386. /**
  79387. * Creates a new skeleton from serialized data
  79388. * @param parsedSkeleton defines the serialized data
  79389. * @param scene defines the hosting scene
  79390. * @returns a new skeleton
  79391. */
  79392. Skeleton.Parse = function (parsedSkeleton, scene) {
  79393. var skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  79394. if (parsedSkeleton.dimensionsAtRest) {
  79395. skeleton.dimensionsAtRest = BABYLON.Vector3.FromArray(parsedSkeleton.dimensionsAtRest);
  79396. }
  79397. skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;
  79398. var index;
  79399. for (index = 0; index < parsedSkeleton.bones.length; index++) {
  79400. var parsedBone = parsedSkeleton.bones[index];
  79401. var parentBone = null;
  79402. if (parsedBone.parentBoneIndex > -1) {
  79403. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  79404. }
  79405. var rest = parsedBone.rest ? BABYLON.Matrix.FromArray(parsedBone.rest) : null;
  79406. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix), rest);
  79407. if (parsedBone.length) {
  79408. bone.length = parsedBone.length;
  79409. }
  79410. if (parsedBone.animation) {
  79411. bone.animations.push(BABYLON.Animation.Parse(parsedBone.animation));
  79412. }
  79413. }
  79414. // placed after bones, so createAnimationRange can cascade down
  79415. if (parsedSkeleton.ranges) {
  79416. for (index = 0; index < parsedSkeleton.ranges.length; index++) {
  79417. var data = parsedSkeleton.ranges[index];
  79418. skeleton.createAnimationRange(data.name, data.from, data.to);
  79419. }
  79420. }
  79421. return skeleton;
  79422. };
  79423. /**
  79424. * Compute all node absolute transforms
  79425. * @param forceUpdate defines if computation must be done even if cache is up to date
  79426. */
  79427. Skeleton.prototype.computeAbsoluteTransforms = function (forceUpdate) {
  79428. if (forceUpdate === void 0) { forceUpdate = false; }
  79429. var renderId = this._scene.getRenderId();
  79430. if (this._lastAbsoluteTransformsUpdateId != renderId || forceUpdate) {
  79431. this.bones[0].computeAbsoluteTransforms();
  79432. this._lastAbsoluteTransformsUpdateId = renderId;
  79433. }
  79434. };
  79435. /**
  79436. * Gets the root pose matrix
  79437. * @returns a matrix
  79438. */
  79439. Skeleton.prototype.getPoseMatrix = function () {
  79440. var poseMatrix = null;
  79441. if (this._meshesWithPoseMatrix.length > 0) {
  79442. poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();
  79443. }
  79444. return poseMatrix;
  79445. };
  79446. /**
  79447. * Sorts bones per internal index
  79448. */
  79449. Skeleton.prototype.sortBones = function () {
  79450. var bones = new Array();
  79451. var visited = new Array(this.bones.length);
  79452. for (var index = 0; index < this.bones.length; index++) {
  79453. this._sortBones(index, bones, visited);
  79454. }
  79455. this.bones = bones;
  79456. };
  79457. Skeleton.prototype._sortBones = function (index, bones, visited) {
  79458. if (visited[index]) {
  79459. return;
  79460. }
  79461. visited[index] = true;
  79462. var bone = this.bones[index];
  79463. if (bone._index === undefined) {
  79464. bone._index = index;
  79465. }
  79466. var parentBone = bone.getParent();
  79467. if (parentBone) {
  79468. this._sortBones(this.bones.indexOf(parentBone), bones, visited);
  79469. }
  79470. bones.push(bone);
  79471. };
  79472. return Skeleton;
  79473. }());
  79474. BABYLON.Skeleton = Skeleton;
  79475. })(BABYLON || (BABYLON = {}));
  79476. //# sourceMappingURL=babylon.skeleton.js.map
  79477. var BABYLON;
  79478. (function (BABYLON) {
  79479. var SphericalPolynomial = /** @class */ (function () {
  79480. function SphericalPolynomial() {
  79481. this.x = BABYLON.Vector3.Zero();
  79482. this.y = BABYLON.Vector3.Zero();
  79483. this.z = BABYLON.Vector3.Zero();
  79484. this.xx = BABYLON.Vector3.Zero();
  79485. this.yy = BABYLON.Vector3.Zero();
  79486. this.zz = BABYLON.Vector3.Zero();
  79487. this.xy = BABYLON.Vector3.Zero();
  79488. this.yz = BABYLON.Vector3.Zero();
  79489. this.zx = BABYLON.Vector3.Zero();
  79490. }
  79491. SphericalPolynomial.prototype.addAmbient = function (color) {
  79492. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  79493. this.xx = this.xx.add(colorVector);
  79494. this.yy = this.yy.add(colorVector);
  79495. this.zz = this.zz.add(colorVector);
  79496. };
  79497. SphericalPolynomial.getSphericalPolynomialFromHarmonics = function (harmonics) {
  79498. var result = new SphericalPolynomial();
  79499. result.x = harmonics.L11.scale(1.02333);
  79500. result.y = harmonics.L1_1.scale(1.02333);
  79501. result.z = harmonics.L10.scale(1.02333);
  79502. result.xx = harmonics.L00.scale(0.886277).subtract(harmonics.L20.scale(0.247708)).add(harmonics.L22.scale(0.429043));
  79503. result.yy = harmonics.L00.scale(0.886277).subtract(harmonics.L20.scale(0.247708)).subtract(harmonics.L22.scale(0.429043));
  79504. result.zz = harmonics.L00.scale(0.886277).add(harmonics.L20.scale(0.495417));
  79505. result.yz = harmonics.L2_1.scale(0.858086);
  79506. result.zx = harmonics.L21.scale(0.858086);
  79507. result.xy = harmonics.L2_2.scale(0.858086);
  79508. result.scale(1.0 / Math.PI);
  79509. return result;
  79510. };
  79511. SphericalPolynomial.prototype.scale = function (scale) {
  79512. this.x = this.x.scale(scale);
  79513. this.y = this.y.scale(scale);
  79514. this.z = this.z.scale(scale);
  79515. this.xx = this.xx.scale(scale);
  79516. this.yy = this.yy.scale(scale);
  79517. this.zz = this.zz.scale(scale);
  79518. this.yz = this.yz.scale(scale);
  79519. this.zx = this.zx.scale(scale);
  79520. this.xy = this.xy.scale(scale);
  79521. };
  79522. return SphericalPolynomial;
  79523. }());
  79524. BABYLON.SphericalPolynomial = SphericalPolynomial;
  79525. var SphericalHarmonics = /** @class */ (function () {
  79526. function SphericalHarmonics() {
  79527. this.L00 = BABYLON.Vector3.Zero();
  79528. this.L1_1 = BABYLON.Vector3.Zero();
  79529. this.L10 = BABYLON.Vector3.Zero();
  79530. this.L11 = BABYLON.Vector3.Zero();
  79531. this.L2_2 = BABYLON.Vector3.Zero();
  79532. this.L2_1 = BABYLON.Vector3.Zero();
  79533. this.L20 = BABYLON.Vector3.Zero();
  79534. this.L21 = BABYLON.Vector3.Zero();
  79535. this.L22 = BABYLON.Vector3.Zero();
  79536. }
  79537. SphericalHarmonics.prototype.addLight = function (direction, color, deltaSolidAngle) {
  79538. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  79539. var c = colorVector.scale(deltaSolidAngle);
  79540. this.L00 = this.L00.add(c.scale(0.282095));
  79541. this.L1_1 = this.L1_1.add(c.scale(0.488603 * direction.y));
  79542. this.L10 = this.L10.add(c.scale(0.488603 * direction.z));
  79543. this.L11 = this.L11.add(c.scale(0.488603 * direction.x));
  79544. this.L2_2 = this.L2_2.add(c.scale(1.092548 * direction.x * direction.y));
  79545. this.L2_1 = this.L2_1.add(c.scale(1.092548 * direction.y * direction.z));
  79546. this.L21 = this.L21.add(c.scale(1.092548 * direction.x * direction.z));
  79547. this.L20 = this.L20.add(c.scale(0.315392 * (3.0 * direction.z * direction.z - 1.0)));
  79548. this.L22 = this.L22.add(c.scale(0.546274 * (direction.x * direction.x - direction.y * direction.y)));
  79549. };
  79550. SphericalHarmonics.prototype.scale = function (scale) {
  79551. this.L00 = this.L00.scale(scale);
  79552. this.L1_1 = this.L1_1.scale(scale);
  79553. this.L10 = this.L10.scale(scale);
  79554. this.L11 = this.L11.scale(scale);
  79555. this.L2_2 = this.L2_2.scale(scale);
  79556. this.L2_1 = this.L2_1.scale(scale);
  79557. this.L20 = this.L20.scale(scale);
  79558. this.L21 = this.L21.scale(scale);
  79559. this.L22 = this.L22.scale(scale);
  79560. };
  79561. SphericalHarmonics.prototype.convertIncidentRadianceToIrradiance = function () {
  79562. // Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  79563. //
  79564. // E_lm = A_l * L_lm
  79565. //
  79566. // In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  79567. // This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  79568. // the scaling factors are given in equation 9.
  79569. // Constant (Band 0)
  79570. this.L00 = this.L00.scale(3.141593);
  79571. // Linear (Band 1)
  79572. this.L1_1 = this.L1_1.scale(2.094395);
  79573. this.L10 = this.L10.scale(2.094395);
  79574. this.L11 = this.L11.scale(2.094395);
  79575. // Quadratic (Band 2)
  79576. this.L2_2 = this.L2_2.scale(0.785398);
  79577. this.L2_1 = this.L2_1.scale(0.785398);
  79578. this.L20 = this.L20.scale(0.785398);
  79579. this.L21 = this.L21.scale(0.785398);
  79580. this.L22 = this.L22.scale(0.785398);
  79581. };
  79582. SphericalHarmonics.prototype.convertIrradianceToLambertianRadiance = function () {
  79583. // Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  79584. // L = (1/pi) * E * rho
  79585. //
  79586. // This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  79587. this.scale(1.0 / Math.PI);
  79588. // The resultant SH now represents outgoing radiance, so includes the Lambert 1/pi normalisation factor but without albedo (rho) applied
  79589. // (The pixel shader must apply albedo after texture fetches, etc).
  79590. };
  79591. SphericalHarmonics.getsphericalHarmonicsFromPolynomial = function (polynomial) {
  79592. var result = new SphericalHarmonics();
  79593. result.L00 = polynomial.xx.scale(0.376127).add(polynomial.yy.scale(0.376127)).add(polynomial.zz.scale(0.376126));
  79594. result.L1_1 = polynomial.y.scale(0.977204);
  79595. result.L10 = polynomial.z.scale(0.977204);
  79596. result.L11 = polynomial.x.scale(0.977204);
  79597. result.L2_2 = polynomial.xy.scale(1.16538);
  79598. result.L2_1 = polynomial.yz.scale(1.16538);
  79599. result.L20 = polynomial.zz.scale(1.34567).subtract(polynomial.xx.scale(0.672834)).subtract(polynomial.yy.scale(0.672834));
  79600. result.L21 = polynomial.zx.scale(1.16538);
  79601. result.L22 = polynomial.xx.scale(1.16538).subtract(polynomial.yy.scale(1.16538));
  79602. result.scale(Math.PI);
  79603. return result;
  79604. };
  79605. return SphericalHarmonics;
  79606. }());
  79607. BABYLON.SphericalHarmonics = SphericalHarmonics;
  79608. })(BABYLON || (BABYLON = {}));
  79609. //# sourceMappingURL=babylon.sphericalPolynomial.js.map
  79610. var BABYLON;
  79611. (function (BABYLON) {
  79612. var FileFaceOrientation = /** @class */ (function () {
  79613. function FileFaceOrientation(name, worldAxisForNormal, worldAxisForFileX, worldAxisForFileY) {
  79614. this.name = name;
  79615. this.worldAxisForNormal = worldAxisForNormal;
  79616. this.worldAxisForFileX = worldAxisForFileX;
  79617. this.worldAxisForFileY = worldAxisForFileY;
  79618. }
  79619. return FileFaceOrientation;
  79620. }());
  79621. ;
  79622. /**
  79623. * Helper class dealing with the extraction of spherical polynomial dataArray
  79624. * from a cube map.
  79625. */
  79626. var CubeMapToSphericalPolynomialTools = /** @class */ (function () {
  79627. function CubeMapToSphericalPolynomialTools() {
  79628. }
  79629. /**
  79630. * Converts a texture to the according Spherical Polynomial data.
  79631. * This extracts the first 3 orders only as they are the only one used in the lighting.
  79632. *
  79633. * @param texture The texture to extract the information from.
  79634. * @return The Spherical Polynomial data.
  79635. */
  79636. CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial = function (texture) {
  79637. if (!texture.isCube) {
  79638. // Only supports cube Textures currently.
  79639. return null;
  79640. }
  79641. var size = texture.getSize().width;
  79642. var right = texture.readPixels(0);
  79643. var left = texture.readPixels(1);
  79644. var up;
  79645. var down;
  79646. if (texture.isRenderTarget) {
  79647. up = texture.readPixels(3);
  79648. down = texture.readPixels(2);
  79649. }
  79650. else {
  79651. up = texture.readPixels(2);
  79652. down = texture.readPixels(3);
  79653. }
  79654. var front = texture.readPixels(4);
  79655. var back = texture.readPixels(5);
  79656. var gammaSpace = texture.gammaSpace;
  79657. // Always read as RGBA.
  79658. var format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  79659. var type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  79660. if (texture.textureType && texture.textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  79661. type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  79662. }
  79663. var cubeInfo = {
  79664. size: size,
  79665. right: right,
  79666. left: left,
  79667. up: up,
  79668. down: down,
  79669. front: front,
  79670. back: back,
  79671. format: format,
  79672. type: type,
  79673. gammaSpace: gammaSpace,
  79674. };
  79675. return this.ConvertCubeMapToSphericalPolynomial(cubeInfo);
  79676. };
  79677. /**
  79678. * Converts a cubemap to the according Spherical Polynomial data.
  79679. * This extracts the first 3 orders only as they are the only one used in the lighting.
  79680. *
  79681. * @param cubeInfo The Cube map to extract the information from.
  79682. * @return The Spherical Polynomial data.
  79683. */
  79684. CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial = function (cubeInfo) {
  79685. var sphericalHarmonics = new BABYLON.SphericalHarmonics();
  79686. var totalSolidAngle = 0.0;
  79687. // The (u,v) range is [-1,+1], so the distance between each texel is 2/Size.
  79688. var du = 2.0 / cubeInfo.size;
  79689. var dv = du;
  79690. // The (u,v) of the first texel is half a texel from the corner (-1,-1).
  79691. var minUV = du * 0.5 - 1.0;
  79692. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  79693. var fileFace = this.FileFaces[faceIndex];
  79694. var dataArray = cubeInfo[fileFace.name];
  79695. var v = minUV;
  79696. // TODO: we could perform the summation directly into a SphericalPolynomial (SP), which is more efficient than SphericalHarmonic (SH).
  79697. // This is possible because during the summation we do not need the SH-specific properties, e.g. orthogonality.
  79698. // Because SP is still linear, so summation is fine in that basis.
  79699. var stride = cubeInfo.format === BABYLON.Engine.TEXTUREFORMAT_RGBA ? 4 : 3;
  79700. for (var y = 0; y < cubeInfo.size; y++) {
  79701. var u = minUV;
  79702. for (var x = 0; x < cubeInfo.size; x++) {
  79703. // World direction (not normalised)
  79704. var worldDirection = fileFace.worldAxisForFileX.scale(u).add(fileFace.worldAxisForFileY.scale(v)).add(fileFace.worldAxisForNormal);
  79705. worldDirection.normalize();
  79706. var deltaSolidAngle = Math.pow(1.0 + u * u + v * v, -3.0 / 2.0);
  79707. var r = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 0];
  79708. var g = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 1];
  79709. var b = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 2];
  79710. // Handle Integer types.
  79711. if (cubeInfo.type === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  79712. r /= 255;
  79713. g /= 255;
  79714. b /= 255;
  79715. }
  79716. // Handle Gamma space textures.
  79717. if (cubeInfo.gammaSpace) {
  79718. r = Math.pow(BABYLON.Scalar.Clamp(r), BABYLON.ToLinearSpace);
  79719. g = Math.pow(BABYLON.Scalar.Clamp(g), BABYLON.ToLinearSpace);
  79720. b = Math.pow(BABYLON.Scalar.Clamp(b), BABYLON.ToLinearSpace);
  79721. }
  79722. var color = new BABYLON.Color3(r, g, b);
  79723. sphericalHarmonics.addLight(worldDirection, color, deltaSolidAngle);
  79724. totalSolidAngle += deltaSolidAngle;
  79725. u += du;
  79726. }
  79727. v += dv;
  79728. }
  79729. }
  79730. // Solid angle for entire sphere is 4*pi
  79731. var sphereSolidAngle = 4.0 * Math.PI;
  79732. // Adjust the solid angle to allow for how many faces we processed.
  79733. var facesProcessed = 6.0;
  79734. var expectedSolidAngle = sphereSolidAngle * facesProcessed / 6.0;
  79735. // Adjust the harmonics so that the accumulated solid angle matches the expected solid angle.
  79736. // This is needed because the numerical integration over the cube uses a
  79737. // small angle approximation of solid angle for each texel (see deltaSolidAngle),
  79738. // and also to compensate for accumulative error due to float precision in the summation.
  79739. var correctionFactor = expectedSolidAngle / totalSolidAngle;
  79740. sphericalHarmonics.scale(correctionFactor);
  79741. sphericalHarmonics.convertIncidentRadianceToIrradiance();
  79742. sphericalHarmonics.convertIrradianceToLambertianRadiance();
  79743. return BABYLON.SphericalPolynomial.getSphericalPolynomialFromHarmonics(sphericalHarmonics);
  79744. };
  79745. CubeMapToSphericalPolynomialTools.FileFaces = [
  79746. new FileFaceOrientation("right", new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(0, -1, 0)),
  79747. new FileFaceOrientation("left", new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(0, -1, 0)),
  79748. new FileFaceOrientation("up", new BABYLON.Vector3(0, 1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, 1)),
  79749. new FileFaceOrientation("down", new BABYLON.Vector3(0, -1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1)),
  79750. new FileFaceOrientation("front", new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, -1, 0)),
  79751. new FileFaceOrientation("back", new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, -1, 0)) // -Z bottom
  79752. ];
  79753. return CubeMapToSphericalPolynomialTools;
  79754. }());
  79755. BABYLON.CubeMapToSphericalPolynomialTools = CubeMapToSphericalPolynomialTools;
  79756. })(BABYLON || (BABYLON = {}));
  79757. //# sourceMappingURL=babylon.cubemapToSphericalPolynomial.js.map
  79758. var BABYLON;
  79759. (function (BABYLON) {
  79760. /**
  79761. * Helper class usefull to convert panorama picture to their cubemap representation in 6 faces.
  79762. */
  79763. var PanoramaToCubeMapTools = /** @class */ (function () {
  79764. function PanoramaToCubeMapTools() {
  79765. }
  79766. /**
  79767. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  79768. *
  79769. * @param float32Array The source data.
  79770. * @param inputWidth The width of the input panorama.
  79771. * @param inputhHeight The height of the input panorama.
  79772. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  79773. * @return The cubemap data
  79774. */
  79775. PanoramaToCubeMapTools.ConvertPanoramaToCubemap = function (float32Array, inputWidth, inputHeight, size) {
  79776. if (!float32Array) {
  79777. throw "ConvertPanoramaToCubemap: input cannot be null";
  79778. }
  79779. if (float32Array.length != inputWidth * inputHeight * 3) {
  79780. throw "ConvertPanoramaToCubemap: input size is wrong";
  79781. }
  79782. var textureFront = this.CreateCubemapTexture(size, this.FACE_FRONT, float32Array, inputWidth, inputHeight);
  79783. var textureBack = this.CreateCubemapTexture(size, this.FACE_BACK, float32Array, inputWidth, inputHeight);
  79784. var textureLeft = this.CreateCubemapTexture(size, this.FACE_LEFT, float32Array, inputWidth, inputHeight);
  79785. var textureRight = this.CreateCubemapTexture(size, this.FACE_RIGHT, float32Array, inputWidth, inputHeight);
  79786. var textureUp = this.CreateCubemapTexture(size, this.FACE_UP, float32Array, inputWidth, inputHeight);
  79787. var textureDown = this.CreateCubemapTexture(size, this.FACE_DOWN, float32Array, inputWidth, inputHeight);
  79788. return {
  79789. front: textureFront,
  79790. back: textureBack,
  79791. left: textureLeft,
  79792. right: textureRight,
  79793. up: textureUp,
  79794. down: textureDown,
  79795. size: size,
  79796. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  79797. format: BABYLON.Engine.TEXTUREFORMAT_RGB,
  79798. gammaSpace: false,
  79799. };
  79800. };
  79801. PanoramaToCubeMapTools.CreateCubemapTexture = function (texSize, faceData, float32Array, inputWidth, inputHeight) {
  79802. var buffer = new ArrayBuffer(texSize * texSize * 4 * 3);
  79803. var textureArray = new Float32Array(buffer);
  79804. var rotDX1 = faceData[1].subtract(faceData[0]).scale(1 / texSize);
  79805. var rotDX2 = faceData[3].subtract(faceData[2]).scale(1 / texSize);
  79806. var dy = 1 / texSize;
  79807. var fy = 0;
  79808. for (var y = 0; y < texSize; y++) {
  79809. var xv1 = faceData[0];
  79810. var xv2 = faceData[2];
  79811. for (var x = 0; x < texSize; x++) {
  79812. var v = xv2.subtract(xv1).scale(fy).add(xv1);
  79813. v.normalize();
  79814. var color = this.CalcProjectionSpherical(v, float32Array, inputWidth, inputHeight);
  79815. // 3 channels per pixels
  79816. textureArray[y * texSize * 3 + (x * 3) + 0] = color.r;
  79817. textureArray[y * texSize * 3 + (x * 3) + 1] = color.g;
  79818. textureArray[y * texSize * 3 + (x * 3) + 2] = color.b;
  79819. xv1 = xv1.add(rotDX1);
  79820. xv2 = xv2.add(rotDX2);
  79821. }
  79822. fy += dy;
  79823. }
  79824. return textureArray;
  79825. };
  79826. PanoramaToCubeMapTools.CalcProjectionSpherical = function (vDir, float32Array, inputWidth, inputHeight) {
  79827. var theta = Math.atan2(vDir.z, vDir.x);
  79828. var phi = Math.acos(vDir.y);
  79829. while (theta < -Math.PI)
  79830. theta += 2 * Math.PI;
  79831. while (theta > Math.PI)
  79832. theta -= 2 * Math.PI;
  79833. var dx = theta / Math.PI;
  79834. var dy = phi / Math.PI;
  79835. // recenter.
  79836. dx = dx * 0.5 + 0.5;
  79837. var px = Math.round(dx * inputWidth);
  79838. if (px < 0)
  79839. px = 0;
  79840. else if (px >= inputWidth)
  79841. px = inputWidth - 1;
  79842. var py = Math.round(dy * inputHeight);
  79843. if (py < 0)
  79844. py = 0;
  79845. else if (py >= inputHeight)
  79846. py = inputHeight - 1;
  79847. var inputY = (inputHeight - py - 1);
  79848. var r = float32Array[inputY * inputWidth * 3 + (px * 3) + 0];
  79849. var g = float32Array[inputY * inputWidth * 3 + (px * 3) + 1];
  79850. var b = float32Array[inputY * inputWidth * 3 + (px * 3) + 2];
  79851. return {
  79852. r: r,
  79853. g: g,
  79854. b: b
  79855. };
  79856. };
  79857. PanoramaToCubeMapTools.FACE_FRONT = [
  79858. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  79859. new BABYLON.Vector3(1.0, -1.0, -1.0),
  79860. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  79861. new BABYLON.Vector3(1.0, 1.0, -1.0)
  79862. ];
  79863. PanoramaToCubeMapTools.FACE_BACK = [
  79864. new BABYLON.Vector3(1.0, -1.0, 1.0),
  79865. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  79866. new BABYLON.Vector3(1.0, 1.0, 1.0),
  79867. new BABYLON.Vector3(-1.0, 1.0, 1.0)
  79868. ];
  79869. PanoramaToCubeMapTools.FACE_RIGHT = [
  79870. new BABYLON.Vector3(1.0, -1.0, -1.0),
  79871. new BABYLON.Vector3(1.0, -1.0, 1.0),
  79872. new BABYLON.Vector3(1.0, 1.0, -1.0),
  79873. new BABYLON.Vector3(1.0, 1.0, 1.0)
  79874. ];
  79875. PanoramaToCubeMapTools.FACE_LEFT = [
  79876. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  79877. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  79878. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  79879. new BABYLON.Vector3(-1.0, 1.0, -1.0)
  79880. ];
  79881. PanoramaToCubeMapTools.FACE_DOWN = [
  79882. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  79883. new BABYLON.Vector3(1.0, 1.0, -1.0),
  79884. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  79885. new BABYLON.Vector3(1.0, 1.0, 1.0)
  79886. ];
  79887. PanoramaToCubeMapTools.FACE_UP = [
  79888. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  79889. new BABYLON.Vector3(1.0, -1.0, 1.0),
  79890. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  79891. new BABYLON.Vector3(1.0, -1.0, -1.0)
  79892. ];
  79893. return PanoramaToCubeMapTools;
  79894. }());
  79895. BABYLON.PanoramaToCubeMapTools = PanoramaToCubeMapTools;
  79896. })(BABYLON || (BABYLON = {}));
  79897. //# sourceMappingURL=babylon.panoramaToCubemap.js.map
  79898. var BABYLON;
  79899. (function (BABYLON) {
  79900. ;
  79901. /**
  79902. * This groups tools to convert HDR texture to native colors array.
  79903. */
  79904. var HDRTools = /** @class */ (function () {
  79905. function HDRTools() {
  79906. }
  79907. HDRTools.Ldexp = function (mantissa, exponent) {
  79908. if (exponent > 1023) {
  79909. return mantissa * Math.pow(2, 1023) * Math.pow(2, exponent - 1023);
  79910. }
  79911. if (exponent < -1074) {
  79912. return mantissa * Math.pow(2, -1074) * Math.pow(2, exponent + 1074);
  79913. }
  79914. return mantissa * Math.pow(2, exponent);
  79915. };
  79916. HDRTools.Rgbe2float = function (float32array, red, green, blue, exponent, index) {
  79917. if (exponent > 0) { /*nonzero pixel*/
  79918. exponent = this.Ldexp(1.0, exponent - (128 + 8));
  79919. float32array[index + 0] = red * exponent;
  79920. float32array[index + 1] = green * exponent;
  79921. float32array[index + 2] = blue * exponent;
  79922. }
  79923. else {
  79924. float32array[index + 0] = 0;
  79925. float32array[index + 1] = 0;
  79926. float32array[index + 2] = 0;
  79927. }
  79928. };
  79929. HDRTools.readStringLine = function (uint8array, startIndex) {
  79930. var line = "";
  79931. var character = "";
  79932. for (var i = startIndex; i < uint8array.length - startIndex; i++) {
  79933. character = String.fromCharCode(uint8array[i]);
  79934. if (character == "\n") {
  79935. break;
  79936. }
  79937. line += character;
  79938. }
  79939. return line;
  79940. };
  79941. /**
  79942. * Reads header information from an RGBE texture stored in a native array.
  79943. * More information on this format are available here:
  79944. * https://en.wikipedia.org/wiki/RGBE_image_format
  79945. *
  79946. * @param uint8array The binary file stored in native array.
  79947. * @return The header information.
  79948. */
  79949. HDRTools.RGBE_ReadHeader = function (uint8array) {
  79950. var height = 0;
  79951. var width = 0;
  79952. var line = this.readStringLine(uint8array, 0);
  79953. if (line[0] != '#' || line[1] != '?') {
  79954. throw "Bad HDR Format.";
  79955. }
  79956. var endOfHeader = false;
  79957. var findFormat = false;
  79958. var lineIndex = 0;
  79959. do {
  79960. lineIndex += (line.length + 1);
  79961. line = this.readStringLine(uint8array, lineIndex);
  79962. if (line == "FORMAT=32-bit_rle_rgbe") {
  79963. findFormat = true;
  79964. }
  79965. else if (line.length == 0) {
  79966. endOfHeader = true;
  79967. }
  79968. } while (!endOfHeader);
  79969. if (!findFormat) {
  79970. throw "HDR Bad header format, unsupported FORMAT";
  79971. }
  79972. lineIndex += (line.length + 1);
  79973. line = this.readStringLine(uint8array, lineIndex);
  79974. var sizeRegexp = /^\-Y (.*) \+X (.*)$/g;
  79975. var match = sizeRegexp.exec(line);
  79976. // TODO. Support +Y and -X if needed.
  79977. if (!match || match.length < 3) {
  79978. throw "HDR Bad header format, no size";
  79979. }
  79980. width = parseInt(match[2]);
  79981. height = parseInt(match[1]);
  79982. if (width < 8 || width > 0x7fff) {
  79983. throw "HDR Bad header format, unsupported size";
  79984. }
  79985. lineIndex += (line.length + 1);
  79986. return {
  79987. height: height,
  79988. width: width,
  79989. dataPosition: lineIndex
  79990. };
  79991. };
  79992. /**
  79993. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  79994. * This RGBE texture needs to store the information as a panorama.
  79995. *
  79996. * More information on this format are available here:
  79997. * https://en.wikipedia.org/wiki/RGBE_image_format
  79998. *
  79999. * @param buffer The binary file stored in an array buffer.
  80000. * @param size The expected size of the extracted cubemap.
  80001. * @return The Cube Map information.
  80002. */
  80003. HDRTools.GetCubeMapTextureData = function (buffer, size) {
  80004. var uint8array = new Uint8Array(buffer);
  80005. var hdrInfo = this.RGBE_ReadHeader(uint8array);
  80006. var data = this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  80007. var cubeMapData = BABYLON.PanoramaToCubeMapTools.ConvertPanoramaToCubemap(data, hdrInfo.width, hdrInfo.height, size);
  80008. return cubeMapData;
  80009. };
  80010. /**
  80011. * Returns the pixels data extracted from an RGBE texture.
  80012. * This pixels will be stored left to right up to down in the R G B order in one array.
  80013. *
  80014. * More information on this format are available here:
  80015. * https://en.wikipedia.org/wiki/RGBE_image_format
  80016. *
  80017. * @param uint8array The binary file stored in an array buffer.
  80018. * @param hdrInfo The header information of the file.
  80019. * @return The pixels data in RGB right to left up to down order.
  80020. */
  80021. HDRTools.RGBE_ReadPixels = function (uint8array, hdrInfo) {
  80022. // Keep for multi format supports.
  80023. return this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  80024. };
  80025. HDRTools.RGBE_ReadPixels_RLE = function (uint8array, hdrInfo) {
  80026. var num_scanlines = hdrInfo.height;
  80027. var scanline_width = hdrInfo.width;
  80028. var a, b, c, d, count;
  80029. var dataIndex = hdrInfo.dataPosition;
  80030. var index = 0, endIndex = 0, i = 0;
  80031. var scanLineArrayBuffer = new ArrayBuffer(scanline_width * 4); // four channel R G B E
  80032. var scanLineArray = new Uint8Array(scanLineArrayBuffer);
  80033. // 3 channels of 4 bytes per pixel in float.
  80034. var resultBuffer = new ArrayBuffer(hdrInfo.width * hdrInfo.height * 4 * 3);
  80035. var resultArray = new Float32Array(resultBuffer);
  80036. // read in each successive scanline
  80037. while (num_scanlines > 0) {
  80038. a = uint8array[dataIndex++];
  80039. b = uint8array[dataIndex++];
  80040. c = uint8array[dataIndex++];
  80041. d = uint8array[dataIndex++];
  80042. if (a != 2 || b != 2 || (c & 0x80)) {
  80043. // this file is not run length encoded
  80044. throw "HDR Bad header format, not RLE";
  80045. }
  80046. if (((c << 8) | d) != scanline_width) {
  80047. throw "HDR Bad header format, wrong scan line width";
  80048. }
  80049. index = 0;
  80050. // read each of the four channels for the scanline into the buffer
  80051. for (i = 0; i < 4; i++) {
  80052. endIndex = (i + 1) * scanline_width;
  80053. while (index < endIndex) {
  80054. a = uint8array[dataIndex++];
  80055. b = uint8array[dataIndex++];
  80056. if (a > 128) {
  80057. // a run of the same value
  80058. count = a - 128;
  80059. if ((count == 0) || (count > endIndex - index)) {
  80060. throw "HDR Bad Format, bad scanline data (run)";
  80061. }
  80062. while (count-- > 0) {
  80063. scanLineArray[index++] = b;
  80064. }
  80065. }
  80066. else {
  80067. // a non-run
  80068. count = a;
  80069. if ((count == 0) || (count > endIndex - index)) {
  80070. throw "HDR Bad Format, bad scanline data (non-run)";
  80071. }
  80072. scanLineArray[index++] = b;
  80073. if (--count > 0) {
  80074. for (var j = 0; j < count; j++) {
  80075. scanLineArray[index++] = uint8array[dataIndex++];
  80076. }
  80077. }
  80078. }
  80079. }
  80080. }
  80081. // now convert data from buffer into floats
  80082. for (i = 0; i < scanline_width; i++) {
  80083. a = scanLineArray[i];
  80084. b = scanLineArray[i + scanline_width];
  80085. c = scanLineArray[i + 2 * scanline_width];
  80086. d = scanLineArray[i + 3 * scanline_width];
  80087. this.Rgbe2float(resultArray, a, b, c, d, (hdrInfo.height - num_scanlines) * scanline_width * 3 + i * 3);
  80088. }
  80089. num_scanlines--;
  80090. }
  80091. return resultArray;
  80092. };
  80093. return HDRTools;
  80094. }());
  80095. BABYLON.HDRTools = HDRTools;
  80096. })(BABYLON || (BABYLON = {}));
  80097. //# sourceMappingURL=babylon.hdr.js.map
  80098. var BABYLON;
  80099. (function (BABYLON) {
  80100. /**
  80101. * This represents a texture coming from an HDR input.
  80102. *
  80103. * The only supported format is currently panorama picture stored in RGBE format.
  80104. * Example of such files can be found on HDRLib: http://hdrlib.com/
  80105. */
  80106. var HDRCubeTexture = /** @class */ (function (_super) {
  80107. __extends(HDRCubeTexture, _super);
  80108. /**
  80109. * Instantiates an HDRTexture from the following parameters.
  80110. *
  80111. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  80112. * @param scene The scene the texture will be used in
  80113. * @param size The cubemap 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.
  80114. * @param noMipmap Forces to not generate the mipmap if true
  80115. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  80116. * @param useInGammaSpace 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)
  80117. * @param usePMREMGenerator Specifies whether or not to generate the CubeMap through CubeMapGen to avoid seams issue at run time.
  80118. */
  80119. function HDRCubeTexture(url, scene, size, noMipmap, generateHarmonics, useInGammaSpace, usePMREMGenerator, onLoad, onError) {
  80120. if (noMipmap === void 0) { noMipmap = false; }
  80121. if (generateHarmonics === void 0) { generateHarmonics = true; }
  80122. if (useInGammaSpace === void 0) { useInGammaSpace = false; }
  80123. if (usePMREMGenerator === void 0) { usePMREMGenerator = false; }
  80124. if (onLoad === void 0) { onLoad = null; }
  80125. if (onError === void 0) { onError = null; }
  80126. var _this = _super.call(this, scene) || this;
  80127. _this._useInGammaSpace = false;
  80128. _this._generateHarmonics = true;
  80129. _this._isBABYLONPreprocessed = false;
  80130. _this._onLoad = null;
  80131. _this._onError = null;
  80132. /**
  80133. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  80134. */
  80135. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  80136. /**
  80137. * Specifies wether the texture has been generated through the PMREMGenerator tool.
  80138. * This is usefull at run time to apply the good shader.
  80139. */
  80140. _this.isPMREM = false;
  80141. _this._isBlocking = true;
  80142. _this._rotationY = 0;
  80143. /**
  80144. * Gets or sets the center of the bounding box associated with the cube texture
  80145. * It must define where the camera used to render the texture was set
  80146. */
  80147. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  80148. if (!url) {
  80149. return _this;
  80150. }
  80151. _this.name = url;
  80152. _this.url = url;
  80153. _this.hasAlpha = false;
  80154. _this.isCube = true;
  80155. _this._textureMatrix = BABYLON.Matrix.Identity();
  80156. _this._onLoad = onLoad;
  80157. _this._onError = onError;
  80158. _this.gammaSpace = false;
  80159. var caps = scene.getEngine().getCaps();
  80160. if (size) {
  80161. _this._isBABYLONPreprocessed = false;
  80162. _this._noMipmap = noMipmap;
  80163. _this._size = size;
  80164. _this._useInGammaSpace = useInGammaSpace;
  80165. _this._usePMREMGenerator = usePMREMGenerator &&
  80166. caps.textureLOD &&
  80167. caps.textureFloat &&
  80168. !_this._useInGammaSpace;
  80169. }
  80170. else {
  80171. _this._isBABYLONPreprocessed = true;
  80172. _this._noMipmap = false;
  80173. _this._useInGammaSpace = false;
  80174. _this._usePMREMGenerator = caps.textureLOD && caps.textureFloat &&
  80175. !_this._useInGammaSpace;
  80176. }
  80177. _this.isPMREM = _this._usePMREMGenerator;
  80178. _this._texture = _this._getFromCache(url, _this._noMipmap);
  80179. if (!_this._texture) {
  80180. if (!scene.useDelayedTextureLoading) {
  80181. _this.loadTexture();
  80182. }
  80183. else {
  80184. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  80185. }
  80186. }
  80187. return _this;
  80188. }
  80189. Object.defineProperty(HDRCubeTexture.prototype, "isBlocking", {
  80190. /**
  80191. * Gets wether or not the texture is blocking during loading.
  80192. */
  80193. get: function () {
  80194. return this._isBlocking;
  80195. },
  80196. /**
  80197. * Sets wether or not the texture is blocking during loading.
  80198. */
  80199. set: function (value) {
  80200. this._isBlocking = value;
  80201. },
  80202. enumerable: true,
  80203. configurable: true
  80204. });
  80205. Object.defineProperty(HDRCubeTexture.prototype, "rotationY", {
  80206. /**
  80207. * Gets texture matrix rotation angle around Y axis radians.
  80208. */
  80209. get: function () {
  80210. return this._rotationY;
  80211. },
  80212. /**
  80213. * Sets texture matrix rotation angle around Y axis in radians.
  80214. */
  80215. set: function (value) {
  80216. this._rotationY = value;
  80217. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  80218. },
  80219. enumerable: true,
  80220. configurable: true
  80221. });
  80222. Object.defineProperty(HDRCubeTexture.prototype, "boundingBoxSize", {
  80223. get: function () {
  80224. return this._boundingBoxSize;
  80225. },
  80226. /**
  80227. * Gets or sets the size of the bounding box associated with the cube texture
  80228. * When defined, the cubemap will switch to local mode
  80229. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  80230. * @example https://www.babylonjs-playground.com/#RNASML
  80231. */
  80232. set: function (value) {
  80233. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  80234. return;
  80235. }
  80236. this._boundingBoxSize = value;
  80237. var scene = this.getScene();
  80238. if (scene) {
  80239. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  80240. }
  80241. },
  80242. enumerable: true,
  80243. configurable: true
  80244. });
  80245. /**
  80246. * Occurs when the file is a preprocessed .babylon.hdr file.
  80247. */
  80248. HDRCubeTexture.prototype.loadBabylonTexture = function () {
  80249. var _this = this;
  80250. var mipLevels = 0;
  80251. var floatArrayView = null;
  80252. var scene = this.getScene();
  80253. var mipmapGenerator = (!this._useInGammaSpace && scene && scene.getEngine().getCaps().textureFloat) ? function (data) {
  80254. var mips = new Array();
  80255. if (!floatArrayView) {
  80256. return mips;
  80257. }
  80258. var startIndex = 30;
  80259. for (var level = 0; level < mipLevels; level++) {
  80260. mips.push([]);
  80261. // Fill each pixel of the mip level.
  80262. var faceSize = Math.pow(_this._size >> level, 2) * 3;
  80263. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  80264. var faceData = floatArrayView.subarray(startIndex, startIndex + faceSize);
  80265. mips[level].push(faceData);
  80266. startIndex += faceSize;
  80267. }
  80268. }
  80269. return mips;
  80270. } : null;
  80271. var callback = function (buffer) {
  80272. var scene = _this.getScene();
  80273. if (!scene) {
  80274. return null;
  80275. }
  80276. // Create Native Array Views
  80277. var intArrayView = new Int32Array(buffer);
  80278. floatArrayView = new Float32Array(buffer);
  80279. // Fill header.
  80280. var version = intArrayView[0]; // Version 1. (MAy be use in case of format changes for backward compaibility)
  80281. _this._size = intArrayView[1]; // CubeMap max mip face size.
  80282. // Update Texture Information.
  80283. if (!_this._texture) {
  80284. return null;
  80285. }
  80286. _this._texture.updateSize(_this._size, _this._size);
  80287. // Fill polynomial information.
  80288. var sphericalPolynomial = new BABYLON.SphericalPolynomial();
  80289. sphericalPolynomial.x.copyFromFloats(floatArrayView[2], floatArrayView[3], floatArrayView[4]);
  80290. sphericalPolynomial.y.copyFromFloats(floatArrayView[5], floatArrayView[6], floatArrayView[7]);
  80291. sphericalPolynomial.z.copyFromFloats(floatArrayView[8], floatArrayView[9], floatArrayView[10]);
  80292. sphericalPolynomial.xx.copyFromFloats(floatArrayView[11], floatArrayView[12], floatArrayView[13]);
  80293. sphericalPolynomial.yy.copyFromFloats(floatArrayView[14], floatArrayView[15], floatArrayView[16]);
  80294. sphericalPolynomial.zz.copyFromFloats(floatArrayView[17], floatArrayView[18], floatArrayView[19]);
  80295. sphericalPolynomial.xy.copyFromFloats(floatArrayView[20], floatArrayView[21], floatArrayView[22]);
  80296. sphericalPolynomial.yz.copyFromFloats(floatArrayView[23], floatArrayView[24], floatArrayView[25]);
  80297. sphericalPolynomial.zx.copyFromFloats(floatArrayView[26], floatArrayView[27], floatArrayView[28]);
  80298. _this.sphericalPolynomial = sphericalPolynomial;
  80299. // Fill pixel data.
  80300. mipLevels = intArrayView[29]; // Number of mip levels.
  80301. var startIndex = 30;
  80302. var data = [];
  80303. var faceSize = Math.pow(_this._size, 2) * 3;
  80304. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  80305. data.push(floatArrayView.subarray(startIndex, startIndex + faceSize));
  80306. startIndex += faceSize;
  80307. }
  80308. var results = [];
  80309. var byteArray = null;
  80310. // Push each faces.
  80311. for (var k = 0; k < 6; k++) {
  80312. var dataFace = null;
  80313. // To be deprecated.
  80314. if (version === 1) {
  80315. var j = ([0, 2, 4, 1, 3, 5])[k]; // Transforms +X+Y+Z... to +X-X+Y-Y...
  80316. dataFace = data[j];
  80317. }
  80318. // If special cases.
  80319. if (!mipmapGenerator && dataFace) {
  80320. if (!scene.getEngine().getCaps().textureFloat) {
  80321. // 3 channels of 1 bytes per pixel in bytes.
  80322. var byteBuffer = new ArrayBuffer(faceSize);
  80323. byteArray = new Uint8Array(byteBuffer);
  80324. }
  80325. for (var i = 0; i < _this._size * _this._size; i++) {
  80326. // Put in gamma space if requested.
  80327. if (_this._useInGammaSpace) {
  80328. dataFace[(i * 3) + 0] = Math.pow(dataFace[(i * 3) + 0], BABYLON.ToGammaSpace);
  80329. dataFace[(i * 3) + 1] = Math.pow(dataFace[(i * 3) + 1], BABYLON.ToGammaSpace);
  80330. dataFace[(i * 3) + 2] = Math.pow(dataFace[(i * 3) + 2], BABYLON.ToGammaSpace);
  80331. }
  80332. // Convert to int texture for fallback.
  80333. if (byteArray) {
  80334. var r = Math.max(dataFace[(i * 3) + 0] * 255, 0);
  80335. var g = Math.max(dataFace[(i * 3) + 1] * 255, 0);
  80336. var b = Math.max(dataFace[(i * 3) + 2] * 255, 0);
  80337. // May use luminance instead if the result is not accurate.
  80338. var max = Math.max(Math.max(r, g), b);
  80339. if (max > 255) {
  80340. var scale = 255 / max;
  80341. r *= scale;
  80342. g *= scale;
  80343. b *= scale;
  80344. }
  80345. byteArray[(i * 3) + 0] = r;
  80346. byteArray[(i * 3) + 1] = g;
  80347. byteArray[(i * 3) + 2] = b;
  80348. }
  80349. }
  80350. }
  80351. // Fill the array accordingly.
  80352. if (byteArray) {
  80353. results.push(byteArray);
  80354. }
  80355. else {
  80356. results.push(dataFace);
  80357. }
  80358. }
  80359. return results;
  80360. };
  80361. if (scene) {
  80362. 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, mipmapGenerator, this._onLoad, this._onError);
  80363. }
  80364. };
  80365. /**
  80366. * Occurs when the file is raw .hdr file.
  80367. */
  80368. HDRCubeTexture.prototype.loadHDRTexture = function () {
  80369. var _this = this;
  80370. var callback = function (buffer) {
  80371. var scene = _this.getScene();
  80372. if (!scene) {
  80373. return null;
  80374. }
  80375. // Extract the raw linear data.
  80376. var data = BABYLON.HDRTools.GetCubeMapTextureData(buffer, _this._size);
  80377. // Generate harmonics if needed.
  80378. if (_this._generateHarmonics) {
  80379. var sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data);
  80380. _this.sphericalPolynomial = sphericalPolynomial;
  80381. }
  80382. var results = [];
  80383. var byteArray = null;
  80384. // Push each faces.
  80385. for (var j = 0; j < 6; j++) {
  80386. // Create uintarray fallback.
  80387. if (!scene.getEngine().getCaps().textureFloat) {
  80388. // 3 channels of 1 bytes per pixel in bytes.
  80389. var byteBuffer = new ArrayBuffer(_this._size * _this._size * 3);
  80390. byteArray = new Uint8Array(byteBuffer);
  80391. }
  80392. var dataFace = (data[HDRCubeTexture._facesMapping[j]]);
  80393. // If special cases.
  80394. if (_this._useInGammaSpace || byteArray) {
  80395. for (var i = 0; i < _this._size * _this._size; i++) {
  80396. // Put in gamma space if requested.
  80397. if (_this._useInGammaSpace) {
  80398. dataFace[(i * 3) + 0] = Math.pow(dataFace[(i * 3) + 0], BABYLON.ToGammaSpace);
  80399. dataFace[(i * 3) + 1] = Math.pow(dataFace[(i * 3) + 1], BABYLON.ToGammaSpace);
  80400. dataFace[(i * 3) + 2] = Math.pow(dataFace[(i * 3) + 2], BABYLON.ToGammaSpace);
  80401. }
  80402. // Convert to int texture for fallback.
  80403. if (byteArray) {
  80404. var r = Math.max(dataFace[(i * 3) + 0] * 255, 0);
  80405. var g = Math.max(dataFace[(i * 3) + 1] * 255, 0);
  80406. var b = Math.max(dataFace[(i * 3) + 2] * 255, 0);
  80407. // May use luminance instead if the result is not accurate.
  80408. var max = Math.max(Math.max(r, g), b);
  80409. if (max > 255) {
  80410. var scale = 255 / max;
  80411. r *= scale;
  80412. g *= scale;
  80413. b *= scale;
  80414. }
  80415. byteArray[(i * 3) + 0] = r;
  80416. byteArray[(i * 3) + 1] = g;
  80417. byteArray[(i * 3) + 2] = b;
  80418. }
  80419. }
  80420. }
  80421. if (byteArray) {
  80422. results.push(byteArray);
  80423. }
  80424. else {
  80425. results.push(dataFace);
  80426. }
  80427. }
  80428. return results;
  80429. };
  80430. var mipmapGenerator = null;
  80431. // TODO. Implement In code PMREM Generator following the LYS toolset generation.
  80432. // if (!this._noMipmap &&
  80433. // this._usePMREMGenerator) {
  80434. // mipmapGenerator = (data: ArrayBufferView[]) => {
  80435. // // Custom setup of the generator matching with the PBR shader values.
  80436. // var generator = new BABYLON.PMREMGenerator(data,
  80437. // this._size,
  80438. // this._size,
  80439. // 0,
  80440. // 3,
  80441. // this.getScene().getEngine().getCaps().textureFloat,
  80442. // 2048,
  80443. // 0.25,
  80444. // false,
  80445. // true);
  80446. // return generator.filterCubeMap();
  80447. // };
  80448. // }
  80449. var scene = this.getScene();
  80450. if (scene) {
  80451. 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, mipmapGenerator, this._onLoad, this._onError);
  80452. }
  80453. };
  80454. /**
  80455. * Starts the loading process of the texture.
  80456. */
  80457. HDRCubeTexture.prototype.loadTexture = function () {
  80458. if (this._isBABYLONPreprocessed) {
  80459. this.loadBabylonTexture();
  80460. }
  80461. else {
  80462. this.loadHDRTexture();
  80463. }
  80464. };
  80465. HDRCubeTexture.prototype.clone = function () {
  80466. var scene = this.getScene();
  80467. if (!scene) {
  80468. return this;
  80469. }
  80470. var size = (this._isBABYLONPreprocessed ? null : this._size);
  80471. var newTexture = new HDRCubeTexture(this.url, scene, size, this._noMipmap, this._generateHarmonics, this._useInGammaSpace, this._usePMREMGenerator);
  80472. // Base texture
  80473. newTexture.level = this.level;
  80474. newTexture.wrapU = this.wrapU;
  80475. newTexture.wrapV = this.wrapV;
  80476. newTexture.coordinatesIndex = this.coordinatesIndex;
  80477. newTexture.coordinatesMode = this.coordinatesMode;
  80478. return newTexture;
  80479. };
  80480. // Methods
  80481. HDRCubeTexture.prototype.delayLoad = function () {
  80482. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  80483. return;
  80484. }
  80485. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  80486. this._texture = this._getFromCache(this.url, this._noMipmap);
  80487. if (!this._texture) {
  80488. this.loadTexture();
  80489. }
  80490. };
  80491. HDRCubeTexture.prototype.getReflectionTextureMatrix = function () {
  80492. return this._textureMatrix;
  80493. };
  80494. HDRCubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  80495. this._textureMatrix = value;
  80496. };
  80497. HDRCubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  80498. var texture = null;
  80499. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  80500. var size = parsedTexture.isBABYLONPreprocessed ? null : parsedTexture.size;
  80501. texture = new HDRCubeTexture(rootUrl + parsedTexture.name, scene, size, parsedTexture.noMipmap, parsedTexture.generateHarmonics, parsedTexture.useInGammaSpace, parsedTexture.usePMREMGenerator);
  80502. texture.name = parsedTexture.name;
  80503. texture.hasAlpha = parsedTexture.hasAlpha;
  80504. texture.level = parsedTexture.level;
  80505. texture.coordinatesMode = parsedTexture.coordinatesMode;
  80506. texture.isBlocking = parsedTexture.isBlocking;
  80507. }
  80508. if (texture) {
  80509. if (parsedTexture.boundingBoxPosition) {
  80510. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  80511. }
  80512. if (parsedTexture.boundingBoxSize) {
  80513. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  80514. }
  80515. if (parsedTexture.rotationY) {
  80516. texture.rotationY = parsedTexture.rotationY;
  80517. }
  80518. }
  80519. return texture;
  80520. };
  80521. HDRCubeTexture.prototype.serialize = function () {
  80522. if (!this.name) {
  80523. return null;
  80524. }
  80525. var serializationObject = {};
  80526. serializationObject.name = this.name;
  80527. serializationObject.hasAlpha = this.hasAlpha;
  80528. serializationObject.isCube = true;
  80529. serializationObject.level = this.level;
  80530. serializationObject.size = this._size;
  80531. serializationObject.coordinatesMode = this.coordinatesMode;
  80532. serializationObject.useInGammaSpace = this._useInGammaSpace;
  80533. serializationObject.generateHarmonics = this._generateHarmonics;
  80534. serializationObject.usePMREMGenerator = this._usePMREMGenerator;
  80535. serializationObject.isBABYLONPreprocessed = this._isBABYLONPreprocessed;
  80536. serializationObject.customType = "BABYLON.HDRCubeTexture";
  80537. serializationObject.noMipmap = this._noMipmap;
  80538. serializationObject.isBlocking = this._isBlocking;
  80539. serializationObject.rotationY = this._rotationY;
  80540. return serializationObject;
  80541. };
  80542. /**
  80543. * Saves as a file the data contained in the texture in a binary format.
  80544. * This can be used to prevent the long loading tie associated with creating the seamless texture as well
  80545. * as the spherical used in the lighting.
  80546. * @param url The HDR file url.
  80547. * @param size The size of the texture data to generate (one of the cubemap face desired width).
  80548. * @param onError Method called if any error happens during download.
  80549. * @return The packed binary data.
  80550. */
  80551. HDRCubeTexture.generateBabylonHDROnDisk = function (url, size, onError) {
  80552. if (onError === void 0) { onError = null; }
  80553. var callback = function (buffer) {
  80554. var data = new Blob([buffer], { type: 'application/octet-stream' });
  80555. // Returns a URL you can use as a href.
  80556. var objUrl = window.URL.createObjectURL(data);
  80557. // Simulates a link to it and click to dowload.
  80558. var a = document.createElement("a");
  80559. document.body.appendChild(a);
  80560. a.style.display = "none";
  80561. a.href = objUrl;
  80562. a.download = "envmap.babylon.hdr";
  80563. a.click();
  80564. };
  80565. HDRCubeTexture.generateBabylonHDR(url, size, callback, onError);
  80566. };
  80567. /**
  80568. * Serializes the data contained in the texture in a binary format.
  80569. * This can be used to prevent the long loading tie associated with creating the seamless texture as well
  80570. * as the spherical used in the lighting.
  80571. * @param url The HDR file url.
  80572. * @param size The size of the texture data to generate (one of the cubemap face desired width).
  80573. * @param onError Method called if any error happens during download.
  80574. * @return The packed binary data.
  80575. */
  80576. HDRCubeTexture.generateBabylonHDR = function (url, size, callback, onError) {
  80577. if (onError === void 0) { onError = null; }
  80578. // Needs the url tho create the texture.
  80579. if (!url) {
  80580. return;
  80581. }
  80582. // Check Power of two size.
  80583. if (!BABYLON.Tools.IsExponentOfTwo(size)) { // Need to check engine.needPOTTextures
  80584. return;
  80585. }
  80586. // Coming Back in 3.x.
  80587. BABYLON.Tools.Error("Generation of Babylon HDR is coming back in 3.2.");
  80588. };
  80589. HDRCubeTexture._facesMapping = [
  80590. "right",
  80591. "left",
  80592. "up",
  80593. "down",
  80594. "front",
  80595. "back"
  80596. ];
  80597. return HDRCubeTexture;
  80598. }(BABYLON.BaseTexture));
  80599. BABYLON.HDRCubeTexture = HDRCubeTexture;
  80600. })(BABYLON || (BABYLON = {}));
  80601. //# sourceMappingURL=babylon.hdrCubeTexture.js.map
  80602. var BABYLON;
  80603. (function (BABYLON) {
  80604. var IndexedVector2 = /** @class */ (function (_super) {
  80605. __extends(IndexedVector2, _super);
  80606. function IndexedVector2(original, index) {
  80607. var _this = _super.call(this, original.x, original.y) || this;
  80608. _this.index = index;
  80609. return _this;
  80610. }
  80611. return IndexedVector2;
  80612. }(BABYLON.Vector2));
  80613. var PolygonPoints = /** @class */ (function () {
  80614. function PolygonPoints() {
  80615. this.elements = new Array();
  80616. }
  80617. PolygonPoints.prototype.add = function (originalPoints) {
  80618. var _this = this;
  80619. var result = new Array();
  80620. originalPoints.forEach(function (point) {
  80621. if (result.length === 0 || !point.equalsWithEpsilon(result[0])) {
  80622. var newPoint = new IndexedVector2(point, _this.elements.length);
  80623. result.push(newPoint);
  80624. _this.elements.push(newPoint);
  80625. }
  80626. });
  80627. return result;
  80628. };
  80629. PolygonPoints.prototype.computeBounds = function () {
  80630. var lmin = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  80631. var lmax = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  80632. this.elements.forEach(function (point) {
  80633. // x
  80634. if (point.x < lmin.x) {
  80635. lmin.x = point.x;
  80636. }
  80637. else if (point.x > lmax.x) {
  80638. lmax.x = point.x;
  80639. }
  80640. // y
  80641. if (point.y < lmin.y) {
  80642. lmin.y = point.y;
  80643. }
  80644. else if (point.y > lmax.y) {
  80645. lmax.y = point.y;
  80646. }
  80647. });
  80648. return {
  80649. min: lmin,
  80650. max: lmax,
  80651. width: lmax.x - lmin.x,
  80652. height: lmax.y - lmin.y
  80653. };
  80654. };
  80655. return PolygonPoints;
  80656. }());
  80657. var Polygon = /** @class */ (function () {
  80658. function Polygon() {
  80659. }
  80660. Polygon.Rectangle = function (xmin, ymin, xmax, ymax) {
  80661. return [
  80662. new BABYLON.Vector2(xmin, ymin),
  80663. new BABYLON.Vector2(xmax, ymin),
  80664. new BABYLON.Vector2(xmax, ymax),
  80665. new BABYLON.Vector2(xmin, ymax)
  80666. ];
  80667. };
  80668. Polygon.Circle = function (radius, cx, cy, numberOfSides) {
  80669. if (cx === void 0) { cx = 0; }
  80670. if (cy === void 0) { cy = 0; }
  80671. if (numberOfSides === void 0) { numberOfSides = 32; }
  80672. var result = new Array();
  80673. var angle = 0;
  80674. var increment = (Math.PI * 2) / numberOfSides;
  80675. for (var i = 0; i < numberOfSides; i++) {
  80676. result.push(new BABYLON.Vector2(cx + Math.cos(angle) * radius, cy + Math.sin(angle) * radius));
  80677. angle -= increment;
  80678. }
  80679. return result;
  80680. };
  80681. Polygon.Parse = function (input) {
  80682. var floats = input.split(/[^-+eE\.\d]+/).map(parseFloat).filter(function (val) { return (!isNaN(val)); });
  80683. var i, result = [];
  80684. for (i = 0; i < (floats.length & 0x7FFFFFFE); i += 2) {
  80685. result.push(new BABYLON.Vector2(floats[i], floats[i + 1]));
  80686. }
  80687. return result;
  80688. };
  80689. Polygon.StartingAt = function (x, y) {
  80690. return BABYLON.Path2.StartingAt(x, y);
  80691. };
  80692. return Polygon;
  80693. }());
  80694. BABYLON.Polygon = Polygon;
  80695. var PolygonMeshBuilder = /** @class */ (function () {
  80696. function PolygonMeshBuilder(name, contours, scene) {
  80697. this._points = new PolygonPoints();
  80698. this._outlinepoints = new PolygonPoints();
  80699. this._holes = new Array();
  80700. this._epoints = new Array();
  80701. this._eholes = new Array();
  80702. this._name = name;
  80703. this._scene = scene;
  80704. var points;
  80705. if (contours instanceof BABYLON.Path2) {
  80706. points = contours.getPoints();
  80707. }
  80708. else {
  80709. points = contours;
  80710. }
  80711. this._addToepoint(points);
  80712. this._points.add(points);
  80713. this._outlinepoints.add(points);
  80714. if (typeof earcut === 'undefined') {
  80715. BABYLON.Tools.Warn("Earcut was not found, the polygon will not be built.");
  80716. }
  80717. }
  80718. PolygonMeshBuilder.prototype._addToepoint = function (points) {
  80719. for (var _i = 0, points_1 = points; _i < points_1.length; _i++) {
  80720. var p = points_1[_i];
  80721. this._epoints.push(p.x, p.y);
  80722. }
  80723. };
  80724. PolygonMeshBuilder.prototype.addHole = function (hole) {
  80725. this._points.add(hole);
  80726. var holepoints = new PolygonPoints();
  80727. holepoints.add(hole);
  80728. this._holes.push(holepoints);
  80729. this._eholes.push(this._epoints.length / 2);
  80730. this._addToepoint(hole);
  80731. return this;
  80732. };
  80733. PolygonMeshBuilder.prototype.build = function (updatable, depth) {
  80734. var _this = this;
  80735. if (updatable === void 0) { updatable = false; }
  80736. if (depth === void 0) { depth = 0; }
  80737. var result = new BABYLON.Mesh(this._name, this._scene);
  80738. var normals = new Array();
  80739. var positions = new Array();
  80740. var uvs = new Array();
  80741. var bounds = this._points.computeBounds();
  80742. this._points.elements.forEach(function (p) {
  80743. normals.push(0, 1.0, 0);
  80744. positions.push(p.x, 0, p.y);
  80745. uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
  80746. });
  80747. var indices = new Array();
  80748. var res = earcut(this._epoints, this._eholes, 2);
  80749. for (var i = 0; i < res.length; i++) {
  80750. indices.push(res[i]);
  80751. }
  80752. if (depth > 0) {
  80753. var positionscount = (positions.length / 3); //get the current pointcount
  80754. this._points.elements.forEach(function (p) {
  80755. normals.push(0, -1.0, 0);
  80756. positions.push(p.x, -depth, p.y);
  80757. uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height);
  80758. });
  80759. var totalCount = indices.length;
  80760. for (var i = 0; i < totalCount; i += 3) {
  80761. var i0 = indices[i + 0];
  80762. var i1 = indices[i + 1];
  80763. var i2 = indices[i + 2];
  80764. indices.push(i2 + positionscount);
  80765. indices.push(i1 + positionscount);
  80766. indices.push(i0 + positionscount);
  80767. }
  80768. //Add the sides
  80769. this.addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false);
  80770. this._holes.forEach(function (hole) {
  80771. _this.addSide(positions, normals, uvs, indices, bounds, hole, depth, true);
  80772. });
  80773. }
  80774. result.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions, updatable);
  80775. result.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  80776. result.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs, updatable);
  80777. result.setIndices(indices);
  80778. return result;
  80779. };
  80780. PolygonMeshBuilder.prototype.addSide = function (positions, normals, uvs, indices, bounds, points, depth, flip) {
  80781. var StartIndex = positions.length / 3;
  80782. var ulength = 0;
  80783. for (var i = 0; i < points.elements.length; i++) {
  80784. var p = points.elements[i];
  80785. var p1;
  80786. if ((i + 1) > points.elements.length - 1) {
  80787. p1 = points.elements[0];
  80788. }
  80789. else {
  80790. p1 = points.elements[i + 1];
  80791. }
  80792. positions.push(p.x, 0, p.y);
  80793. positions.push(p.x, -depth, p.y);
  80794. positions.push(p1.x, 0, p1.y);
  80795. positions.push(p1.x, -depth, p1.y);
  80796. var v1 = new BABYLON.Vector3(p.x, 0, p.y);
  80797. var v2 = new BABYLON.Vector3(p1.x, 0, p1.y);
  80798. var v3 = v2.subtract(v1);
  80799. var v4 = new BABYLON.Vector3(0, 1, 0);
  80800. var vn = BABYLON.Vector3.Cross(v3, v4);
  80801. vn = vn.normalize();
  80802. uvs.push(ulength / bounds.width, 0);
  80803. uvs.push(ulength / bounds.width, 1);
  80804. ulength += v3.length();
  80805. uvs.push((ulength / bounds.width), 0);
  80806. uvs.push((ulength / bounds.width), 1);
  80807. if (!flip) {
  80808. normals.push(-vn.x, -vn.y, -vn.z);
  80809. normals.push(-vn.x, -vn.y, -vn.z);
  80810. normals.push(-vn.x, -vn.y, -vn.z);
  80811. normals.push(-vn.x, -vn.y, -vn.z);
  80812. indices.push(StartIndex);
  80813. indices.push(StartIndex + 1);
  80814. indices.push(StartIndex + 2);
  80815. indices.push(StartIndex + 1);
  80816. indices.push(StartIndex + 3);
  80817. indices.push(StartIndex + 2);
  80818. }
  80819. else {
  80820. normals.push(vn.x, vn.y, vn.z);
  80821. normals.push(vn.x, vn.y, vn.z);
  80822. normals.push(vn.x, vn.y, vn.z);
  80823. normals.push(vn.x, vn.y, vn.z);
  80824. indices.push(StartIndex);
  80825. indices.push(StartIndex + 2);
  80826. indices.push(StartIndex + 1);
  80827. indices.push(StartIndex + 1);
  80828. indices.push(StartIndex + 2);
  80829. indices.push(StartIndex + 3);
  80830. }
  80831. StartIndex += 4;
  80832. }
  80833. ;
  80834. };
  80835. return PolygonMeshBuilder;
  80836. }());
  80837. BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
  80838. })(BABYLON || (BABYLON = {}));
  80839. //# sourceMappingURL=babylon.polygonMesh.js.map
  80840. var BABYLON;
  80841. (function (BABYLON) {
  80842. // Unique ID when we import meshes from Babylon to CSG
  80843. var currentCSGMeshId = 0;
  80844. // # class Vertex
  80845. // Represents a vertex of a polygon. Use your own vertex class instead of this
  80846. // one to provide additional features like texture coordinates and vertex
  80847. // colors. Custom vertex classes need to provide a `pos` property and `clone()`,
  80848. // `flip()`, and `interpolate()` methods that behave analogous to the ones
  80849. // defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
  80850. // functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
  80851. // is not used anywhere else.
  80852. // Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
  80853. var Vertex = /** @class */ (function () {
  80854. function Vertex(pos, normal, uv) {
  80855. this.pos = pos;
  80856. this.normal = normal;
  80857. this.uv = uv;
  80858. }
  80859. Vertex.prototype.clone = function () {
  80860. return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
  80861. };
  80862. // Invert all orientation-specific data (e.g. vertex normal). Called when the
  80863. // orientation of a polygon is flipped.
  80864. Vertex.prototype.flip = function () {
  80865. this.normal = this.normal.scale(-1);
  80866. };
  80867. // Create a new vertex between this vertex and `other` by linearly
  80868. // interpolating all properties using a parameter of `t`. Subclasses should
  80869. // override this to interpolate additional properties.
  80870. Vertex.prototype.interpolate = function (other, t) {
  80871. 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));
  80872. };
  80873. return Vertex;
  80874. }());
  80875. // # class Plane
  80876. // Represents a plane in 3D space.
  80877. var Plane = /** @class */ (function () {
  80878. function Plane(normal, w) {
  80879. this.normal = normal;
  80880. this.w = w;
  80881. }
  80882. Plane.FromPoints = function (a, b, c) {
  80883. var v0 = c.subtract(a);
  80884. var v1 = b.subtract(a);
  80885. if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
  80886. return null;
  80887. }
  80888. var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
  80889. return new Plane(n, BABYLON.Vector3.Dot(n, a));
  80890. };
  80891. Plane.prototype.clone = function () {
  80892. return new Plane(this.normal.clone(), this.w);
  80893. };
  80894. Plane.prototype.flip = function () {
  80895. this.normal.scaleInPlace(-1);
  80896. this.w = -this.w;
  80897. };
  80898. // Split `polygon` by this plane if needed, then put the polygon or polygon
  80899. // fragments in the appropriate lists. Coplanar polygons go into either
  80900. // `coplanarFront` or `coplanarBack` depending on their orientation with
  80901. // respect to this plane. Polygons in front or in back of this plane go into
  80902. // either `front` or `back`.
  80903. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
  80904. var COPLANAR = 0;
  80905. var FRONT = 1;
  80906. var BACK = 2;
  80907. var SPANNING = 3;
  80908. // Classify each point as well as the entire polygon into one of the above
  80909. // four classes.
  80910. var polygonType = 0;
  80911. var types = [];
  80912. var i;
  80913. var t;
  80914. for (i = 0; i < polygon.vertices.length; i++) {
  80915. t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
  80916. var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
  80917. polygonType |= type;
  80918. types.push(type);
  80919. }
  80920. // Put the polygon in the correct list, splitting it when necessary.
  80921. switch (polygonType) {
  80922. case COPLANAR:
  80923. (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
  80924. break;
  80925. case FRONT:
  80926. front.push(polygon);
  80927. break;
  80928. case BACK:
  80929. back.push(polygon);
  80930. break;
  80931. case SPANNING:
  80932. var f = [], b = [];
  80933. for (i = 0; i < polygon.vertices.length; i++) {
  80934. var j = (i + 1) % polygon.vertices.length;
  80935. var ti = types[i], tj = types[j];
  80936. var vi = polygon.vertices[i], vj = polygon.vertices[j];
  80937. if (ti !== BACK)
  80938. f.push(vi);
  80939. if (ti !== FRONT)
  80940. b.push(ti !== BACK ? vi.clone() : vi);
  80941. if ((ti | tj) === SPANNING) {
  80942. t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
  80943. var v = vi.interpolate(vj, t);
  80944. f.push(v);
  80945. b.push(v.clone());
  80946. }
  80947. }
  80948. var poly;
  80949. if (f.length >= 3) {
  80950. poly = new Polygon(f, polygon.shared);
  80951. if (poly.plane)
  80952. front.push(poly);
  80953. }
  80954. if (b.length >= 3) {
  80955. poly = new Polygon(b, polygon.shared);
  80956. if (poly.plane)
  80957. back.push(poly);
  80958. }
  80959. break;
  80960. }
  80961. };
  80962. // `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
  80963. // point is on the plane.
  80964. Plane.EPSILON = 1e-5;
  80965. return Plane;
  80966. }());
  80967. // # class Polygon
  80968. // Represents a convex polygon. The vertices used to initialize a polygon must
  80969. // be coplanar and form a convex loop.
  80970. //
  80971. // Each convex polygon has a `shared` property, which is shared between all
  80972. // polygons that are clones of each other or were split from the same polygon.
  80973. // This can be used to define per-polygon properties (such as surface color).
  80974. var Polygon = /** @class */ (function () {
  80975. function Polygon(vertices, shared) {
  80976. this.vertices = vertices;
  80977. this.shared = shared;
  80978. this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
  80979. }
  80980. Polygon.prototype.clone = function () {
  80981. var vertices = this.vertices.map(function (v) { return v.clone(); });
  80982. return new Polygon(vertices, this.shared);
  80983. };
  80984. Polygon.prototype.flip = function () {
  80985. this.vertices.reverse().map(function (v) { v.flip(); });
  80986. this.plane.flip();
  80987. };
  80988. return Polygon;
  80989. }());
  80990. // # class Node
  80991. // Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
  80992. // by picking a polygon to split along. That polygon (and all other coplanar
  80993. // polygons) are added directly to that node and the other polygons are added to
  80994. // the front and/or back subtrees. This is not a leafy BSP tree since there is
  80995. // no distinction between internal and leaf nodes.
  80996. var Node = /** @class */ (function () {
  80997. function Node(polygons) {
  80998. this.plane = null;
  80999. this.front = null;
  81000. this.back = null;
  81001. this.polygons = new Array();
  81002. if (polygons) {
  81003. this.build(polygons);
  81004. }
  81005. }
  81006. Node.prototype.clone = function () {
  81007. var node = new Node();
  81008. node.plane = this.plane && this.plane.clone();
  81009. node.front = this.front && this.front.clone();
  81010. node.back = this.back && this.back.clone();
  81011. node.polygons = this.polygons.map(function (p) { return p.clone(); });
  81012. return node;
  81013. };
  81014. // Convert solid space to empty space and empty space to solid space.
  81015. Node.prototype.invert = function () {
  81016. for (var i = 0; i < this.polygons.length; i++) {
  81017. this.polygons[i].flip();
  81018. }
  81019. if (this.plane) {
  81020. this.plane.flip();
  81021. }
  81022. if (this.front) {
  81023. this.front.invert();
  81024. }
  81025. if (this.back) {
  81026. this.back.invert();
  81027. }
  81028. var temp = this.front;
  81029. this.front = this.back;
  81030. this.back = temp;
  81031. };
  81032. // Recursively remove all polygons in `polygons` that are inside this BSP
  81033. // tree.
  81034. Node.prototype.clipPolygons = function (polygons) {
  81035. if (!this.plane)
  81036. return polygons.slice();
  81037. var front = new Array(), back = new Array();
  81038. for (var i = 0; i < polygons.length; i++) {
  81039. this.plane.splitPolygon(polygons[i], front, back, front, back);
  81040. }
  81041. if (this.front) {
  81042. front = this.front.clipPolygons(front);
  81043. }
  81044. if (this.back) {
  81045. back = this.back.clipPolygons(back);
  81046. }
  81047. else {
  81048. back = [];
  81049. }
  81050. return front.concat(back);
  81051. };
  81052. // Remove all polygons in this BSP tree that are inside the other BSP tree
  81053. // `bsp`.
  81054. Node.prototype.clipTo = function (bsp) {
  81055. this.polygons = bsp.clipPolygons(this.polygons);
  81056. if (this.front)
  81057. this.front.clipTo(bsp);
  81058. if (this.back)
  81059. this.back.clipTo(bsp);
  81060. };
  81061. // Return a list of all polygons in this BSP tree.
  81062. Node.prototype.allPolygons = function () {
  81063. var polygons = this.polygons.slice();
  81064. if (this.front)
  81065. polygons = polygons.concat(this.front.allPolygons());
  81066. if (this.back)
  81067. polygons = polygons.concat(this.back.allPolygons());
  81068. return polygons;
  81069. };
  81070. // Build a BSP tree out of `polygons`. When called on an existing tree, the
  81071. // new polygons are filtered down to the bottom of the tree and become new
  81072. // nodes there. Each set of polygons is partitioned using the first polygon
  81073. // (no heuristic is used to pick a good split).
  81074. Node.prototype.build = function (polygons) {
  81075. if (!polygons.length)
  81076. return;
  81077. if (!this.plane)
  81078. this.plane = polygons[0].plane.clone();
  81079. var front = new Array(), back = new Array();
  81080. for (var i = 0; i < polygons.length; i++) {
  81081. this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
  81082. }
  81083. if (front.length) {
  81084. if (!this.front)
  81085. this.front = new Node();
  81086. this.front.build(front);
  81087. }
  81088. if (back.length) {
  81089. if (!this.back)
  81090. this.back = new Node();
  81091. this.back.build(back);
  81092. }
  81093. };
  81094. return Node;
  81095. }());
  81096. var CSG = /** @class */ (function () {
  81097. function CSG() {
  81098. this.polygons = new Array();
  81099. }
  81100. // Convert BABYLON.Mesh to BABYLON.CSG
  81101. CSG.FromMesh = function (mesh) {
  81102. var vertex, normal, uv, position, polygon, polygons = new Array(), vertices;
  81103. var matrix, meshPosition, meshRotation, meshRotationQuaternion = null, meshScaling;
  81104. if (mesh instanceof BABYLON.Mesh) {
  81105. mesh.computeWorldMatrix(true);
  81106. matrix = mesh.getWorldMatrix();
  81107. meshPosition = mesh.position.clone();
  81108. meshRotation = mesh.rotation.clone();
  81109. if (mesh.rotationQuaternion) {
  81110. meshRotationQuaternion = mesh.rotationQuaternion.clone();
  81111. }
  81112. meshScaling = mesh.scaling.clone();
  81113. }
  81114. else {
  81115. throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
  81116. }
  81117. var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  81118. var subMeshes = mesh.subMeshes;
  81119. for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
  81120. for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
  81121. vertices = [];
  81122. for (var j = 0; j < 3; j++) {
  81123. var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
  81124. uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
  81125. var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
  81126. position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix);
  81127. normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix);
  81128. vertex = new Vertex(position, normal, uv);
  81129. vertices.push(vertex);
  81130. }
  81131. polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
  81132. // To handle the case of degenerated triangle
  81133. // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
  81134. if (polygon.plane)
  81135. polygons.push(polygon);
  81136. }
  81137. }
  81138. var csg = CSG.FromPolygons(polygons);
  81139. csg.matrix = matrix;
  81140. csg.position = meshPosition;
  81141. csg.rotation = meshRotation;
  81142. csg.scaling = meshScaling;
  81143. csg.rotationQuaternion = meshRotationQuaternion;
  81144. currentCSGMeshId++;
  81145. return csg;
  81146. };
  81147. // Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
  81148. CSG.FromPolygons = function (polygons) {
  81149. var csg = new CSG();
  81150. csg.polygons = polygons;
  81151. return csg;
  81152. };
  81153. CSG.prototype.clone = function () {
  81154. var csg = new CSG();
  81155. csg.polygons = this.polygons.map(function (p) { return p.clone(); });
  81156. csg.copyTransformAttributes(this);
  81157. return csg;
  81158. };
  81159. CSG.prototype.union = function (csg) {
  81160. var a = new Node(this.clone().polygons);
  81161. var b = new Node(csg.clone().polygons);
  81162. a.clipTo(b);
  81163. b.clipTo(a);
  81164. b.invert();
  81165. b.clipTo(a);
  81166. b.invert();
  81167. a.build(b.allPolygons());
  81168. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  81169. };
  81170. CSG.prototype.unionInPlace = function (csg) {
  81171. var a = new Node(this.polygons);
  81172. var b = new Node(csg.polygons);
  81173. a.clipTo(b);
  81174. b.clipTo(a);
  81175. b.invert();
  81176. b.clipTo(a);
  81177. b.invert();
  81178. a.build(b.allPolygons());
  81179. this.polygons = a.allPolygons();
  81180. };
  81181. CSG.prototype.subtract = function (csg) {
  81182. var a = new Node(this.clone().polygons);
  81183. var b = new Node(csg.clone().polygons);
  81184. a.invert();
  81185. a.clipTo(b);
  81186. b.clipTo(a);
  81187. b.invert();
  81188. b.clipTo(a);
  81189. b.invert();
  81190. a.build(b.allPolygons());
  81191. a.invert();
  81192. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  81193. };
  81194. CSG.prototype.subtractInPlace = function (csg) {
  81195. var a = new Node(this.polygons);
  81196. var b = new Node(csg.polygons);
  81197. a.invert();
  81198. a.clipTo(b);
  81199. b.clipTo(a);
  81200. b.invert();
  81201. b.clipTo(a);
  81202. b.invert();
  81203. a.build(b.allPolygons());
  81204. a.invert();
  81205. this.polygons = a.allPolygons();
  81206. };
  81207. CSG.prototype.intersect = function (csg) {
  81208. var a = new Node(this.clone().polygons);
  81209. var b = new Node(csg.clone().polygons);
  81210. a.invert();
  81211. b.clipTo(a);
  81212. b.invert();
  81213. a.clipTo(b);
  81214. b.clipTo(a);
  81215. a.build(b.allPolygons());
  81216. a.invert();
  81217. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  81218. };
  81219. CSG.prototype.intersectInPlace = function (csg) {
  81220. var a = new Node(this.polygons);
  81221. var b = new Node(csg.polygons);
  81222. a.invert();
  81223. b.clipTo(a);
  81224. b.invert();
  81225. a.clipTo(b);
  81226. b.clipTo(a);
  81227. a.build(b.allPolygons());
  81228. a.invert();
  81229. this.polygons = a.allPolygons();
  81230. };
  81231. // Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
  81232. // not modified.
  81233. CSG.prototype.inverse = function () {
  81234. var csg = this.clone();
  81235. csg.inverseInPlace();
  81236. return csg;
  81237. };
  81238. CSG.prototype.inverseInPlace = function () {
  81239. this.polygons.map(function (p) { p.flip(); });
  81240. };
  81241. // This is used to keep meshes transformations so they can be restored
  81242. // when we build back a Babylon Mesh
  81243. // NB : All CSG operations are performed in world coordinates
  81244. CSG.prototype.copyTransformAttributes = function (csg) {
  81245. this.matrix = csg.matrix;
  81246. this.position = csg.position;
  81247. this.rotation = csg.rotation;
  81248. this.scaling = csg.scaling;
  81249. this.rotationQuaternion = csg.rotationQuaternion;
  81250. return this;
  81251. };
  81252. // Build Raw mesh from CSG
  81253. // Coordinates here are in world space
  81254. CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
  81255. var matrix = this.matrix.clone();
  81256. matrix.invert();
  81257. 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;
  81258. if (keepSubMeshes) {
  81259. // Sort Polygons, since subMeshes are indices range
  81260. polygons.sort(function (a, b) {
  81261. if (a.shared.meshId === b.shared.meshId) {
  81262. return a.shared.subMeshId - b.shared.subMeshId;
  81263. }
  81264. else {
  81265. return a.shared.meshId - b.shared.meshId;
  81266. }
  81267. });
  81268. }
  81269. for (var i = 0, il = polygons.length; i < il; i++) {
  81270. polygon = polygons[i];
  81271. // Building SubMeshes
  81272. if (!subMesh_dict[polygon.shared.meshId]) {
  81273. subMesh_dict[polygon.shared.meshId] = {};
  81274. }
  81275. if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
  81276. subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
  81277. indexStart: +Infinity,
  81278. indexEnd: -Infinity,
  81279. materialIndex: polygon.shared.materialIndex
  81280. };
  81281. }
  81282. subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
  81283. for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
  81284. polygonIndices[0] = 0;
  81285. polygonIndices[1] = j - 1;
  81286. polygonIndices[2] = j;
  81287. for (var k = 0; k < 3; k++) {
  81288. vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
  81289. normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
  81290. uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
  81291. var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
  81292. var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix);
  81293. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
  81294. // Check if 2 points can be merged
  81295. if (!(typeof vertex_idx !== 'undefined' &&
  81296. normals[vertex_idx * 3] === localNormal.x &&
  81297. normals[vertex_idx * 3 + 1] === localNormal.y &&
  81298. normals[vertex_idx * 3 + 2] === localNormal.z &&
  81299. uvs[vertex_idx * 2] === uv.x &&
  81300. uvs[vertex_idx * 2 + 1] === uv.y)) {
  81301. vertices.push(localVertex.x, localVertex.y, localVertex.z);
  81302. uvs.push(uv.x, uv.y);
  81303. normals.push(normal.x, normal.y, normal.z);
  81304. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
  81305. }
  81306. indices.push(vertex_idx);
  81307. subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
  81308. subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
  81309. currentIndex++;
  81310. }
  81311. }
  81312. }
  81313. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
  81314. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  81315. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
  81316. mesh.setIndices(indices, null);
  81317. if (keepSubMeshes) {
  81318. // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
  81319. var materialIndexOffset = 0, materialMaxIndex;
  81320. mesh.subMeshes = new Array();
  81321. for (var m in subMesh_dict) {
  81322. materialMaxIndex = -1;
  81323. for (var sm in subMesh_dict[m]) {
  81324. subMesh_obj = subMesh_dict[m][sm];
  81325. BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
  81326. materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
  81327. }
  81328. materialIndexOffset += ++materialMaxIndex;
  81329. }
  81330. }
  81331. return mesh;
  81332. };
  81333. // Build Mesh from CSG taking material and transforms into account
  81334. CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
  81335. var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
  81336. mesh.material = material;
  81337. mesh.position.copyFrom(this.position);
  81338. mesh.rotation.copyFrom(this.rotation);
  81339. if (this.rotationQuaternion) {
  81340. mesh.rotationQuaternion = this.rotationQuaternion.clone();
  81341. }
  81342. mesh.scaling.copyFrom(this.scaling);
  81343. mesh.computeWorldMatrix(true);
  81344. return mesh;
  81345. };
  81346. return CSG;
  81347. }());
  81348. BABYLON.CSG = CSG;
  81349. })(BABYLON || (BABYLON = {}));
  81350. //# sourceMappingURL=babylon.csg.js.map
  81351. var BABYLON;
  81352. (function (BABYLON) {
  81353. var LensFlare = /** @class */ (function () {
  81354. function LensFlare(size, position, color, imgUrl, system) {
  81355. this.size = size;
  81356. this.position = position;
  81357. this.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  81358. this.color = color || new BABYLON.Color3(1, 1, 1);
  81359. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
  81360. this._system = system;
  81361. system.lensFlares.push(this);
  81362. }
  81363. LensFlare.AddFlare = function (size, position, color, imgUrl, system) {
  81364. return new LensFlare(size, position, color, imgUrl, system);
  81365. };
  81366. LensFlare.prototype.dispose = function () {
  81367. if (this.texture) {
  81368. this.texture.dispose();
  81369. }
  81370. // Remove from scene
  81371. var index = this._system.lensFlares.indexOf(this);
  81372. this._system.lensFlares.splice(index, 1);
  81373. };
  81374. ;
  81375. return LensFlare;
  81376. }());
  81377. BABYLON.LensFlare = LensFlare;
  81378. })(BABYLON || (BABYLON = {}));
  81379. //# sourceMappingURL=babylon.lensFlare.js.map
  81380. var BABYLON;
  81381. (function (BABYLON) {
  81382. var LensFlareSystem = /** @class */ (function () {
  81383. function LensFlareSystem(name, emitter, scene) {
  81384. this.name = name;
  81385. this.lensFlares = new Array();
  81386. this.borderLimit = 300;
  81387. this.viewportBorder = 0;
  81388. this.layerMask = 0x0FFFFFFF;
  81389. this._vertexBuffers = {};
  81390. this._isEnabled = true;
  81391. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  81392. this._emitter = emitter;
  81393. this.id = name;
  81394. scene.lensFlareSystems.push(this);
  81395. this.meshesSelectionPredicate = function (m) { return (scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0)); };
  81396. var engine = scene.getEngine();
  81397. // VBO
  81398. var vertices = [];
  81399. vertices.push(1, 1);
  81400. vertices.push(-1, 1);
  81401. vertices.push(-1, -1);
  81402. vertices.push(1, -1);
  81403. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  81404. // Indices
  81405. var indices = [];
  81406. indices.push(0);
  81407. indices.push(1);
  81408. indices.push(2);
  81409. indices.push(0);
  81410. indices.push(2);
  81411. indices.push(3);
  81412. this._indexBuffer = engine.createIndexBuffer(indices);
  81413. // Effects
  81414. this._effect = engine.createEffect("lensFlare", [BABYLON.VertexBuffer.PositionKind], ["color", "viewportMatrix"], ["textureSampler"], "");
  81415. }
  81416. Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
  81417. get: function () {
  81418. return this._isEnabled;
  81419. },
  81420. set: function (value) {
  81421. this._isEnabled = value;
  81422. },
  81423. enumerable: true,
  81424. configurable: true
  81425. });
  81426. LensFlareSystem.prototype.getScene = function () {
  81427. return this._scene;
  81428. };
  81429. LensFlareSystem.prototype.getEmitter = function () {
  81430. return this._emitter;
  81431. };
  81432. LensFlareSystem.prototype.setEmitter = function (newEmitter) {
  81433. this._emitter = newEmitter;
  81434. };
  81435. LensFlareSystem.prototype.getEmitterPosition = function () {
  81436. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  81437. };
  81438. LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
  81439. var position = this.getEmitterPosition();
  81440. position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  81441. this._positionX = position.x;
  81442. this._positionY = position.y;
  81443. position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  81444. if (this.viewportBorder > 0) {
  81445. globalViewport.x -= this.viewportBorder;
  81446. globalViewport.y -= this.viewportBorder;
  81447. globalViewport.width += this.viewportBorder * 2;
  81448. globalViewport.height += this.viewportBorder * 2;
  81449. position.x += this.viewportBorder;
  81450. position.y += this.viewportBorder;
  81451. this._positionX += this.viewportBorder;
  81452. this._positionY += this.viewportBorder;
  81453. }
  81454. if (position.z > 0) {
  81455. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  81456. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height))
  81457. return true;
  81458. }
  81459. return true;
  81460. }
  81461. return false;
  81462. };
  81463. LensFlareSystem.prototype._isVisible = function () {
  81464. if (!this._isEnabled || !this._scene.activeCamera) {
  81465. return false;
  81466. }
  81467. var emitterPosition = this.getEmitterPosition();
  81468. var direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);
  81469. var distance = direction.length();
  81470. direction.normalize();
  81471. var ray = new BABYLON.Ray(this._scene.activeCamera.globalPosition, direction);
  81472. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  81473. return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;
  81474. };
  81475. LensFlareSystem.prototype.render = function () {
  81476. if (!this._effect.isReady() || !this._scene.activeCamera)
  81477. return false;
  81478. var engine = this._scene.getEngine();
  81479. var viewport = this._scene.activeCamera.viewport;
  81480. var globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));
  81481. // Position
  81482. if (!this.computeEffectivePosition(globalViewport)) {
  81483. return false;
  81484. }
  81485. // Visibility
  81486. if (!this._isVisible()) {
  81487. return false;
  81488. }
  81489. // Intensity
  81490. var awayX;
  81491. var awayY;
  81492. if (this._positionX < this.borderLimit + globalViewport.x) {
  81493. awayX = this.borderLimit + globalViewport.x - this._positionX;
  81494. }
  81495. else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  81496. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  81497. }
  81498. else {
  81499. awayX = 0;
  81500. }
  81501. if (this._positionY < this.borderLimit + globalViewport.y) {
  81502. awayY = this.borderLimit + globalViewport.y - this._positionY;
  81503. }
  81504. else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  81505. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  81506. }
  81507. else {
  81508. awayY = 0;
  81509. }
  81510. var away = (awayX > awayY) ? awayX : awayY;
  81511. away -= this.viewportBorder;
  81512. if (away > this.borderLimit) {
  81513. away = this.borderLimit;
  81514. }
  81515. var intensity = 1.0 - (away / this.borderLimit);
  81516. if (intensity < 0) {
  81517. return false;
  81518. }
  81519. if (intensity > 1.0) {
  81520. intensity = 1.0;
  81521. }
  81522. if (this.viewportBorder > 0) {
  81523. globalViewport.x += this.viewportBorder;
  81524. globalViewport.y += this.viewportBorder;
  81525. globalViewport.width -= this.viewportBorder * 2;
  81526. globalViewport.height -= this.viewportBorder * 2;
  81527. this._positionX -= this.viewportBorder;
  81528. this._positionY -= this.viewportBorder;
  81529. }
  81530. // Position
  81531. var centerX = globalViewport.x + globalViewport.width / 2;
  81532. var centerY = globalViewport.y + globalViewport.height / 2;
  81533. var distX = centerX - this._positionX;
  81534. var distY = centerY - this._positionY;
  81535. // Effects
  81536. engine.enableEffect(this._effect);
  81537. engine.setState(false);
  81538. engine.setDepthBuffer(false);
  81539. // VBOs
  81540. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  81541. // Flares
  81542. for (var index = 0; index < this.lensFlares.length; index++) {
  81543. var flare = this.lensFlares[index];
  81544. engine.setAlphaMode(flare.alphaMode);
  81545. var x = centerX - (distX * flare.position);
  81546. var y = centerY - (distY * flare.position);
  81547. var cw = flare.size;
  81548. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);
  81549. var cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;
  81550. var cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));
  81551. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
  81552. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  81553. // Texture
  81554. this._effect.setTexture("textureSampler", flare.texture);
  81555. // Color
  81556. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  81557. // Draw order
  81558. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  81559. }
  81560. engine.setDepthBuffer(true);
  81561. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  81562. return true;
  81563. };
  81564. LensFlareSystem.prototype.dispose = function () {
  81565. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  81566. if (vertexBuffer) {
  81567. vertexBuffer.dispose();
  81568. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  81569. }
  81570. if (this._indexBuffer) {
  81571. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  81572. this._indexBuffer = null;
  81573. }
  81574. while (this.lensFlares.length) {
  81575. this.lensFlares[0].dispose();
  81576. }
  81577. // Remove from scene
  81578. var index = this._scene.lensFlareSystems.indexOf(this);
  81579. this._scene.lensFlareSystems.splice(index, 1);
  81580. };
  81581. LensFlareSystem.Parse = function (parsedLensFlareSystem, scene, rootUrl) {
  81582. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  81583. var name = parsedLensFlareSystem.name || "lensFlareSystem#" + parsedLensFlareSystem.emitterId;
  81584. var lensFlareSystem = new LensFlareSystem(name, emitter, scene);
  81585. lensFlareSystem.id = parsedLensFlareSystem.id || name;
  81586. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  81587. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  81588. var parsedFlare = parsedLensFlareSystem.flares[index];
  81589. BABYLON.LensFlare.AddFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), parsedFlare.textureName ? rootUrl + parsedFlare.textureName : "", lensFlareSystem);
  81590. }
  81591. return lensFlareSystem;
  81592. };
  81593. LensFlareSystem.prototype.serialize = function () {
  81594. var serializationObject = {};
  81595. serializationObject.id = this.id;
  81596. serializationObject.name = this.name;
  81597. serializationObject.emitterId = this.getEmitter().id;
  81598. serializationObject.borderLimit = this.borderLimit;
  81599. serializationObject.flares = [];
  81600. for (var index = 0; index < this.lensFlares.length; index++) {
  81601. var flare = this.lensFlares[index];
  81602. serializationObject.flares.push({
  81603. size: flare.size,
  81604. position: flare.position,
  81605. color: flare.color.asArray(),
  81606. textureName: BABYLON.Tools.GetFilename(flare.texture ? flare.texture.name : "")
  81607. });
  81608. }
  81609. return serializationObject;
  81610. };
  81611. return LensFlareSystem;
  81612. }());
  81613. BABYLON.LensFlareSystem = LensFlareSystem;
  81614. })(BABYLON || (BABYLON = {}));
  81615. //# sourceMappingURL=babylon.lensFlareSystem.js.map
  81616. var BABYLON;
  81617. (function (BABYLON) {
  81618. /**
  81619. * This is a holder class for the physics joint created by the physics plugin.
  81620. * It holds a set of functions to control the underlying joint.
  81621. */
  81622. var PhysicsJoint = /** @class */ (function () {
  81623. function PhysicsJoint(type, jointData) {
  81624. this.type = type;
  81625. this.jointData = jointData;
  81626. jointData.nativeParams = jointData.nativeParams || {};
  81627. }
  81628. Object.defineProperty(PhysicsJoint.prototype, "physicsJoint", {
  81629. get: function () {
  81630. return this._physicsJoint;
  81631. },
  81632. set: function (newJoint) {
  81633. if (this._physicsJoint) {
  81634. //remove from the wolrd
  81635. }
  81636. this._physicsJoint = newJoint;
  81637. },
  81638. enumerable: true,
  81639. configurable: true
  81640. });
  81641. Object.defineProperty(PhysicsJoint.prototype, "physicsPlugin", {
  81642. set: function (physicsPlugin) {
  81643. this._physicsPlugin = physicsPlugin;
  81644. },
  81645. enumerable: true,
  81646. configurable: true
  81647. });
  81648. /**
  81649. * Execute a function that is physics-plugin specific.
  81650. * @param {Function} func the function that will be executed.
  81651. * It accepts two parameters: the physics world and the physics joint.
  81652. */
  81653. PhysicsJoint.prototype.executeNativeFunction = function (func) {
  81654. func(this._physicsPlugin.world, this._physicsJoint);
  81655. };
  81656. //TODO check if the native joints are the same
  81657. //Joint Types
  81658. PhysicsJoint.DistanceJoint = 0;
  81659. PhysicsJoint.HingeJoint = 1;
  81660. PhysicsJoint.BallAndSocketJoint = 2;
  81661. PhysicsJoint.WheelJoint = 3;
  81662. PhysicsJoint.SliderJoint = 4;
  81663. //OIMO
  81664. PhysicsJoint.PrismaticJoint = 5;
  81665. //ENERGY FTW! (compare with this - http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  81666. PhysicsJoint.UniversalJoint = 6;
  81667. PhysicsJoint.Hinge2Joint = PhysicsJoint.WheelJoint;
  81668. //Cannon
  81669. //Similar to a Ball-Joint. Different in params
  81670. PhysicsJoint.PointToPointJoint = 8;
  81671. //Cannon only at the moment
  81672. PhysicsJoint.SpringJoint = 9;
  81673. PhysicsJoint.LockJoint = 10;
  81674. return PhysicsJoint;
  81675. }());
  81676. BABYLON.PhysicsJoint = PhysicsJoint;
  81677. /**
  81678. * A class representing a physics distance joint.
  81679. */
  81680. var DistanceJoint = /** @class */ (function (_super) {
  81681. __extends(DistanceJoint, _super);
  81682. function DistanceJoint(jointData) {
  81683. return _super.call(this, PhysicsJoint.DistanceJoint, jointData) || this;
  81684. }
  81685. /**
  81686. * Update the predefined distance.
  81687. */
  81688. DistanceJoint.prototype.updateDistance = function (maxDistance, minDistance) {
  81689. this._physicsPlugin.updateDistanceJoint(this, maxDistance, minDistance);
  81690. };
  81691. return DistanceJoint;
  81692. }(PhysicsJoint));
  81693. BABYLON.DistanceJoint = DistanceJoint;
  81694. var MotorEnabledJoint = /** @class */ (function (_super) {
  81695. __extends(MotorEnabledJoint, _super);
  81696. function MotorEnabledJoint(type, jointData) {
  81697. return _super.call(this, type, jointData) || this;
  81698. }
  81699. /**
  81700. * Set the motor values.
  81701. * Attention, this function is plugin specific. Engines won't react 100% the same.
  81702. * @param {number} force the force to apply
  81703. * @param {number} maxForce max force for this motor.
  81704. */
  81705. MotorEnabledJoint.prototype.setMotor = function (force, maxForce) {
  81706. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  81707. };
  81708. /**
  81709. * Set the motor's limits.
  81710. * Attention, this function is plugin specific. Engines won't react 100% the same.
  81711. */
  81712. MotorEnabledJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  81713. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  81714. };
  81715. return MotorEnabledJoint;
  81716. }(PhysicsJoint));
  81717. BABYLON.MotorEnabledJoint = MotorEnabledJoint;
  81718. /**
  81719. * This class represents a single hinge physics joint
  81720. */
  81721. var HingeJoint = /** @class */ (function (_super) {
  81722. __extends(HingeJoint, _super);
  81723. function HingeJoint(jointData) {
  81724. return _super.call(this, PhysicsJoint.HingeJoint, jointData) || this;
  81725. }
  81726. /**
  81727. * Set the motor values.
  81728. * Attention, this function is plugin specific. Engines won't react 100% the same.
  81729. * @param {number} force the force to apply
  81730. * @param {number} maxForce max force for this motor.
  81731. */
  81732. HingeJoint.prototype.setMotor = function (force, maxForce) {
  81733. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  81734. };
  81735. /**
  81736. * Set the motor's limits.
  81737. * Attention, this function is plugin specific. Engines won't react 100% the same.
  81738. */
  81739. HingeJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  81740. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  81741. };
  81742. return HingeJoint;
  81743. }(MotorEnabledJoint));
  81744. BABYLON.HingeJoint = HingeJoint;
  81745. /**
  81746. * This class represents a dual hinge physics joint (same as wheel joint)
  81747. */
  81748. var Hinge2Joint = /** @class */ (function (_super) {
  81749. __extends(Hinge2Joint, _super);
  81750. function Hinge2Joint(jointData) {
  81751. return _super.call(this, PhysicsJoint.Hinge2Joint, jointData) || this;
  81752. }
  81753. /**
  81754. * Set the motor values.
  81755. * Attention, this function is plugin specific. Engines won't react 100% the same.
  81756. * @param {number} force the force to apply
  81757. * @param {number} maxForce max force for this motor.
  81758. * @param {motorIndex} the motor's index, 0 or 1.
  81759. */
  81760. Hinge2Joint.prototype.setMotor = function (force, maxForce, motorIndex) {
  81761. if (motorIndex === void 0) { motorIndex = 0; }
  81762. this._physicsPlugin.setMotor(this, force || 0, maxForce, motorIndex);
  81763. };
  81764. /**
  81765. * Set the motor limits.
  81766. * Attention, this function is plugin specific. Engines won't react 100% the same.
  81767. * @param {number} upperLimit the upper limit
  81768. * @param {number} lowerLimit lower limit
  81769. * @param {motorIndex} the motor's index, 0 or 1.
  81770. */
  81771. Hinge2Joint.prototype.setLimit = function (upperLimit, lowerLimit, motorIndex) {
  81772. if (motorIndex === void 0) { motorIndex = 0; }
  81773. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit, motorIndex);
  81774. };
  81775. return Hinge2Joint;
  81776. }(MotorEnabledJoint));
  81777. BABYLON.Hinge2Joint = Hinge2Joint;
  81778. })(BABYLON || (BABYLON = {}));
  81779. //# sourceMappingURL=babylon.physicsJoint.js.map
  81780. var BABYLON;
  81781. (function (BABYLON) {
  81782. var PhysicsImpostor = /** @class */ (function () {
  81783. function PhysicsImpostor(object, type, _options, _scene) {
  81784. if (_options === void 0) { _options = { mass: 0 }; }
  81785. var _this = this;
  81786. this.object = object;
  81787. this.type = type;
  81788. this._options = _options;
  81789. this._scene = _scene;
  81790. this._bodyUpdateRequired = false;
  81791. this._onBeforePhysicsStepCallbacks = new Array();
  81792. this._onAfterPhysicsStepCallbacks = new Array();
  81793. this._onPhysicsCollideCallbacks = [];
  81794. this._deltaPosition = BABYLON.Vector3.Zero();
  81795. this._isDisposed = false;
  81796. //temp variables for parent rotation calculations
  81797. //private _mats: Array<Matrix> = [new Matrix(), new Matrix()];
  81798. this._tmpQuat = new BABYLON.Quaternion();
  81799. this._tmpQuat2 = new BABYLON.Quaternion();
  81800. /**
  81801. * this function is executed by the physics engine.
  81802. */
  81803. this.beforeStep = function () {
  81804. if (!_this._physicsEngine) {
  81805. return;
  81806. }
  81807. _this.object.translate(_this._deltaPosition, -1);
  81808. _this._deltaRotationConjugated && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotationConjugated, _this.object.rotationQuaternion);
  81809. _this.object.computeWorldMatrix(false);
  81810. if (_this.object.parent && _this.object.rotationQuaternion) {
  81811. _this.getParentsRotation();
  81812. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this._tmpQuat);
  81813. }
  81814. else {
  81815. _this._tmpQuat.copyFrom(_this.object.rotationQuaternion || new BABYLON.Quaternion());
  81816. }
  81817. if (!_this._options.disableBidirectionalTransformation) {
  81818. _this.object.rotationQuaternion && _this._physicsEngine.getPhysicsPlugin().setPhysicsBodyTransformation(_this, /*bInfo.boundingBox.centerWorld*/ _this.object.getAbsolutePivotPoint(), _this._tmpQuat);
  81819. }
  81820. _this._onBeforePhysicsStepCallbacks.forEach(function (func) {
  81821. func(_this);
  81822. });
  81823. };
  81824. /**
  81825. * this function is executed by the physics engine.
  81826. */
  81827. this.afterStep = function () {
  81828. if (!_this._physicsEngine) {
  81829. return;
  81830. }
  81831. _this._onAfterPhysicsStepCallbacks.forEach(function (func) {
  81832. func(_this);
  81833. });
  81834. _this._physicsEngine.getPhysicsPlugin().setTransformationFromPhysicsBody(_this);
  81835. // object has now its world rotation. needs to be converted to local.
  81836. if (_this.object.parent && _this.object.rotationQuaternion) {
  81837. _this.getParentsRotation();
  81838. _this._tmpQuat.conjugateInPlace();
  81839. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this.object.rotationQuaternion);
  81840. }
  81841. // take the position set and make it the absolute position of this object.
  81842. _this.object.setAbsolutePosition(_this.object.position);
  81843. _this._deltaRotation && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotation, _this.object.rotationQuaternion);
  81844. _this.object.translate(_this._deltaPosition, 1);
  81845. };
  81846. /**
  81847. * Legacy collision detection event support
  81848. */
  81849. this.onCollideEvent = null;
  81850. //event and body object due to cannon's event-based architecture.
  81851. this.onCollide = function (e) {
  81852. if (!_this._onPhysicsCollideCallbacks.length && !_this.onCollideEvent) {
  81853. return;
  81854. }
  81855. if (!_this._physicsEngine) {
  81856. return;
  81857. }
  81858. var otherImpostor = _this._physicsEngine.getImpostorWithPhysicsBody(e.body);
  81859. if (otherImpostor) {
  81860. // Legacy collision detection event support
  81861. if (_this.onCollideEvent) {
  81862. _this.onCollideEvent(_this, otherImpostor);
  81863. }
  81864. _this._onPhysicsCollideCallbacks.filter(function (obj) {
  81865. return obj.otherImpostors.indexOf(otherImpostor) !== -1;
  81866. }).forEach(function (obj) {
  81867. obj.callback(_this, otherImpostor);
  81868. });
  81869. }
  81870. };
  81871. //sanity check!
  81872. if (!this.object) {
  81873. BABYLON.Tools.Error("No object was provided. A physics object is obligatory");
  81874. return;
  81875. }
  81876. //legacy support for old syntax.
  81877. if (!this._scene && object.getScene) {
  81878. this._scene = object.getScene();
  81879. }
  81880. if (!this._scene) {
  81881. return;
  81882. }
  81883. this._physicsEngine = this._scene.getPhysicsEngine();
  81884. if (!this._physicsEngine) {
  81885. BABYLON.Tools.Error("Physics not enabled. Please use scene.enablePhysics(...) before creating impostors.");
  81886. }
  81887. else {
  81888. //set the object's quaternion, if not set
  81889. if (!this.object.rotationQuaternion) {
  81890. if (this.object.rotation) {
  81891. this.object.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.object.rotation.y, this.object.rotation.x, this.object.rotation.z);
  81892. }
  81893. else {
  81894. this.object.rotationQuaternion = new BABYLON.Quaternion();
  81895. }
  81896. }
  81897. //default options params
  81898. this._options.mass = (_options.mass === void 0) ? 0 : _options.mass;
  81899. this._options.friction = (_options.friction === void 0) ? 0.2 : _options.friction;
  81900. this._options.restitution = (_options.restitution === void 0) ? 0.2 : _options.restitution;
  81901. this._joints = [];
  81902. //If the mesh has a parent, don't initialize the physicsBody. Instead wait for the parent to do that.
  81903. if (!this.object.parent || this._options.ignoreParent) {
  81904. this._init();
  81905. }
  81906. else if (this.object.parent.physicsImpostor) {
  81907. BABYLON.Tools.Warn("You must affect impostors to children before affecting impostor to parent.");
  81908. }
  81909. }
  81910. }
  81911. Object.defineProperty(PhysicsImpostor.prototype, "isDisposed", {
  81912. get: function () {
  81913. return this._isDisposed;
  81914. },
  81915. enumerable: true,
  81916. configurable: true
  81917. });
  81918. Object.defineProperty(PhysicsImpostor.prototype, "mass", {
  81919. get: function () {
  81920. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyMass(this) : 0;
  81921. },
  81922. set: function (value) {
  81923. this.setMass(value);
  81924. },
  81925. enumerable: true,
  81926. configurable: true
  81927. });
  81928. Object.defineProperty(PhysicsImpostor.prototype, "friction", {
  81929. get: function () {
  81930. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyFriction(this) : 0;
  81931. },
  81932. set: function (value) {
  81933. if (!this._physicsEngine) {
  81934. return;
  81935. }
  81936. this._physicsEngine.getPhysicsPlugin().setBodyFriction(this, value);
  81937. },
  81938. enumerable: true,
  81939. configurable: true
  81940. });
  81941. Object.defineProperty(PhysicsImpostor.prototype, "restitution", {
  81942. get: function () {
  81943. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyRestitution(this) : 0;
  81944. },
  81945. set: function (value) {
  81946. if (!this._physicsEngine) {
  81947. return;
  81948. }
  81949. this._physicsEngine.getPhysicsPlugin().setBodyRestitution(this, value);
  81950. },
  81951. enumerable: true,
  81952. configurable: true
  81953. });
  81954. /**
  81955. * This function will completly initialize this impostor.
  81956. * It will create a new body - but only if this mesh has no parent.
  81957. * If it has, this impostor will not be used other than to define the impostor
  81958. * of the child mesh.
  81959. */
  81960. PhysicsImpostor.prototype._init = function () {
  81961. if (!this._physicsEngine) {
  81962. return;
  81963. }
  81964. this._physicsEngine.removeImpostor(this);
  81965. this.physicsBody = null;
  81966. this._parent = this._parent || this._getPhysicsParent();
  81967. if (!this._isDisposed && (!this.parent || this._options.ignoreParent)) {
  81968. this._physicsEngine.addImpostor(this);
  81969. }
  81970. };
  81971. PhysicsImpostor.prototype._getPhysicsParent = function () {
  81972. if (this.object.parent instanceof BABYLON.AbstractMesh) {
  81973. var parentMesh = this.object.parent;
  81974. return parentMesh.physicsImpostor;
  81975. }
  81976. return null;
  81977. };
  81978. /**
  81979. * Should a new body be generated.
  81980. */
  81981. PhysicsImpostor.prototype.isBodyInitRequired = function () {
  81982. return this._bodyUpdateRequired || (!this._physicsBody && !this._parent);
  81983. };
  81984. PhysicsImpostor.prototype.setScalingUpdated = function (updated) {
  81985. this.forceUpdate();
  81986. };
  81987. /**
  81988. * Force a regeneration of this or the parent's impostor's body.
  81989. * Use under cautious - This will remove all joints already implemented.
  81990. */
  81991. PhysicsImpostor.prototype.forceUpdate = function () {
  81992. this._init();
  81993. if (this.parent && !this._options.ignoreParent) {
  81994. this.parent.forceUpdate();
  81995. }
  81996. };
  81997. Object.defineProperty(PhysicsImpostor.prototype, "physicsBody", {
  81998. /*public get mesh(): AbstractMesh {
  81999. return this._mesh;
  82000. }*/
  82001. /**
  82002. * Gets the body that holds this impostor. Either its own, or its parent.
  82003. */
  82004. get: function () {
  82005. return (this._parent && !this._options.ignoreParent) ? this._parent.physicsBody : this._physicsBody;
  82006. },
  82007. /**
  82008. * Set the physics body. Used mainly by the physics engine/plugin
  82009. */
  82010. set: function (physicsBody) {
  82011. if (this._physicsBody && this._physicsEngine) {
  82012. this._physicsEngine.getPhysicsPlugin().removePhysicsBody(this);
  82013. }
  82014. this._physicsBody = physicsBody;
  82015. this.resetUpdateFlags();
  82016. },
  82017. enumerable: true,
  82018. configurable: true
  82019. });
  82020. Object.defineProperty(PhysicsImpostor.prototype, "parent", {
  82021. get: function () {
  82022. return !this._options.ignoreParent && this._parent ? this._parent : null;
  82023. },
  82024. set: function (value) {
  82025. this._parent = value;
  82026. },
  82027. enumerable: true,
  82028. configurable: true
  82029. });
  82030. PhysicsImpostor.prototype.resetUpdateFlags = function () {
  82031. this._bodyUpdateRequired = false;
  82032. };
  82033. PhysicsImpostor.prototype.getObjectExtendSize = function () {
  82034. if (this.object.getBoundingInfo) {
  82035. var q = this.object.rotationQuaternion;
  82036. //reset rotation
  82037. this.object.rotationQuaternion = PhysicsImpostor.IDENTITY_QUATERNION;
  82038. //calculate the world matrix with no rotation
  82039. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  82040. var boundingInfo = this.object.getBoundingInfo();
  82041. var size = boundingInfo.boundingBox.extendSizeWorld.scale(2);
  82042. //bring back the rotation
  82043. this.object.rotationQuaternion = q;
  82044. //calculate the world matrix with the new rotation
  82045. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  82046. return size;
  82047. }
  82048. else {
  82049. return PhysicsImpostor.DEFAULT_OBJECT_SIZE;
  82050. }
  82051. };
  82052. PhysicsImpostor.prototype.getObjectCenter = function () {
  82053. if (this.object.getBoundingInfo) {
  82054. var boundingInfo = this.object.getBoundingInfo();
  82055. return boundingInfo.boundingBox.centerWorld;
  82056. }
  82057. else {
  82058. return this.object.position;
  82059. }
  82060. };
  82061. /**
  82062. * Get a specific parametes from the options parameter.
  82063. */
  82064. PhysicsImpostor.prototype.getParam = function (paramName) {
  82065. return this._options[paramName];
  82066. };
  82067. /**
  82068. * Sets a specific parameter in the options given to the physics plugin
  82069. */
  82070. PhysicsImpostor.prototype.setParam = function (paramName, value) {
  82071. this._options[paramName] = value;
  82072. this._bodyUpdateRequired = true;
  82073. };
  82074. /**
  82075. * Specifically change the body's mass option. Won't recreate the physics body object
  82076. */
  82077. PhysicsImpostor.prototype.setMass = function (mass) {
  82078. if (this.getParam("mass") !== mass) {
  82079. this.setParam("mass", mass);
  82080. }
  82081. if (this._physicsEngine) {
  82082. this._physicsEngine.getPhysicsPlugin().setBodyMass(this, mass);
  82083. }
  82084. };
  82085. PhysicsImpostor.prototype.getLinearVelocity = function () {
  82086. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getLinearVelocity(this) : BABYLON.Vector3.Zero();
  82087. };
  82088. PhysicsImpostor.prototype.setLinearVelocity = function (velocity) {
  82089. if (this._physicsEngine) {
  82090. this._physicsEngine.getPhysicsPlugin().setLinearVelocity(this, velocity);
  82091. }
  82092. };
  82093. PhysicsImpostor.prototype.getAngularVelocity = function () {
  82094. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getAngularVelocity(this) : BABYLON.Vector3.Zero();
  82095. };
  82096. PhysicsImpostor.prototype.setAngularVelocity = function (velocity) {
  82097. if (this._physicsEngine) {
  82098. this._physicsEngine.getPhysicsPlugin().setAngularVelocity(this, velocity);
  82099. }
  82100. };
  82101. /**
  82102. * Execute a function with the physics plugin native code.
  82103. * Provide a function the will have two variables - the world object and the physics body object.
  82104. */
  82105. PhysicsImpostor.prototype.executeNativeFunction = function (func) {
  82106. if (this._physicsEngine) {
  82107. func(this._physicsEngine.getPhysicsPlugin().world, this.physicsBody);
  82108. }
  82109. };
  82110. /**
  82111. * Register a function that will be executed before the physics world is stepping forward.
  82112. */
  82113. PhysicsImpostor.prototype.registerBeforePhysicsStep = function (func) {
  82114. this._onBeforePhysicsStepCallbacks.push(func);
  82115. };
  82116. PhysicsImpostor.prototype.unregisterBeforePhysicsStep = function (func) {
  82117. var index = this._onBeforePhysicsStepCallbacks.indexOf(func);
  82118. if (index > -1) {
  82119. this._onBeforePhysicsStepCallbacks.splice(index, 1);
  82120. }
  82121. else {
  82122. BABYLON.Tools.Warn("Function to remove was not found");
  82123. }
  82124. };
  82125. /**
  82126. * Register a function that will be executed after the physics step
  82127. */
  82128. PhysicsImpostor.prototype.registerAfterPhysicsStep = function (func) {
  82129. this._onAfterPhysicsStepCallbacks.push(func);
  82130. };
  82131. PhysicsImpostor.prototype.unregisterAfterPhysicsStep = function (func) {
  82132. var index = this._onAfterPhysicsStepCallbacks.indexOf(func);
  82133. if (index > -1) {
  82134. this._onAfterPhysicsStepCallbacks.splice(index, 1);
  82135. }
  82136. else {
  82137. BABYLON.Tools.Warn("Function to remove was not found");
  82138. }
  82139. };
  82140. /**
  82141. * register a function that will be executed when this impostor collides against a different body.
  82142. */
  82143. PhysicsImpostor.prototype.registerOnPhysicsCollide = function (collideAgainst, func) {
  82144. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  82145. this._onPhysicsCollideCallbacks.push({ callback: func, otherImpostors: collidedAgainstList });
  82146. };
  82147. PhysicsImpostor.prototype.unregisterOnPhysicsCollide = function (collideAgainst, func) {
  82148. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  82149. var index = this._onPhysicsCollideCallbacks.indexOf({ callback: func, otherImpostors: collidedAgainstList });
  82150. if (index > -1) {
  82151. this._onPhysicsCollideCallbacks.splice(index, 1);
  82152. }
  82153. else {
  82154. BABYLON.Tools.Warn("Function to remove was not found");
  82155. }
  82156. };
  82157. PhysicsImpostor.prototype.getParentsRotation = function () {
  82158. var parent = this.object.parent;
  82159. this._tmpQuat.copyFromFloats(0, 0, 0, 1);
  82160. while (parent) {
  82161. if (parent.rotationQuaternion) {
  82162. this._tmpQuat2.copyFrom(parent.rotationQuaternion);
  82163. }
  82164. else {
  82165. BABYLON.Quaternion.RotationYawPitchRollToRef(parent.rotation.y, parent.rotation.x, parent.rotation.z, this._tmpQuat2);
  82166. }
  82167. this._tmpQuat.multiplyToRef(this._tmpQuat2, this._tmpQuat);
  82168. parent = parent.parent;
  82169. }
  82170. return this._tmpQuat;
  82171. };
  82172. /**
  82173. * Apply a force
  82174. */
  82175. PhysicsImpostor.prototype.applyForce = function (force, contactPoint) {
  82176. if (this._physicsEngine) {
  82177. this._physicsEngine.getPhysicsPlugin().applyForce(this, force, contactPoint);
  82178. }
  82179. return this;
  82180. };
  82181. /**
  82182. * Apply an impulse
  82183. */
  82184. PhysicsImpostor.prototype.applyImpulse = function (force, contactPoint) {
  82185. if (this._physicsEngine) {
  82186. this._physicsEngine.getPhysicsPlugin().applyImpulse(this, force, contactPoint);
  82187. }
  82188. return this;
  82189. };
  82190. /**
  82191. * A help function to create a joint.
  82192. */
  82193. PhysicsImpostor.prototype.createJoint = function (otherImpostor, jointType, jointData) {
  82194. var joint = new BABYLON.PhysicsJoint(jointType, jointData);
  82195. this.addJoint(otherImpostor, joint);
  82196. return this;
  82197. };
  82198. /**
  82199. * Add a joint to this impostor with a different impostor.
  82200. */
  82201. PhysicsImpostor.prototype.addJoint = function (otherImpostor, joint) {
  82202. this._joints.push({
  82203. otherImpostor: otherImpostor,
  82204. joint: joint
  82205. });
  82206. if (this._physicsEngine) {
  82207. this._physicsEngine.addJoint(this, otherImpostor, joint);
  82208. }
  82209. return this;
  82210. };
  82211. /**
  82212. * Will keep this body still, in a sleep mode.
  82213. */
  82214. PhysicsImpostor.prototype.sleep = function () {
  82215. if (this._physicsEngine) {
  82216. this._physicsEngine.getPhysicsPlugin().sleepBody(this);
  82217. }
  82218. return this;
  82219. };
  82220. /**
  82221. * Wake the body up.
  82222. */
  82223. PhysicsImpostor.prototype.wakeUp = function () {
  82224. if (this._physicsEngine) {
  82225. this._physicsEngine.getPhysicsPlugin().wakeUpBody(this);
  82226. }
  82227. return this;
  82228. };
  82229. PhysicsImpostor.prototype.clone = function (newObject) {
  82230. if (!newObject)
  82231. return null;
  82232. return new PhysicsImpostor(newObject, this.type, this._options, this._scene);
  82233. };
  82234. PhysicsImpostor.prototype.dispose = function ( /*disposeChildren: boolean = true*/) {
  82235. var _this = this;
  82236. //no dispose if no physics engine is available.
  82237. if (!this._physicsEngine) {
  82238. return;
  82239. }
  82240. this._joints.forEach(function (j) {
  82241. if (_this._physicsEngine) {
  82242. _this._physicsEngine.removeJoint(_this, j.otherImpostor, j.joint);
  82243. }
  82244. });
  82245. //dispose the physics body
  82246. this._physicsEngine.removeImpostor(this);
  82247. if (this.parent) {
  82248. this.parent.forceUpdate();
  82249. }
  82250. else {
  82251. /*this._object.getChildMeshes().forEach(function(mesh) {
  82252. if (mesh.physicsImpostor) {
  82253. if (disposeChildren) {
  82254. mesh.physicsImpostor.dispose();
  82255. mesh.physicsImpostor = null;
  82256. }
  82257. }
  82258. })*/
  82259. }
  82260. this._isDisposed = true;
  82261. };
  82262. PhysicsImpostor.prototype.setDeltaPosition = function (position) {
  82263. this._deltaPosition.copyFrom(position);
  82264. };
  82265. PhysicsImpostor.prototype.setDeltaRotation = function (rotation) {
  82266. if (!this._deltaRotation) {
  82267. this._deltaRotation = new BABYLON.Quaternion();
  82268. }
  82269. this._deltaRotation.copyFrom(rotation);
  82270. this._deltaRotationConjugated = this._deltaRotation.conjugate();
  82271. };
  82272. PhysicsImpostor.prototype.getBoxSizeToRef = function (result) {
  82273. if (this._physicsEngine) {
  82274. this._physicsEngine.getPhysicsPlugin().getBoxSizeToRef(this, result);
  82275. }
  82276. return this;
  82277. };
  82278. PhysicsImpostor.prototype.getRadius = function () {
  82279. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getRadius(this) : 0;
  82280. };
  82281. /**
  82282. * Sync a bone with this impostor
  82283. * @param bone The bone to sync to the impostor.
  82284. * @param boneMesh The mesh that the bone is influencing.
  82285. * @param jointPivot The pivot of the joint / bone in local space.
  82286. * @param distToJoint Optional distance from the impostor to the joint.
  82287. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  82288. */
  82289. PhysicsImpostor.prototype.syncBoneWithImpostor = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation) {
  82290. var tempVec = PhysicsImpostor._tmpVecs[0];
  82291. var mesh = this.object;
  82292. if (mesh.rotationQuaternion) {
  82293. if (adjustRotation) {
  82294. var tempQuat = PhysicsImpostor._tmpQuat;
  82295. mesh.rotationQuaternion.multiplyToRef(adjustRotation, tempQuat);
  82296. bone.setRotationQuaternion(tempQuat, BABYLON.Space.WORLD, boneMesh);
  82297. }
  82298. else {
  82299. bone.setRotationQuaternion(mesh.rotationQuaternion, BABYLON.Space.WORLD, boneMesh);
  82300. }
  82301. }
  82302. tempVec.x = 0;
  82303. tempVec.y = 0;
  82304. tempVec.z = 0;
  82305. if (jointPivot) {
  82306. tempVec.x = jointPivot.x;
  82307. tempVec.y = jointPivot.y;
  82308. tempVec.z = jointPivot.z;
  82309. bone.getDirectionToRef(tempVec, boneMesh, tempVec);
  82310. if (distToJoint === undefined || distToJoint === null) {
  82311. distToJoint = jointPivot.length();
  82312. }
  82313. tempVec.x *= distToJoint;
  82314. tempVec.y *= distToJoint;
  82315. tempVec.z *= distToJoint;
  82316. }
  82317. if (bone.getParent()) {
  82318. tempVec.addInPlace(mesh.getAbsolutePosition());
  82319. bone.setAbsolutePosition(tempVec, boneMesh);
  82320. }
  82321. else {
  82322. boneMesh.setAbsolutePosition(mesh.getAbsolutePosition());
  82323. boneMesh.position.x -= tempVec.x;
  82324. boneMesh.position.y -= tempVec.y;
  82325. boneMesh.position.z -= tempVec.z;
  82326. }
  82327. };
  82328. /**
  82329. * Sync impostor to a bone
  82330. * @param bone The bone that the impostor will be synced to.
  82331. * @param boneMesh The mesh that the bone is influencing.
  82332. * @param jointPivot The pivot of the joint / bone in local space.
  82333. * @param distToJoint Optional distance from the impostor to the joint.
  82334. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  82335. * @param boneAxis Optional vector3 axis the bone is aligned with
  82336. */
  82337. PhysicsImpostor.prototype.syncImpostorWithBone = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation, boneAxis) {
  82338. var mesh = this.object;
  82339. if (mesh.rotationQuaternion) {
  82340. if (adjustRotation) {
  82341. var tempQuat = PhysicsImpostor._tmpQuat;
  82342. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, tempQuat);
  82343. tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);
  82344. }
  82345. else {
  82346. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, mesh.rotationQuaternion);
  82347. }
  82348. }
  82349. var pos = PhysicsImpostor._tmpVecs[0];
  82350. var boneDir = PhysicsImpostor._tmpVecs[1];
  82351. if (!boneAxis) {
  82352. boneAxis = PhysicsImpostor._tmpVecs[2];
  82353. boneAxis.x = 0;
  82354. boneAxis.y = 1;
  82355. boneAxis.z = 0;
  82356. }
  82357. bone.getDirectionToRef(boneAxis, boneMesh, boneDir);
  82358. bone.getAbsolutePositionToRef(boneMesh, pos);
  82359. if ((distToJoint === undefined || distToJoint === null) && jointPivot) {
  82360. distToJoint = jointPivot.length();
  82361. }
  82362. if (distToJoint !== undefined && distToJoint !== null) {
  82363. pos.x += boneDir.x * distToJoint;
  82364. pos.y += boneDir.y * distToJoint;
  82365. pos.z += boneDir.z * distToJoint;
  82366. }
  82367. mesh.setAbsolutePosition(pos);
  82368. };
  82369. PhysicsImpostor.DEFAULT_OBJECT_SIZE = new BABYLON.Vector3(1, 1, 1);
  82370. PhysicsImpostor.IDENTITY_QUATERNION = BABYLON.Quaternion.Identity();
  82371. PhysicsImpostor._tmpVecs = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  82372. PhysicsImpostor._tmpQuat = BABYLON.Quaternion.Identity();
  82373. //Impostor types
  82374. PhysicsImpostor.NoImpostor = 0;
  82375. PhysicsImpostor.SphereImpostor = 1;
  82376. PhysicsImpostor.BoxImpostor = 2;
  82377. PhysicsImpostor.PlaneImpostor = 3;
  82378. PhysicsImpostor.MeshImpostor = 4;
  82379. PhysicsImpostor.CylinderImpostor = 7;
  82380. PhysicsImpostor.ParticleImpostor = 8;
  82381. PhysicsImpostor.HeightmapImpostor = 9;
  82382. return PhysicsImpostor;
  82383. }());
  82384. BABYLON.PhysicsImpostor = PhysicsImpostor;
  82385. })(BABYLON || (BABYLON = {}));
  82386. //# sourceMappingURL=babylon.physicsImpostor.js.map
  82387. var BABYLON;
  82388. (function (BABYLON) {
  82389. var PhysicsEngine = /** @class */ (function () {
  82390. function PhysicsEngine(gravity, _physicsPlugin) {
  82391. if (_physicsPlugin === void 0) { _physicsPlugin = new BABYLON.CannonJSPlugin(); }
  82392. this._physicsPlugin = _physicsPlugin;
  82393. //new methods and parameters
  82394. this._impostors = [];
  82395. this._joints = [];
  82396. if (!this._physicsPlugin.isSupported()) {
  82397. throw new Error("Physics Engine " + this._physicsPlugin.name + " cannot be found. "
  82398. + "Please make sure it is included.");
  82399. }
  82400. gravity = gravity || new BABYLON.Vector3(0, -9.807, 0);
  82401. this.setGravity(gravity);
  82402. this.setTimeStep();
  82403. }
  82404. PhysicsEngine.prototype.setGravity = function (gravity) {
  82405. this.gravity = gravity;
  82406. this._physicsPlugin.setGravity(this.gravity);
  82407. };
  82408. /**
  82409. * Set the time step of the physics engine.
  82410. * default is 1/60.
  82411. * To slow it down, enter 1/600 for example.
  82412. * To speed it up, 1/30
  82413. * @param {number} newTimeStep the new timestep to apply to this world.
  82414. */
  82415. PhysicsEngine.prototype.setTimeStep = function (newTimeStep) {
  82416. if (newTimeStep === void 0) { newTimeStep = 1 / 60; }
  82417. this._physicsPlugin.setTimeStep(newTimeStep);
  82418. };
  82419. /**
  82420. * Get the time step of the physics engine.
  82421. */
  82422. PhysicsEngine.prototype.getTimeStep = function () {
  82423. return this._physicsPlugin.getTimeStep();
  82424. };
  82425. PhysicsEngine.prototype.dispose = function () {
  82426. this._impostors.forEach(function (impostor) {
  82427. impostor.dispose();
  82428. });
  82429. this._physicsPlugin.dispose();
  82430. };
  82431. PhysicsEngine.prototype.getPhysicsPluginName = function () {
  82432. return this._physicsPlugin.name;
  82433. };
  82434. /**
  82435. * Adding a new impostor for the impostor tracking.
  82436. * This will be done by the impostor itself.
  82437. * @param {PhysicsImpostor} impostor the impostor to add
  82438. */
  82439. PhysicsEngine.prototype.addImpostor = function (impostor) {
  82440. impostor.uniqueId = this._impostors.push(impostor);
  82441. //if no parent, generate the body
  82442. if (!impostor.parent) {
  82443. this._physicsPlugin.generatePhysicsBody(impostor);
  82444. }
  82445. };
  82446. /**
  82447. * Remove an impostor from the engine.
  82448. * This impostor and its mesh will not longer be updated by the physics engine.
  82449. * @param {PhysicsImpostor} impostor the impostor to remove
  82450. */
  82451. PhysicsEngine.prototype.removeImpostor = function (impostor) {
  82452. var index = this._impostors.indexOf(impostor);
  82453. if (index > -1) {
  82454. var removed = this._impostors.splice(index, 1);
  82455. //Is it needed?
  82456. if (removed.length) {
  82457. //this will also remove it from the world.
  82458. removed[0].physicsBody = null;
  82459. }
  82460. }
  82461. };
  82462. /**
  82463. * Add a joint to the physics engine
  82464. * @param {PhysicsImpostor} mainImpostor the main impostor to which the joint is added.
  82465. * @param {PhysicsImpostor} connectedImpostor the impostor that is connected to the main impostor using this joint
  82466. * @param {PhysicsJoint} the joint that will connect both impostors.
  82467. */
  82468. PhysicsEngine.prototype.addJoint = function (mainImpostor, connectedImpostor, joint) {
  82469. var impostorJoint = {
  82470. mainImpostor: mainImpostor,
  82471. connectedImpostor: connectedImpostor,
  82472. joint: joint
  82473. };
  82474. joint.physicsPlugin = this._physicsPlugin;
  82475. this._joints.push(impostorJoint);
  82476. this._physicsPlugin.generateJoint(impostorJoint);
  82477. };
  82478. PhysicsEngine.prototype.removeJoint = function (mainImpostor, connectedImpostor, joint) {
  82479. var matchingJoints = this._joints.filter(function (impostorJoint) {
  82480. return (impostorJoint.connectedImpostor === connectedImpostor
  82481. && impostorJoint.joint === joint
  82482. && impostorJoint.mainImpostor === mainImpostor);
  82483. });
  82484. if (matchingJoints.length) {
  82485. this._physicsPlugin.removeJoint(matchingJoints[0]);
  82486. //TODO remove it from the list as well
  82487. }
  82488. };
  82489. /**
  82490. * Called by the scene. no need to call it.
  82491. */
  82492. PhysicsEngine.prototype._step = function (delta) {
  82493. var _this = this;
  82494. //check if any mesh has no body / requires an update
  82495. this._impostors.forEach(function (impostor) {
  82496. if (impostor.isBodyInitRequired()) {
  82497. _this._physicsPlugin.generatePhysicsBody(impostor);
  82498. }
  82499. });
  82500. if (delta > 0.1) {
  82501. delta = 0.1;
  82502. }
  82503. else if (delta <= 0) {
  82504. delta = 1.0 / 60.0;
  82505. }
  82506. this._physicsPlugin.executeStep(delta, this._impostors);
  82507. };
  82508. PhysicsEngine.prototype.getPhysicsPlugin = function () {
  82509. return this._physicsPlugin;
  82510. };
  82511. PhysicsEngine.prototype.getImpostors = function () {
  82512. return this._impostors;
  82513. };
  82514. PhysicsEngine.prototype.getImpostorForPhysicsObject = function (object) {
  82515. for (var i = 0; i < this._impostors.length; ++i) {
  82516. if (this._impostors[i].object === object) {
  82517. return this._impostors[i];
  82518. }
  82519. }
  82520. return null;
  82521. };
  82522. PhysicsEngine.prototype.getImpostorWithPhysicsBody = function (body) {
  82523. for (var i = 0; i < this._impostors.length; ++i) {
  82524. if (this._impostors[i].physicsBody === body) {
  82525. return this._impostors[i];
  82526. }
  82527. }
  82528. return null;
  82529. };
  82530. // Statics
  82531. PhysicsEngine.Epsilon = 0.001;
  82532. return PhysicsEngine;
  82533. }());
  82534. BABYLON.PhysicsEngine = PhysicsEngine;
  82535. })(BABYLON || (BABYLON = {}));
  82536. //# sourceMappingURL=babylon.physicsEngine.js.map
  82537. var BABYLON;
  82538. (function (BABYLON) {
  82539. var PhysicsHelper = /** @class */ (function () {
  82540. function PhysicsHelper(scene) {
  82541. this._scene = scene;
  82542. this._physicsEngine = this._scene.getPhysicsEngine();
  82543. if (!this._physicsEngine) {
  82544. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you can use the methods.');
  82545. }
  82546. }
  82547. /**
  82548. * @param {Vector3} origin the origin of the explosion
  82549. * @param {number} radius the explosion radius
  82550. * @param {number} strength the explosion strength
  82551. * @param {PhysicsRadialImpulseFalloff} falloff possible options: Constant & Linear. Defaults to Constant
  82552. */
  82553. PhysicsHelper.prototype.applyRadialExplosionImpulse = function (origin, radius, strength, falloff) {
  82554. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  82555. if (!this._physicsEngine) {
  82556. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call this method.');
  82557. return null;
  82558. }
  82559. var impostors = this._physicsEngine.getImpostors();
  82560. if (impostors.length === 0) {
  82561. return null;
  82562. }
  82563. var event = new PhysicsRadialExplosionEvent(this._scene);
  82564. impostors.forEach(function (impostor) {
  82565. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  82566. if (!impostorForceAndContactPoint) {
  82567. return;
  82568. }
  82569. impostor.applyImpulse(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  82570. });
  82571. event.dispose(false);
  82572. return event;
  82573. };
  82574. /**
  82575. * @param {Vector3} origin the origin of the explosion
  82576. * @param {number} radius the explosion radius
  82577. * @param {number} strength the explosion strength
  82578. * @param {PhysicsRadialImpulseFalloff} falloff possible options: Constant & Linear. Defaults to Constant
  82579. */
  82580. PhysicsHelper.prototype.applyRadialExplosionForce = function (origin, radius, strength, falloff) {
  82581. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  82582. if (!this._physicsEngine) {
  82583. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  82584. return null;
  82585. }
  82586. var impostors = this._physicsEngine.getImpostors();
  82587. if (impostors.length === 0) {
  82588. return null;
  82589. }
  82590. var event = new PhysicsRadialExplosionEvent(this._scene);
  82591. impostors.forEach(function (impostor) {
  82592. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  82593. if (!impostorForceAndContactPoint) {
  82594. return;
  82595. }
  82596. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  82597. });
  82598. event.dispose(false);
  82599. return event;
  82600. };
  82601. /**
  82602. * @param {Vector3} origin the origin of the explosion
  82603. * @param {number} radius the explosion radius
  82604. * @param {number} strength the explosion strength
  82605. * @param {PhysicsRadialImpulseFalloff} falloff possible options: Constant & Linear. Defaults to Constant
  82606. */
  82607. PhysicsHelper.prototype.gravitationalField = function (origin, radius, strength, falloff) {
  82608. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  82609. if (!this._physicsEngine) {
  82610. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  82611. return null;
  82612. }
  82613. var impostors = this._physicsEngine.getImpostors();
  82614. if (impostors.length === 0) {
  82615. return null;
  82616. }
  82617. var event = new PhysicsGravitationalFieldEvent(this, this._scene, origin, radius, strength, falloff);
  82618. event.dispose(false);
  82619. return event;
  82620. };
  82621. /**
  82622. * @param {Vector3} origin the origin of the updraft
  82623. * @param {number} radius the radius of the updraft
  82624. * @param {number} strength the strength of the updraft
  82625. * @param {number} height the height of the updraft
  82626. * @param {PhysicsUpdraftMode} updraftMode possible options: Center & Perpendicular. Defaults to Center
  82627. */
  82628. PhysicsHelper.prototype.updraft = function (origin, radius, strength, height, updraftMode) {
  82629. if (updraftMode === void 0) { updraftMode = PhysicsUpdraftMode.Center; }
  82630. if (!this._physicsEngine) {
  82631. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  82632. return null;
  82633. }
  82634. if (this._physicsEngine.getImpostors().length === 0) {
  82635. return null;
  82636. }
  82637. var event = new PhysicsUpdraftEvent(this._scene, origin, radius, strength, height, updraftMode);
  82638. event.dispose(false);
  82639. return event;
  82640. };
  82641. /**
  82642. * @param {Vector3} origin the of the vortex
  82643. * @param {number} radius the radius of the vortex
  82644. * @param {number} strength the strength of the vortex
  82645. * @param {number} height the height of the vortex
  82646. */
  82647. PhysicsHelper.prototype.vortex = function (origin, radius, strength, height) {
  82648. if (!this._physicsEngine) {
  82649. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  82650. return null;
  82651. }
  82652. if (this._physicsEngine.getImpostors().length === 0) {
  82653. return null;
  82654. }
  82655. var event = new PhysicsVortexEvent(this._scene, origin, radius, strength, height);
  82656. event.dispose(false);
  82657. return event;
  82658. };
  82659. return PhysicsHelper;
  82660. }());
  82661. BABYLON.PhysicsHelper = PhysicsHelper;
  82662. /***** Radial explosion *****/
  82663. var PhysicsRadialExplosionEvent = /** @class */ (function () {
  82664. function PhysicsRadialExplosionEvent(scene) {
  82665. this._sphereOptions = { segments: 32, diameter: 1 }; // TODO: make configurable
  82666. this._rays = [];
  82667. this._dataFetched = false; // check if the data has been fetched. If not, do cleanup
  82668. this._scene = scene;
  82669. }
  82670. /**
  82671. * Returns the data related to the radial explosion event (sphere & rays).
  82672. * @returns {PhysicsRadialExplosionEventData}
  82673. */
  82674. PhysicsRadialExplosionEvent.prototype.getData = function () {
  82675. this._dataFetched = true;
  82676. return {
  82677. sphere: this._sphere,
  82678. rays: this._rays,
  82679. };
  82680. };
  82681. /**
  82682. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  82683. * @param impostor
  82684. * @param {Vector3} origin the origin of the explosion
  82685. * @param {number} radius the explosion radius
  82686. * @param {number} strength the explosion strength
  82687. * @param {PhysicsRadialImpulseFalloff} falloff possible options: Constant & Linear
  82688. * @returns {Nullable<PhysicsForceAndContactPoint>}
  82689. */
  82690. PhysicsRadialExplosionEvent.prototype.getImpostorForceAndContactPoint = function (impostor, origin, radius, strength, falloff) {
  82691. if (impostor.mass === 0) {
  82692. return null;
  82693. }
  82694. if (!this._intersectsWithSphere(impostor, origin, radius)) {
  82695. return null;
  82696. }
  82697. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  82698. return null;
  82699. }
  82700. var impostorObjectCenter = impostor.getObjectCenter();
  82701. var direction = impostorObjectCenter.subtract(origin);
  82702. var ray = new BABYLON.Ray(origin, direction, radius);
  82703. this._rays.push(ray);
  82704. var hit = ray.intersectsMesh(impostor.object);
  82705. var contactPoint = hit.pickedPoint;
  82706. if (!contactPoint) {
  82707. return null;
  82708. }
  82709. var distanceFromOrigin = BABYLON.Vector3.Distance(origin, contactPoint);
  82710. if (distanceFromOrigin > radius) {
  82711. return null;
  82712. }
  82713. var multiplier = falloff === PhysicsRadialImpulseFalloff.Constant
  82714. ? strength
  82715. : strength * (1 - (distanceFromOrigin / radius));
  82716. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  82717. return { force: force, contactPoint: contactPoint };
  82718. };
  82719. /**
  82720. * Disposes the sphere.
  82721. * @param {bolean} force
  82722. */
  82723. PhysicsRadialExplosionEvent.prototype.dispose = function (force) {
  82724. var _this = this;
  82725. if (force === void 0) { force = true; }
  82726. if (force) {
  82727. this._sphere.dispose();
  82728. }
  82729. else {
  82730. setTimeout(function () {
  82731. if (!_this._dataFetched) {
  82732. _this._sphere.dispose();
  82733. }
  82734. }, 0);
  82735. }
  82736. };
  82737. /*** Helpers ***/
  82738. PhysicsRadialExplosionEvent.prototype._prepareSphere = function () {
  82739. if (!this._sphere) {
  82740. this._sphere = BABYLON.MeshBuilder.CreateSphere("radialExplosionEventSphere", this._sphereOptions, this._scene);
  82741. this._sphere.isVisible = false;
  82742. }
  82743. };
  82744. PhysicsRadialExplosionEvent.prototype._intersectsWithSphere = function (impostor, origin, radius) {
  82745. var impostorObject = impostor.object;
  82746. this._prepareSphere();
  82747. this._sphere.position = origin;
  82748. this._sphere.scaling = new BABYLON.Vector3(radius * 2, radius * 2, radius * 2);
  82749. this._sphere._updateBoundingInfo();
  82750. this._sphere.computeWorldMatrix(true);
  82751. return this._sphere.intersectsMesh(impostorObject, true);
  82752. };
  82753. return PhysicsRadialExplosionEvent;
  82754. }());
  82755. BABYLON.PhysicsRadialExplosionEvent = PhysicsRadialExplosionEvent;
  82756. /***** Gravitational Field *****/
  82757. var PhysicsGravitationalFieldEvent = /** @class */ (function () {
  82758. function PhysicsGravitationalFieldEvent(physicsHelper, scene, origin, radius, strength, falloff) {
  82759. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  82760. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  82761. this._physicsHelper = physicsHelper;
  82762. this._scene = scene;
  82763. this._origin = origin;
  82764. this._radius = radius;
  82765. this._strength = strength;
  82766. this._falloff = falloff;
  82767. this._tickCallback = this._tick.bind(this);
  82768. }
  82769. /**
  82770. * Returns the data related to the gravitational field event (sphere).
  82771. * @returns {PhysicsGravitationalFieldEventData}
  82772. */
  82773. PhysicsGravitationalFieldEvent.prototype.getData = function () {
  82774. this._dataFetched = true;
  82775. return {
  82776. sphere: this._sphere,
  82777. };
  82778. };
  82779. /**
  82780. * Enables the gravitational field.
  82781. */
  82782. PhysicsGravitationalFieldEvent.prototype.enable = function () {
  82783. this._tickCallback.call(this);
  82784. this._scene.registerBeforeRender(this._tickCallback);
  82785. };
  82786. /**
  82787. * Disables the gravitational field.
  82788. */
  82789. PhysicsGravitationalFieldEvent.prototype.disable = function () {
  82790. this._scene.unregisterBeforeRender(this._tickCallback);
  82791. };
  82792. /**
  82793. * Disposes the sphere.
  82794. * @param {bolean} force
  82795. */
  82796. PhysicsGravitationalFieldEvent.prototype.dispose = function (force) {
  82797. var _this = this;
  82798. if (force === void 0) { force = true; }
  82799. if (force) {
  82800. this._sphere.dispose();
  82801. }
  82802. else {
  82803. setTimeout(function () {
  82804. if (!_this._dataFetched) {
  82805. _this._sphere.dispose();
  82806. }
  82807. }, 0);
  82808. }
  82809. };
  82810. PhysicsGravitationalFieldEvent.prototype._tick = function () {
  82811. // Since the params won't change, we fetch the event only once
  82812. if (this._sphere) {
  82813. this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  82814. }
  82815. else {
  82816. var radialExplosionEvent = this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  82817. if (radialExplosionEvent) {
  82818. this._sphere = radialExplosionEvent.getData().sphere.clone('radialExplosionEventSphereClone');
  82819. }
  82820. }
  82821. };
  82822. return PhysicsGravitationalFieldEvent;
  82823. }());
  82824. BABYLON.PhysicsGravitationalFieldEvent = PhysicsGravitationalFieldEvent;
  82825. /***** Updraft *****/
  82826. var PhysicsUpdraftEvent = /** @class */ (function () {
  82827. function PhysicsUpdraftEvent(_scene, _origin, _radius, _strength, _height, _updraftMode) {
  82828. this._scene = _scene;
  82829. this._origin = _origin;
  82830. this._radius = _radius;
  82831. this._strength = _strength;
  82832. this._height = _height;
  82833. this._updraftMode = _updraftMode;
  82834. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  82835. this._originDirection = BABYLON.Vector3.Zero(); // used if the updraftMode is perpendicular
  82836. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  82837. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  82838. this._physicsEngine = this._scene.getPhysicsEngine();
  82839. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  82840. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  82841. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  82842. this._originDirection = this._origin.subtract(this._originTop).normalize();
  82843. }
  82844. this._tickCallback = this._tick.bind(this);
  82845. }
  82846. /**
  82847. * Returns the data related to the updraft event (cylinder).
  82848. * @returns {PhysicsUpdraftEventData}
  82849. */
  82850. PhysicsUpdraftEvent.prototype.getData = function () {
  82851. this._dataFetched = true;
  82852. return {
  82853. cylinder: this._cylinder,
  82854. };
  82855. };
  82856. /**
  82857. * Enables the updraft.
  82858. */
  82859. PhysicsUpdraftEvent.prototype.enable = function () {
  82860. this._tickCallback.call(this);
  82861. this._scene.registerBeforeRender(this._tickCallback);
  82862. };
  82863. /**
  82864. * Disables the cortex.
  82865. */
  82866. PhysicsUpdraftEvent.prototype.disable = function () {
  82867. this._scene.unregisterBeforeRender(this._tickCallback);
  82868. };
  82869. /**
  82870. * Disposes the sphere.
  82871. * @param {bolean} force
  82872. */
  82873. PhysicsUpdraftEvent.prototype.dispose = function (force) {
  82874. var _this = this;
  82875. if (force === void 0) { force = true; }
  82876. if (force) {
  82877. this._cylinder.dispose();
  82878. }
  82879. else {
  82880. setTimeout(function () {
  82881. if (!_this._dataFetched) {
  82882. _this._cylinder.dispose();
  82883. }
  82884. }, 0);
  82885. }
  82886. };
  82887. PhysicsUpdraftEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  82888. if (impostor.mass === 0) {
  82889. return null;
  82890. }
  82891. if (!this._intersectsWithCylinder(impostor)) {
  82892. return null;
  82893. }
  82894. var impostorObjectCenter = impostor.getObjectCenter();
  82895. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  82896. var direction = this._originDirection;
  82897. }
  82898. else {
  82899. var direction = impostorObjectCenter.subtract(this._originTop);
  82900. }
  82901. var multiplier = this._strength * -1;
  82902. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  82903. return { force: force, contactPoint: impostorObjectCenter };
  82904. };
  82905. PhysicsUpdraftEvent.prototype._tick = function () {
  82906. var _this = this;
  82907. this._physicsEngine.getImpostors().forEach(function (impostor) {
  82908. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  82909. if (!impostorForceAndContactPoint) {
  82910. return;
  82911. }
  82912. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  82913. });
  82914. };
  82915. /*** Helpers ***/
  82916. PhysicsUpdraftEvent.prototype._prepareCylinder = function () {
  82917. if (!this._cylinder) {
  82918. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("updraftEventCylinder", {
  82919. height: this._height,
  82920. diameter: this._radius * 2,
  82921. }, this._scene);
  82922. this._cylinder.isVisible = false;
  82923. }
  82924. };
  82925. PhysicsUpdraftEvent.prototype._intersectsWithCylinder = function (impostor) {
  82926. var impostorObject = impostor.object;
  82927. this._prepareCylinder();
  82928. this._cylinder.position = this._cylinderPosition;
  82929. return this._cylinder.intersectsMesh(impostorObject, true);
  82930. };
  82931. return PhysicsUpdraftEvent;
  82932. }());
  82933. BABYLON.PhysicsUpdraftEvent = PhysicsUpdraftEvent;
  82934. /***** Vortex *****/
  82935. var PhysicsVortexEvent = /** @class */ (function () {
  82936. function PhysicsVortexEvent(_scene, _origin, _radius, _strength, _height) {
  82937. this._scene = _scene;
  82938. this._origin = _origin;
  82939. this._radius = _radius;
  82940. this._strength = _strength;
  82941. this._height = _height;
  82942. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  82943. this._centripetalForceThreshold = 0.7; // at which distance, relative to the radius the centripetal forces should kick in
  82944. this._updraftMultiplier = 0.02;
  82945. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  82946. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  82947. this._physicsEngine = this._scene.getPhysicsEngine();
  82948. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  82949. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  82950. this._tickCallback = this._tick.bind(this);
  82951. }
  82952. /**
  82953. * Returns the data related to the vortex event (cylinder).
  82954. * @returns {PhysicsVortexEventData}
  82955. */
  82956. PhysicsVortexEvent.prototype.getData = function () {
  82957. this._dataFetched = true;
  82958. return {
  82959. cylinder: this._cylinder,
  82960. };
  82961. };
  82962. /**
  82963. * Enables the vortex.
  82964. */
  82965. PhysicsVortexEvent.prototype.enable = function () {
  82966. this._tickCallback.call(this);
  82967. this._scene.registerBeforeRender(this._tickCallback);
  82968. };
  82969. /**
  82970. * Disables the cortex.
  82971. */
  82972. PhysicsVortexEvent.prototype.disable = function () {
  82973. this._scene.unregisterBeforeRender(this._tickCallback);
  82974. };
  82975. /**
  82976. * Disposes the sphere.
  82977. * @param {bolean} force
  82978. */
  82979. PhysicsVortexEvent.prototype.dispose = function (force) {
  82980. var _this = this;
  82981. if (force === void 0) { force = true; }
  82982. if (force) {
  82983. this._cylinder.dispose();
  82984. }
  82985. else {
  82986. setTimeout(function () {
  82987. if (!_this._dataFetched) {
  82988. _this._cylinder.dispose();
  82989. }
  82990. }, 0);
  82991. }
  82992. };
  82993. PhysicsVortexEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  82994. if (impostor.mass === 0) {
  82995. return null;
  82996. }
  82997. if (!this._intersectsWithCylinder(impostor)) {
  82998. return null;
  82999. }
  83000. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  83001. return null;
  83002. }
  83003. var impostorObjectCenter = impostor.getObjectCenter();
  83004. 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)
  83005. var originToImpostorDirection = impostorObjectCenter.subtract(originOnPlane);
  83006. var ray = new BABYLON.Ray(originOnPlane, originToImpostorDirection, this._radius);
  83007. var hit = ray.intersectsMesh(impostor.object);
  83008. var contactPoint = hit.pickedPoint;
  83009. if (!contactPoint) {
  83010. return null;
  83011. }
  83012. var absoluteDistanceFromOrigin = hit.distance / this._radius;
  83013. var perpendicularDirection = BABYLON.Vector3.Cross(originOnPlane, impostorObjectCenter).normalize();
  83014. var directionToOrigin = contactPoint.normalize();
  83015. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  83016. directionToOrigin = directionToOrigin.negate();
  83017. }
  83018. // TODO: find a more physically based solution
  83019. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  83020. var forceX = directionToOrigin.x * this._strength / 8;
  83021. var forceY = directionToOrigin.y * this._updraftMultiplier;
  83022. var forceZ = directionToOrigin.z * this._strength / 8;
  83023. }
  83024. else {
  83025. var forceX = (perpendicularDirection.x + directionToOrigin.x) / 2;
  83026. var forceY = this._originTop.y * this._updraftMultiplier;
  83027. var forceZ = (perpendicularDirection.z + directionToOrigin.z) / 2;
  83028. }
  83029. var force = new BABYLON.Vector3(forceX, forceY, forceZ);
  83030. force = force.multiplyByFloats(this._strength, this._strength, this._strength);
  83031. return { force: force, contactPoint: impostorObjectCenter };
  83032. };
  83033. PhysicsVortexEvent.prototype._tick = function () {
  83034. var _this = this;
  83035. this._physicsEngine.getImpostors().forEach(function (impostor) {
  83036. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  83037. if (!impostorForceAndContactPoint) {
  83038. return;
  83039. }
  83040. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  83041. });
  83042. };
  83043. /*** Helpers ***/
  83044. PhysicsVortexEvent.prototype._prepareCylinder = function () {
  83045. if (!this._cylinder) {
  83046. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("vortexEventCylinder", {
  83047. height: this._height,
  83048. diameter: this._radius * 2,
  83049. }, this._scene);
  83050. this._cylinder.isVisible = false;
  83051. }
  83052. };
  83053. PhysicsVortexEvent.prototype._intersectsWithCylinder = function (impostor) {
  83054. var impostorObject = impostor.object;
  83055. this._prepareCylinder();
  83056. this._cylinder.position = this._cylinderPosition;
  83057. return this._cylinder.intersectsMesh(impostorObject, true);
  83058. };
  83059. return PhysicsVortexEvent;
  83060. }());
  83061. BABYLON.PhysicsVortexEvent = PhysicsVortexEvent;
  83062. /***** Enums *****/
  83063. /**
  83064. * The strenght of the force in correspondence to the distance of the affected object
  83065. */
  83066. var PhysicsRadialImpulseFalloff;
  83067. (function (PhysicsRadialImpulseFalloff) {
  83068. /** Defines that impulse is constant in strength across it's whole radius */
  83069. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Constant"] = 0] = "Constant";
  83070. /** DEfines that impulse gets weaker if it's further from the origin */
  83071. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Linear"] = 1] = "Linear";
  83072. })(PhysicsRadialImpulseFalloff = BABYLON.PhysicsRadialImpulseFalloff || (BABYLON.PhysicsRadialImpulseFalloff = {}));
  83073. /**
  83074. * The strenght of the force in correspondence to the distance of the affected object
  83075. */
  83076. var PhysicsUpdraftMode;
  83077. (function (PhysicsUpdraftMode) {
  83078. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  83079. PhysicsUpdraftMode[PhysicsUpdraftMode["Center"] = 0] = "Center";
  83080. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  83081. PhysicsUpdraftMode[PhysicsUpdraftMode["Perpendicular"] = 1] = "Perpendicular";
  83082. })(PhysicsUpdraftMode = BABYLON.PhysicsUpdraftMode || (BABYLON.PhysicsUpdraftMode = {}));
  83083. })(BABYLON || (BABYLON = {}));
  83084. //# sourceMappingURL=babylon.physicsHelper.js.map
  83085. var BABYLON;
  83086. (function (BABYLON) {
  83087. var CannonJSPlugin = /** @class */ (function () {
  83088. function CannonJSPlugin(_useDeltaForWorldStep, iterations) {
  83089. if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; }
  83090. if (iterations === void 0) { iterations = 10; }
  83091. this._useDeltaForWorldStep = _useDeltaForWorldStep;
  83092. this.name = "CannonJSPlugin";
  83093. this._physicsMaterials = new Array();
  83094. this._fixedTimeStep = 1 / 60;
  83095. //See https://github.com/schteppe/CANNON.js/blob/gh-pages/demos/collisionFilter.html
  83096. this.BJSCANNON = CANNON;
  83097. this._minus90X = new BABYLON.Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475);
  83098. this._plus90X = new BABYLON.Quaternion(0.7071067811865475, 0, 0, 0.7071067811865475);
  83099. this._tmpPosition = BABYLON.Vector3.Zero();
  83100. this._tmpDeltaPosition = BABYLON.Vector3.Zero();
  83101. this._tmpUnityRotation = new BABYLON.Quaternion();
  83102. if (!this.isSupported()) {
  83103. BABYLON.Tools.Error("CannonJS is not available. Please make sure you included the js file.");
  83104. return;
  83105. }
  83106. this._extendNamespace();
  83107. this.world = new this.BJSCANNON.World();
  83108. this.world.broadphase = new this.BJSCANNON.NaiveBroadphase();
  83109. this.world.solver.iterations = iterations;
  83110. }
  83111. CannonJSPlugin.prototype.setGravity = function (gravity) {
  83112. this.world.gravity.copy(gravity);
  83113. };
  83114. CannonJSPlugin.prototype.setTimeStep = function (timeStep) {
  83115. this._fixedTimeStep = timeStep;
  83116. };
  83117. CannonJSPlugin.prototype.getTimeStep = function () {
  83118. return this._fixedTimeStep;
  83119. };
  83120. CannonJSPlugin.prototype.executeStep = function (delta, impostors) {
  83121. this.world.step(this._fixedTimeStep, this._useDeltaForWorldStep ? delta : 0, 3);
  83122. };
  83123. CannonJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  83124. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  83125. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  83126. impostor.physicsBody.applyImpulse(impulse, worldPoint);
  83127. };
  83128. CannonJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  83129. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  83130. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  83131. impostor.physicsBody.applyForce(impulse, worldPoint);
  83132. };
  83133. CannonJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  83134. //parent-child relationship. Does this impostor has a parent impostor?
  83135. if (impostor.parent) {
  83136. if (impostor.physicsBody) {
  83137. this.removePhysicsBody(impostor);
  83138. //TODO is that needed?
  83139. impostor.forceUpdate();
  83140. }
  83141. return;
  83142. }
  83143. //should a new body be created for this impostor?
  83144. if (impostor.isBodyInitRequired()) {
  83145. var shape = this._createShape(impostor);
  83146. //unregister events, if body is being changed
  83147. var oldBody = impostor.physicsBody;
  83148. if (oldBody) {
  83149. this.removePhysicsBody(impostor);
  83150. }
  83151. //create the body and material
  83152. var material = this._addMaterial("mat-" + impostor.uniqueId, impostor.getParam("friction"), impostor.getParam("restitution"));
  83153. var bodyCreationObject = {
  83154. mass: impostor.getParam("mass"),
  83155. material: material
  83156. };
  83157. // A simple extend, in case native options were used.
  83158. var nativeOptions = impostor.getParam("nativeOptions");
  83159. for (var key in nativeOptions) {
  83160. if (nativeOptions.hasOwnProperty(key)) {
  83161. bodyCreationObject[key] = nativeOptions[key];
  83162. }
  83163. }
  83164. impostor.physicsBody = new this.BJSCANNON.Body(bodyCreationObject);
  83165. impostor.physicsBody.addEventListener("collide", impostor.onCollide);
  83166. this.world.addEventListener("preStep", impostor.beforeStep);
  83167. this.world.addEventListener("postStep", impostor.afterStep);
  83168. impostor.physicsBody.addShape(shape);
  83169. this.world.add(impostor.physicsBody);
  83170. //try to keep the body moving in the right direction by taking old properties.
  83171. //Should be tested!
  83172. if (oldBody) {
  83173. ['force', 'torque', 'velocity', 'angularVelocity'].forEach(function (param) {
  83174. impostor.physicsBody[param].copy(oldBody[param]);
  83175. });
  83176. }
  83177. this._processChildMeshes(impostor);
  83178. }
  83179. //now update the body's transformation
  83180. this._updatePhysicsBodyTransformation(impostor);
  83181. };
  83182. CannonJSPlugin.prototype._processChildMeshes = function (mainImpostor) {
  83183. var _this = this;
  83184. var meshChildren = mainImpostor.object.getChildMeshes ? mainImpostor.object.getChildMeshes(true) : [];
  83185. var currentRotation = mainImpostor.object.rotationQuaternion;
  83186. if (meshChildren.length) {
  83187. var processMesh = function (localPosition, mesh) {
  83188. if (!currentRotation || !mesh.rotationQuaternion) {
  83189. return;
  83190. }
  83191. var childImpostor = mesh.getPhysicsImpostor();
  83192. if (childImpostor) {
  83193. var parent = childImpostor.parent;
  83194. if (parent !== mainImpostor) {
  83195. var pPosition = mesh.getAbsolutePosition().subtract(mainImpostor.object.getAbsolutePosition());
  83196. var localRotation = mesh.rotationQuaternion.multiply(BABYLON.Quaternion.Inverse(currentRotation));
  83197. if (childImpostor.physicsBody) {
  83198. _this.removePhysicsBody(childImpostor);
  83199. childImpostor.physicsBody = null;
  83200. }
  83201. childImpostor.parent = mainImpostor;
  83202. childImpostor.resetUpdateFlags();
  83203. 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));
  83204. //Add the mass of the children.
  83205. mainImpostor.physicsBody.mass += childImpostor.getParam("mass");
  83206. }
  83207. }
  83208. currentRotation.multiplyInPlace(mesh.rotationQuaternion);
  83209. mesh.getChildMeshes(true).filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(_this, mesh.getAbsolutePosition()));
  83210. };
  83211. meshChildren.filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(this, mainImpostor.object.getAbsolutePosition()));
  83212. }
  83213. };
  83214. CannonJSPlugin.prototype.removePhysicsBody = function (impostor) {
  83215. impostor.physicsBody.removeEventListener("collide", impostor.onCollide);
  83216. this.world.removeEventListener("preStep", impostor.beforeStep);
  83217. this.world.removeEventListener("postStep", impostor.afterStep);
  83218. this.world.remove(impostor.physicsBody);
  83219. };
  83220. CannonJSPlugin.prototype.generateJoint = function (impostorJoint) {
  83221. var mainBody = impostorJoint.mainImpostor.physicsBody;
  83222. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  83223. if (!mainBody || !connectedBody) {
  83224. return;
  83225. }
  83226. var constraint;
  83227. var jointData = impostorJoint.joint.jointData;
  83228. //TODO - https://github.com/schteppe/this.BJSCANNON.js/blob/gh-pages/demos/collisionFilter.html
  83229. var constraintData = {
  83230. pivotA: jointData.mainPivot ? new this.BJSCANNON.Vec3().copy(jointData.mainPivot) : null,
  83231. pivotB: jointData.connectedPivot ? new this.BJSCANNON.Vec3().copy(jointData.connectedPivot) : null,
  83232. axisA: jointData.mainAxis ? new this.BJSCANNON.Vec3().copy(jointData.mainAxis) : null,
  83233. axisB: jointData.connectedAxis ? new this.BJSCANNON.Vec3().copy(jointData.connectedAxis) : null,
  83234. maxForce: jointData.nativeParams.maxForce,
  83235. collideConnected: !!jointData.collision
  83236. };
  83237. switch (impostorJoint.joint.type) {
  83238. case BABYLON.PhysicsJoint.HingeJoint:
  83239. case BABYLON.PhysicsJoint.Hinge2Joint:
  83240. constraint = new this.BJSCANNON.HingeConstraint(mainBody, connectedBody, constraintData);
  83241. break;
  83242. case BABYLON.PhysicsJoint.DistanceJoint:
  83243. constraint = new this.BJSCANNON.DistanceConstraint(mainBody, connectedBody, jointData.maxDistance || 2);
  83244. break;
  83245. case BABYLON.PhysicsJoint.SpringJoint:
  83246. var springData = jointData;
  83247. constraint = new this.BJSCANNON.Spring(mainBody, connectedBody, {
  83248. restLength: springData.length,
  83249. stiffness: springData.stiffness,
  83250. damping: springData.damping,
  83251. localAnchorA: constraintData.pivotA,
  83252. localAnchorB: constraintData.pivotB
  83253. });
  83254. break;
  83255. case BABYLON.PhysicsJoint.LockJoint:
  83256. constraint = new this.BJSCANNON.LockConstraint(mainBody, connectedBody, constraintData);
  83257. break;
  83258. case BABYLON.PhysicsJoint.PointToPointJoint:
  83259. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  83260. default:
  83261. constraint = new this.BJSCANNON.PointToPointConstraint(mainBody, constraintData.pivotA, connectedBody, constraintData.pivotA, constraintData.maxForce);
  83262. break;
  83263. }
  83264. //set the collideConnected flag after the creation, since DistanceJoint ignores it.
  83265. constraint.collideConnected = !!jointData.collision;
  83266. impostorJoint.joint.physicsJoint = constraint;
  83267. //don't add spring as constraint, as it is not one.
  83268. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  83269. this.world.addConstraint(constraint);
  83270. }
  83271. else {
  83272. impostorJoint.mainImpostor.registerAfterPhysicsStep(function () {
  83273. constraint.applyForce();
  83274. });
  83275. }
  83276. };
  83277. CannonJSPlugin.prototype.removeJoint = function (impostorJoint) {
  83278. this.world.removeConstraint(impostorJoint.joint.physicsJoint);
  83279. };
  83280. CannonJSPlugin.prototype._addMaterial = function (name, friction, restitution) {
  83281. var index;
  83282. var mat;
  83283. for (index = 0; index < this._physicsMaterials.length; index++) {
  83284. mat = this._physicsMaterials[index];
  83285. if (mat.friction === friction && mat.restitution === restitution) {
  83286. return mat;
  83287. }
  83288. }
  83289. var currentMat = new this.BJSCANNON.Material(name);
  83290. currentMat.friction = friction;
  83291. currentMat.restitution = restitution;
  83292. this._physicsMaterials.push(currentMat);
  83293. return currentMat;
  83294. };
  83295. CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
  83296. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  83297. };
  83298. CannonJSPlugin.prototype._createShape = function (impostor) {
  83299. var object = impostor.object;
  83300. var returnValue;
  83301. var extendSize = impostor.getObjectExtendSize();
  83302. switch (impostor.type) {
  83303. case BABYLON.PhysicsImpostor.SphereImpostor:
  83304. var radiusX = extendSize.x;
  83305. var radiusY = extendSize.y;
  83306. var radiusZ = extendSize.z;
  83307. returnValue = new this.BJSCANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2);
  83308. break;
  83309. //TMP also for cylinder - TODO Cannon supports cylinder natively.
  83310. case BABYLON.PhysicsImpostor.CylinderImpostor:
  83311. returnValue = new this.BJSCANNON.Cylinder(this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.y), 16);
  83312. break;
  83313. case BABYLON.PhysicsImpostor.BoxImpostor:
  83314. var box = extendSize.scale(0.5);
  83315. returnValue = new this.BJSCANNON.Box(new this.BJSCANNON.Vec3(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z)));
  83316. break;
  83317. case BABYLON.PhysicsImpostor.PlaneImpostor:
  83318. BABYLON.Tools.Warn("Attention, PlaneImposter might not behave as you expect. Consider using BoxImposter instead");
  83319. returnValue = new this.BJSCANNON.Plane();
  83320. break;
  83321. case BABYLON.PhysicsImpostor.MeshImpostor:
  83322. // should transform the vertex data to world coordinates!!
  83323. var rawVerts = object.getVerticesData ? object.getVerticesData(BABYLON.VertexBuffer.PositionKind) : [];
  83324. var rawFaces = object.getIndices ? object.getIndices() : [];
  83325. if (!rawVerts)
  83326. return;
  83327. // get only scale! so the object could transform correctly.
  83328. var oldPosition = object.position.clone();
  83329. var oldRotation = object.rotation && object.rotation.clone();
  83330. var oldQuaternion = object.rotationQuaternion && object.rotationQuaternion.clone();
  83331. object.position.copyFromFloats(0, 0, 0);
  83332. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  83333. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  83334. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  83335. var transform = object.computeWorldMatrix(true);
  83336. // convert rawVerts to object space
  83337. var temp = new Array();
  83338. var index;
  83339. for (index = 0; index < rawVerts.length; index += 3) {
  83340. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(rawVerts, index), transform).toArray(temp, index);
  83341. }
  83342. BABYLON.Tools.Warn("MeshImpostor only collides against spheres.");
  83343. returnValue = new this.BJSCANNON.Trimesh(temp, rawFaces);
  83344. //now set back the transformation!
  83345. object.position.copyFrom(oldPosition);
  83346. oldRotation && object.rotation && object.rotation.copyFrom(oldRotation);
  83347. oldQuaternion && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion);
  83348. break;
  83349. case BABYLON.PhysicsImpostor.HeightmapImpostor:
  83350. var oldPosition2 = object.position.clone();
  83351. var oldRotation2 = object.rotation && object.rotation.clone();
  83352. var oldQuaternion2 = object.rotationQuaternion && object.rotationQuaternion.clone();
  83353. object.position.copyFromFloats(0, 0, 0);
  83354. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  83355. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  83356. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  83357. object.rotationQuaternion && object.rotationQuaternion.multiplyInPlace(this._minus90X);
  83358. returnValue = this._createHeightmap(object);
  83359. object.position.copyFrom(oldPosition2);
  83360. oldRotation2 && object.rotation && object.rotation.copyFrom(oldRotation2);
  83361. oldQuaternion2 && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion2);
  83362. object.computeWorldMatrix(true);
  83363. break;
  83364. case BABYLON.PhysicsImpostor.ParticleImpostor:
  83365. returnValue = new this.BJSCANNON.Particle();
  83366. break;
  83367. }
  83368. return returnValue;
  83369. };
  83370. CannonJSPlugin.prototype._createHeightmap = function (object, pointDepth) {
  83371. var pos = (object.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  83372. var transform = object.computeWorldMatrix(true);
  83373. // convert rawVerts to object space
  83374. var temp = new Array();
  83375. var index;
  83376. for (index = 0; index < pos.length; index += 3) {
  83377. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(pos, index), transform).toArray(temp, index);
  83378. }
  83379. pos = temp;
  83380. var matrix = new Array();
  83381. //For now pointDepth will not be used and will be automatically calculated.
  83382. //Future reference - try and find the best place to add a reference to the pointDepth variable.
  83383. var arraySize = pointDepth || ~~(Math.sqrt(pos.length / 3) - 1);
  83384. var boundingInfo = object.getBoundingInfo();
  83385. var dim = Math.min(boundingInfo.boundingBox.extendSizeWorld.x, boundingInfo.boundingBox.extendSizeWorld.y);
  83386. var minY = boundingInfo.boundingBox.extendSizeWorld.z;
  83387. var elementSize = dim * 2 / arraySize;
  83388. for (var i = 0; i < pos.length; i = i + 3) {
  83389. var x = Math.round((pos[i + 0]) / elementSize + arraySize / 2);
  83390. var z = Math.round(((pos[i + 1]) / elementSize - arraySize / 2) * -1);
  83391. var y = -pos[i + 2] + minY;
  83392. if (!matrix[x]) {
  83393. matrix[x] = [];
  83394. }
  83395. if (!matrix[x][z]) {
  83396. matrix[x][z] = y;
  83397. }
  83398. matrix[x][z] = Math.max(y, matrix[x][z]);
  83399. }
  83400. for (var x = 0; x <= arraySize; ++x) {
  83401. if (!matrix[x]) {
  83402. var loc = 1;
  83403. while (!matrix[(x + loc) % arraySize]) {
  83404. loc++;
  83405. }
  83406. matrix[x] = matrix[(x + loc) % arraySize].slice();
  83407. //console.log("missing x", x);
  83408. }
  83409. for (var z = 0; z <= arraySize; ++z) {
  83410. if (!matrix[x][z]) {
  83411. var loc = 1;
  83412. var newValue;
  83413. while (newValue === undefined) {
  83414. newValue = matrix[x][(z + loc++) % arraySize];
  83415. }
  83416. matrix[x][z] = newValue;
  83417. }
  83418. }
  83419. }
  83420. var shape = new this.BJSCANNON.Heightfield(matrix, {
  83421. elementSize: elementSize
  83422. });
  83423. //For future reference, needed for body transformation
  83424. shape.minY = minY;
  83425. return shape;
  83426. };
  83427. CannonJSPlugin.prototype._updatePhysicsBodyTransformation = function (impostor) {
  83428. var object = impostor.object;
  83429. //make sure it is updated...
  83430. object.computeWorldMatrix && object.computeWorldMatrix(true);
  83431. // The delta between the mesh position and the mesh bounding box center
  83432. var bInfo = object.getBoundingInfo();
  83433. if (!bInfo)
  83434. return;
  83435. var center = impostor.getObjectCenter();
  83436. //m.getAbsolutePosition().subtract(m.getBoundingInfo().boundingBox.centerWorld)
  83437. this._tmpDeltaPosition.copyFrom(object.getAbsolutePivotPoint().subtract(center));
  83438. this._tmpDeltaPosition.divideInPlace(impostor.object.scaling);
  83439. this._tmpPosition.copyFrom(center);
  83440. var quaternion = object.rotationQuaternion;
  83441. if (!quaternion) {
  83442. return;
  83443. }
  83444. //is shape is a plane or a heightmap, it must be rotated 90 degs in the X axis.
  83445. if (impostor.type === BABYLON.PhysicsImpostor.PlaneImpostor || impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor || impostor.type === BABYLON.PhysicsImpostor.CylinderImpostor) {
  83446. //-90 DEG in X, precalculated
  83447. quaternion = quaternion.multiply(this._minus90X);
  83448. //Invert! (Precalculated, 90 deg in X)
  83449. //No need to clone. this will never change.
  83450. impostor.setDeltaRotation(this._plus90X);
  83451. }
  83452. //If it is a heightfield, if should be centered.
  83453. if (impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor) {
  83454. var mesh = object;
  83455. var boundingInfo = mesh.getBoundingInfo();
  83456. //calculate the correct body position:
  83457. var rotationQuaternion = mesh.rotationQuaternion;
  83458. mesh.rotationQuaternion = this._tmpUnityRotation;
  83459. mesh.computeWorldMatrix(true);
  83460. //get original center with no rotation
  83461. var c = center.clone();
  83462. var oldPivot = mesh.getPivotMatrix() || BABYLON.Matrix.Translation(0, 0, 0);
  83463. //calculate the new center using a pivot (since this.BJSCANNON.js doesn't center height maps)
  83464. var p = BABYLON.Matrix.Translation(boundingInfo.boundingBox.extendSizeWorld.x, 0, -boundingInfo.boundingBox.extendSizeWorld.z);
  83465. mesh.setPreTransformMatrix(p);
  83466. mesh.computeWorldMatrix(true);
  83467. //calculate the translation
  83468. var translation = boundingInfo.boundingBox.centerWorld.subtract(center).subtract(mesh.position).negate();
  83469. this._tmpPosition.copyFromFloats(translation.x, translation.y - boundingInfo.boundingBox.extendSizeWorld.y, translation.z);
  83470. //add it inverted to the delta
  83471. this._tmpDeltaPosition.copyFrom(boundingInfo.boundingBox.centerWorld.subtract(c));
  83472. this._tmpDeltaPosition.y += boundingInfo.boundingBox.extendSizeWorld.y;
  83473. //rotation is back
  83474. mesh.rotationQuaternion = rotationQuaternion;
  83475. mesh.setPreTransformMatrix(oldPivot);
  83476. mesh.computeWorldMatrix(true);
  83477. }
  83478. else if (impostor.type === BABYLON.PhysicsImpostor.MeshImpostor) {
  83479. this._tmpDeltaPosition.copyFromFloats(0, 0, 0);
  83480. //this._tmpPosition.copyFrom(object.position);
  83481. }
  83482. impostor.setDeltaPosition(this._tmpDeltaPosition);
  83483. //Now update the impostor object
  83484. impostor.physicsBody.position.copy(this._tmpPosition);
  83485. impostor.physicsBody.quaternion.copy(quaternion);
  83486. };
  83487. CannonJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  83488. impostor.object.position.copyFrom(impostor.physicsBody.position);
  83489. if (impostor.object.rotationQuaternion) {
  83490. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.quaternion);
  83491. }
  83492. };
  83493. CannonJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  83494. impostor.physicsBody.position.copy(newPosition);
  83495. impostor.physicsBody.quaternion.copy(newRotation);
  83496. };
  83497. CannonJSPlugin.prototype.isSupported = function () {
  83498. return this.BJSCANNON !== undefined;
  83499. };
  83500. CannonJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  83501. impostor.physicsBody.velocity.copy(velocity);
  83502. };
  83503. CannonJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  83504. impostor.physicsBody.angularVelocity.copy(velocity);
  83505. };
  83506. CannonJSPlugin.prototype.getLinearVelocity = function (impostor) {
  83507. var v = impostor.physicsBody.velocity;
  83508. if (!v) {
  83509. return null;
  83510. }
  83511. return new BABYLON.Vector3(v.x, v.y, v.z);
  83512. };
  83513. CannonJSPlugin.prototype.getAngularVelocity = function (impostor) {
  83514. var v = impostor.physicsBody.angularVelocity;
  83515. if (!v) {
  83516. return null;
  83517. }
  83518. return new BABYLON.Vector3(v.x, v.y, v.z);
  83519. };
  83520. CannonJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  83521. impostor.physicsBody.mass = mass;
  83522. impostor.physicsBody.updateMassProperties();
  83523. };
  83524. CannonJSPlugin.prototype.getBodyMass = function (impostor) {
  83525. return impostor.physicsBody.mass;
  83526. };
  83527. CannonJSPlugin.prototype.getBodyFriction = function (impostor) {
  83528. return impostor.physicsBody.material.friction;
  83529. };
  83530. CannonJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  83531. impostor.physicsBody.material.friction = friction;
  83532. };
  83533. CannonJSPlugin.prototype.getBodyRestitution = function (impostor) {
  83534. return impostor.physicsBody.material.restitution;
  83535. };
  83536. CannonJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  83537. impostor.physicsBody.material.restitution = restitution;
  83538. };
  83539. CannonJSPlugin.prototype.sleepBody = function (impostor) {
  83540. impostor.physicsBody.sleep();
  83541. };
  83542. CannonJSPlugin.prototype.wakeUpBody = function (impostor) {
  83543. impostor.physicsBody.wakeUp();
  83544. };
  83545. CannonJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  83546. joint.physicsJoint.distance = maxDistance;
  83547. };
  83548. // private enableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  83549. // if (!motorIndex) {
  83550. // joint.physicsJoint.enableMotor();
  83551. // }
  83552. // }
  83553. // private disableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  83554. // if (!motorIndex) {
  83555. // joint.physicsJoint.disableMotor();
  83556. // }
  83557. // }
  83558. CannonJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  83559. if (!motorIndex) {
  83560. joint.physicsJoint.enableMotor();
  83561. joint.physicsJoint.setMotorSpeed(speed);
  83562. if (maxForce) {
  83563. this.setLimit(joint, maxForce);
  83564. }
  83565. }
  83566. };
  83567. CannonJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit) {
  83568. joint.physicsJoint.motorEquation.maxForce = upperLimit;
  83569. joint.physicsJoint.motorEquation.minForce = lowerLimit === void 0 ? -upperLimit : lowerLimit;
  83570. };
  83571. CannonJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  83572. var body = impostor.physicsBody;
  83573. mesh.position.x = body.position.x;
  83574. mesh.position.y = body.position.y;
  83575. mesh.position.z = body.position.z;
  83576. if (mesh.rotationQuaternion) {
  83577. mesh.rotationQuaternion.x = body.quaternion.x;
  83578. mesh.rotationQuaternion.y = body.quaternion.y;
  83579. mesh.rotationQuaternion.z = body.quaternion.z;
  83580. mesh.rotationQuaternion.w = body.quaternion.w;
  83581. }
  83582. };
  83583. CannonJSPlugin.prototype.getRadius = function (impostor) {
  83584. var shape = impostor.physicsBody.shapes[0];
  83585. return shape.boundingSphereRadius;
  83586. };
  83587. CannonJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  83588. var shape = impostor.physicsBody.shapes[0];
  83589. result.x = shape.halfExtents.x * 2;
  83590. result.y = shape.halfExtents.y * 2;
  83591. result.z = shape.halfExtents.z * 2;
  83592. };
  83593. CannonJSPlugin.prototype.dispose = function () {
  83594. };
  83595. CannonJSPlugin.prototype._extendNamespace = function () {
  83596. //this will force cannon to execute at least one step when using interpolation
  83597. var step_tmp1 = new this.BJSCANNON.Vec3();
  83598. var Engine = this.BJSCANNON;
  83599. this.BJSCANNON.World.prototype.step = function (dt, timeSinceLastCalled, maxSubSteps) {
  83600. maxSubSteps = maxSubSteps || 10;
  83601. timeSinceLastCalled = timeSinceLastCalled || 0;
  83602. if (timeSinceLastCalled === 0) {
  83603. this.internalStep(dt);
  83604. this.time += dt;
  83605. }
  83606. else {
  83607. var internalSteps = Math.floor((this.time + timeSinceLastCalled) / dt) - Math.floor(this.time / dt);
  83608. internalSteps = Math.min(internalSteps, maxSubSteps) || 1;
  83609. var t0 = performance.now();
  83610. for (var i = 0; i !== internalSteps; i++) {
  83611. this.internalStep(dt);
  83612. if (performance.now() - t0 > dt * 1000) {
  83613. break;
  83614. }
  83615. }
  83616. this.time += timeSinceLastCalled;
  83617. var h = this.time % dt;
  83618. var h_div_dt = h / dt;
  83619. var interpvelo = step_tmp1;
  83620. var bodies = this.bodies;
  83621. for (var j = 0; j !== bodies.length; j++) {
  83622. var b = bodies[j];
  83623. if (b.type !== Engine.Body.STATIC && b.sleepState !== Engine.Body.SLEEPING) {
  83624. b.position.vsub(b.previousPosition, interpvelo);
  83625. interpvelo.scale(h_div_dt, interpvelo);
  83626. b.position.vadd(interpvelo, b.interpolatedPosition);
  83627. }
  83628. else {
  83629. b.interpolatedPosition.copy(b.position);
  83630. b.interpolatedQuaternion.copy(b.quaternion);
  83631. }
  83632. }
  83633. }
  83634. };
  83635. };
  83636. return CannonJSPlugin;
  83637. }());
  83638. BABYLON.CannonJSPlugin = CannonJSPlugin;
  83639. })(BABYLON || (BABYLON = {}));
  83640. //# sourceMappingURL=babylon.cannonJSPlugin.js.map
  83641. var BABYLON;
  83642. (function (BABYLON) {
  83643. var OimoJSPlugin = /** @class */ (function () {
  83644. function OimoJSPlugin(iterations) {
  83645. this.name = "OimoJSPlugin";
  83646. this._tmpImpostorsArray = [];
  83647. this._tmpPositionVector = BABYLON.Vector3.Zero();
  83648. this.BJSOIMO = OIMO;
  83649. this.world = new this.BJSOIMO.World({
  83650. iterations: iterations
  83651. });
  83652. this.world.clear();
  83653. }
  83654. OimoJSPlugin.prototype.setGravity = function (gravity) {
  83655. this.world.gravity.copy(gravity);
  83656. };
  83657. OimoJSPlugin.prototype.setTimeStep = function (timeStep) {
  83658. this.world.timeStep = timeStep;
  83659. };
  83660. OimoJSPlugin.prototype.getTimeStep = function () {
  83661. return this.world.timeStep;
  83662. };
  83663. OimoJSPlugin.prototype.executeStep = function (delta, impostors) {
  83664. var _this = this;
  83665. impostors.forEach(function (impostor) {
  83666. impostor.beforeStep();
  83667. });
  83668. this.world.step();
  83669. impostors.forEach(function (impostor) {
  83670. impostor.afterStep();
  83671. //update the ordered impostors array
  83672. _this._tmpImpostorsArray[impostor.uniqueId] = impostor;
  83673. });
  83674. //check for collisions
  83675. var contact = this.world.contacts;
  83676. while (contact !== null) {
  83677. if (contact.touching && !contact.body1.sleeping && !contact.body2.sleeping) {
  83678. contact = contact.next;
  83679. continue;
  83680. }
  83681. //is this body colliding with any other? get the impostor
  83682. var mainImpostor = this._tmpImpostorsArray[+contact.body1.name];
  83683. var collidingImpostor = this._tmpImpostorsArray[+contact.body2.name];
  83684. if (!mainImpostor || !collidingImpostor) {
  83685. contact = contact.next;
  83686. continue;
  83687. }
  83688. mainImpostor.onCollide({ body: collidingImpostor.physicsBody });
  83689. collidingImpostor.onCollide({ body: mainImpostor.physicsBody });
  83690. contact = contact.next;
  83691. }
  83692. };
  83693. OimoJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  83694. var mass = impostor.physicsBody.mass;
  83695. impostor.physicsBody.applyImpulse(contactPoint.scale(this.world.invScale), force.scale(this.world.invScale * mass));
  83696. };
  83697. OimoJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  83698. BABYLON.Tools.Warn("Oimo doesn't support applying force. Using impule instead.");
  83699. this.applyImpulse(impostor, force, contactPoint);
  83700. };
  83701. OimoJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  83702. var _this = this;
  83703. //parent-child relationship. Does this impostor has a parent impostor?
  83704. if (impostor.parent) {
  83705. if (impostor.physicsBody) {
  83706. this.removePhysicsBody(impostor);
  83707. //TODO is that needed?
  83708. impostor.forceUpdate();
  83709. }
  83710. return;
  83711. }
  83712. if (impostor.isBodyInitRequired()) {
  83713. var bodyConfig = {
  83714. name: impostor.uniqueId,
  83715. //Oimo must have mass, also for static objects.
  83716. config: [impostor.getParam("mass") || 1, impostor.getParam("friction"), impostor.getParam("restitution")],
  83717. size: [],
  83718. type: [],
  83719. pos: [],
  83720. posShape: [],
  83721. rot: [],
  83722. rotShape: [],
  83723. move: impostor.getParam("mass") !== 0,
  83724. density: impostor.getParam("mass"),
  83725. friction: impostor.getParam("friction"),
  83726. restitution: impostor.getParam("restitution"),
  83727. //Supporting older versions of Oimo
  83728. world: this.world
  83729. };
  83730. var impostors = [impostor];
  83731. var addToArray = function (parent) {
  83732. if (!parent.getChildMeshes)
  83733. return;
  83734. parent.getChildMeshes().forEach(function (m) {
  83735. if (m.physicsImpostor) {
  83736. impostors.push(m.physicsImpostor);
  83737. //m.physicsImpostor._init();
  83738. }
  83739. });
  83740. };
  83741. addToArray(impostor.object);
  83742. var checkWithEpsilon_1 = function (value) {
  83743. return Math.max(value, BABYLON.PhysicsEngine.Epsilon);
  83744. };
  83745. impostors.forEach(function (i) {
  83746. if (!i.object.rotationQuaternion) {
  83747. return;
  83748. }
  83749. //get the correct bounding box
  83750. var oldQuaternion = i.object.rotationQuaternion;
  83751. var rot = oldQuaternion.toEulerAngles();
  83752. var extendSize = i.getObjectExtendSize();
  83753. var radToDeg = 57.295779513082320876;
  83754. if (i === impostor) {
  83755. var center = impostor.getObjectCenter();
  83756. impostor.object.getAbsolutePivotPoint().subtractToRef(center, _this._tmpPositionVector);
  83757. _this._tmpPositionVector.divideInPlace(impostor.object.scaling);
  83758. //Can also use Array.prototype.push.apply
  83759. bodyConfig.pos.push(center.x);
  83760. bodyConfig.pos.push(center.y);
  83761. bodyConfig.pos.push(center.z);
  83762. bodyConfig.posShape.push(0, 0, 0);
  83763. //tmp solution
  83764. bodyConfig.rot.push(rot.x * radToDeg);
  83765. bodyConfig.rot.push(rot.y * radToDeg);
  83766. bodyConfig.rot.push(rot.z * radToDeg);
  83767. bodyConfig.rotShape.push(0, 0, 0);
  83768. }
  83769. else {
  83770. var localPosition = i.object.getAbsolutePosition().subtract(impostor.object.getAbsolutePosition());
  83771. bodyConfig.posShape.push(localPosition.x);
  83772. bodyConfig.posShape.push(localPosition.y);
  83773. bodyConfig.posShape.push(localPosition.z);
  83774. bodyConfig.pos.push(0, 0, 0);
  83775. //tmp solution until https://github.com/lo-th/OIMO.js/pull/37 is merged
  83776. bodyConfig.rot.push(0);
  83777. bodyConfig.rot.push(0);
  83778. bodyConfig.rot.push(0);
  83779. bodyConfig.rotShape.push(rot.x * radToDeg);
  83780. bodyConfig.rotShape.push(rot.y * radToDeg);
  83781. bodyConfig.rotShape.push(rot.z * radToDeg);
  83782. }
  83783. // register mesh
  83784. switch (i.type) {
  83785. case BABYLON.PhysicsImpostor.ParticleImpostor:
  83786. BABYLON.Tools.Warn("No Particle support in OIMO.js. using SphereImpostor instead");
  83787. case BABYLON.PhysicsImpostor.SphereImpostor:
  83788. var radiusX = extendSize.x;
  83789. var radiusY = extendSize.y;
  83790. var radiusZ = extendSize.z;
  83791. var size = Math.max(checkWithEpsilon_1(radiusX), checkWithEpsilon_1(radiusY), checkWithEpsilon_1(radiusZ)) / 2;
  83792. bodyConfig.type.push('sphere');
  83793. //due to the way oimo works with compounds, add 3 times
  83794. bodyConfig.size.push(size);
  83795. bodyConfig.size.push(size);
  83796. bodyConfig.size.push(size);
  83797. break;
  83798. case BABYLON.PhysicsImpostor.CylinderImpostor:
  83799. var sizeX = checkWithEpsilon_1(extendSize.x) / 2;
  83800. var sizeY = checkWithEpsilon_1(extendSize.y);
  83801. bodyConfig.type.push('cylinder');
  83802. bodyConfig.size.push(sizeX);
  83803. bodyConfig.size.push(sizeY);
  83804. //due to the way oimo works with compounds, add one more value.
  83805. bodyConfig.size.push(sizeY);
  83806. break;
  83807. case BABYLON.PhysicsImpostor.PlaneImpostor:
  83808. case BABYLON.PhysicsImpostor.BoxImpostor:
  83809. default:
  83810. var sizeX = checkWithEpsilon_1(extendSize.x);
  83811. var sizeY = checkWithEpsilon_1(extendSize.y);
  83812. var sizeZ = checkWithEpsilon_1(extendSize.z);
  83813. bodyConfig.type.push('box');
  83814. //if (i === impostor) {
  83815. bodyConfig.size.push(sizeX);
  83816. bodyConfig.size.push(sizeY);
  83817. bodyConfig.size.push(sizeZ);
  83818. //} else {
  83819. // bodyConfig.size.push(0,0,0);
  83820. //}
  83821. break;
  83822. }
  83823. //actually not needed, but hey...
  83824. i.object.rotationQuaternion = oldQuaternion;
  83825. });
  83826. impostor.physicsBody = this.world.add(bodyConfig);
  83827. }
  83828. else {
  83829. this._tmpPositionVector.copyFromFloats(0, 0, 0);
  83830. }
  83831. impostor.setDeltaPosition(this._tmpPositionVector);
  83832. //this._tmpPositionVector.addInPlace(impostor.mesh.getBoundingInfo().boundingBox.center);
  83833. //this.setPhysicsBodyTransformation(impostor, this._tmpPositionVector, impostor.mesh.rotationQuaternion);
  83834. };
  83835. OimoJSPlugin.prototype.removePhysicsBody = function (impostor) {
  83836. //impostor.physicsBody.dispose();
  83837. //Same as : (older oimo versions)
  83838. this.world.removeRigidBody(impostor.physicsBody);
  83839. };
  83840. OimoJSPlugin.prototype.generateJoint = function (impostorJoint) {
  83841. var mainBody = impostorJoint.mainImpostor.physicsBody;
  83842. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  83843. if (!mainBody || !connectedBody) {
  83844. return;
  83845. }
  83846. var jointData = impostorJoint.joint.jointData;
  83847. var options = jointData.nativeParams || {};
  83848. var type;
  83849. var nativeJointData = {
  83850. body1: mainBody,
  83851. body2: connectedBody,
  83852. axe1: options.axe1 || (jointData.mainAxis ? jointData.mainAxis.asArray() : null),
  83853. axe2: options.axe2 || (jointData.connectedAxis ? jointData.connectedAxis.asArray() : null),
  83854. pos1: options.pos1 || (jointData.mainPivot ? jointData.mainPivot.asArray() : null),
  83855. pos2: options.pos2 || (jointData.connectedPivot ? jointData.connectedPivot.asArray() : null),
  83856. min: options.min,
  83857. max: options.max,
  83858. collision: options.collision || jointData.collision,
  83859. spring: options.spring,
  83860. //supporting older version of Oimo
  83861. world: this.world
  83862. };
  83863. switch (impostorJoint.joint.type) {
  83864. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  83865. type = "jointBall";
  83866. break;
  83867. case BABYLON.PhysicsJoint.SpringJoint:
  83868. BABYLON.Tools.Warn("OIMO.js doesn't support Spring Constraint. Simulating using DistanceJoint instead");
  83869. var springData = jointData;
  83870. nativeJointData.min = springData.length || nativeJointData.min;
  83871. //Max should also be set, just make sure it is at least min
  83872. nativeJointData.max = Math.max(nativeJointData.min, nativeJointData.max);
  83873. case BABYLON.PhysicsJoint.DistanceJoint:
  83874. type = "jointDistance";
  83875. nativeJointData.max = jointData.maxDistance;
  83876. break;
  83877. case BABYLON.PhysicsJoint.PrismaticJoint:
  83878. type = "jointPrisme";
  83879. break;
  83880. case BABYLON.PhysicsJoint.SliderJoint:
  83881. type = "jointSlide";
  83882. break;
  83883. case BABYLON.PhysicsJoint.WheelJoint:
  83884. type = "jointWheel";
  83885. break;
  83886. case BABYLON.PhysicsJoint.HingeJoint:
  83887. default:
  83888. type = "jointHinge";
  83889. break;
  83890. }
  83891. nativeJointData.type = type;
  83892. impostorJoint.joint.physicsJoint = this.world.add(nativeJointData);
  83893. };
  83894. OimoJSPlugin.prototype.removeJoint = function (impostorJoint) {
  83895. //Bug in Oimo prevents us from disposing a joint in the playground
  83896. //joint.joint.physicsJoint.dispose();
  83897. //So we will bruteforce it!
  83898. try {
  83899. this.world.removeJoint(impostorJoint.joint.physicsJoint);
  83900. }
  83901. catch (e) {
  83902. BABYLON.Tools.Warn(e);
  83903. }
  83904. };
  83905. OimoJSPlugin.prototype.isSupported = function () {
  83906. return this.BJSOIMO !== undefined;
  83907. };
  83908. OimoJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  83909. if (!impostor.physicsBody.sleeping) {
  83910. //TODO check that
  83911. /*if (impostor.physicsBody.shapes.next) {
  83912. var parentShape = this._getLastShape(impostor.physicsBody);
  83913. impostor.object.position.copyFrom(parentShape.position);
  83914. console.log(parentShape.position);
  83915. } else {*/
  83916. impostor.object.position.copyFrom(impostor.physicsBody.getPosition());
  83917. //}
  83918. if (impostor.object.rotationQuaternion) {
  83919. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.getQuaternion());
  83920. }
  83921. }
  83922. };
  83923. OimoJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  83924. var body = impostor.physicsBody;
  83925. body.position.copy(newPosition);
  83926. body.orientation.copy(newRotation);
  83927. body.syncShapes();
  83928. body.awake();
  83929. };
  83930. /*private _getLastShape(body: any): any {
  83931. var lastShape = body.shapes;
  83932. while (lastShape.next) {
  83933. lastShape = lastShape.next;
  83934. }
  83935. return lastShape;
  83936. }*/
  83937. OimoJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  83938. impostor.physicsBody.linearVelocity.init(velocity.x, velocity.y, velocity.z);
  83939. };
  83940. OimoJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  83941. impostor.physicsBody.angularVelocity.init(velocity.x, velocity.y, velocity.z);
  83942. };
  83943. OimoJSPlugin.prototype.getLinearVelocity = function (impostor) {
  83944. var v = impostor.physicsBody.linearVelocity;
  83945. if (!v) {
  83946. return null;
  83947. }
  83948. return new BABYLON.Vector3(v.x, v.y, v.z);
  83949. };
  83950. OimoJSPlugin.prototype.getAngularVelocity = function (impostor) {
  83951. var v = impostor.physicsBody.angularVelocity;
  83952. if (!v) {
  83953. return null;
  83954. }
  83955. return new BABYLON.Vector3(v.x, v.y, v.z);
  83956. };
  83957. OimoJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  83958. var staticBody = mass === 0;
  83959. //this will actually set the body's density and not its mass.
  83960. //But this is how oimo treats the mass variable.
  83961. impostor.physicsBody.shapes.density = staticBody ? 1 : mass;
  83962. impostor.physicsBody.setupMass(staticBody ? 0x2 : 0x1);
  83963. };
  83964. OimoJSPlugin.prototype.getBodyMass = function (impostor) {
  83965. return impostor.physicsBody.shapes.density;
  83966. };
  83967. OimoJSPlugin.prototype.getBodyFriction = function (impostor) {
  83968. return impostor.physicsBody.shapes.friction;
  83969. };
  83970. OimoJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  83971. impostor.physicsBody.shapes.friction = friction;
  83972. };
  83973. OimoJSPlugin.prototype.getBodyRestitution = function (impostor) {
  83974. return impostor.physicsBody.shapes.restitution;
  83975. };
  83976. OimoJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  83977. impostor.physicsBody.shapes.restitution = restitution;
  83978. };
  83979. OimoJSPlugin.prototype.sleepBody = function (impostor) {
  83980. impostor.physicsBody.sleep();
  83981. };
  83982. OimoJSPlugin.prototype.wakeUpBody = function (impostor) {
  83983. impostor.physicsBody.awake();
  83984. };
  83985. OimoJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  83986. joint.physicsJoint.limitMotor.upperLimit = maxDistance;
  83987. if (minDistance !== void 0) {
  83988. joint.physicsJoint.limitMotor.lowerLimit = minDistance;
  83989. }
  83990. };
  83991. OimoJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  83992. //TODO separate rotational and transational motors.
  83993. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  83994. if (motor) {
  83995. motor.setMotor(speed, maxForce);
  83996. }
  83997. };
  83998. OimoJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit, motorIndex) {
  83999. //TODO separate rotational and transational motors.
  84000. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  84001. if (motor) {
  84002. motor.setLimit(upperLimit, lowerLimit === void 0 ? -upperLimit : lowerLimit);
  84003. }
  84004. };
  84005. OimoJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  84006. var body = impostor.physicsBody;
  84007. mesh.position.x = body.position.x;
  84008. mesh.position.y = body.position.y;
  84009. mesh.position.z = body.position.z;
  84010. if (mesh.rotationQuaternion) {
  84011. mesh.rotationQuaternion.x = body.orientation.x;
  84012. mesh.rotationQuaternion.y = body.orientation.y;
  84013. mesh.rotationQuaternion.z = body.orientation.z;
  84014. mesh.rotationQuaternion.w = body.orientation.s;
  84015. }
  84016. };
  84017. OimoJSPlugin.prototype.getRadius = function (impostor) {
  84018. return impostor.physicsBody.shapes.radius;
  84019. };
  84020. OimoJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  84021. var shape = impostor.physicsBody.shapes;
  84022. result.x = shape.halfWidth * 2;
  84023. result.y = shape.halfHeight * 2;
  84024. result.z = shape.halfDepth * 2;
  84025. };
  84026. OimoJSPlugin.prototype.dispose = function () {
  84027. this.world.clear();
  84028. };
  84029. return OimoJSPlugin;
  84030. }());
  84031. BABYLON.OimoJSPlugin = OimoJSPlugin;
  84032. })(BABYLON || (BABYLON = {}));
  84033. //# sourceMappingURL=babylon.oimoJSPlugin.js.map
  84034. var BABYLON;
  84035. (function (BABYLON) {
  84036. /*
  84037. * Based on jsTGALoader - Javascript loader for TGA file
  84038. * By Vincent Thibault
  84039. * @blog http://blog.robrowser.com/javascript-tga-loader.html
  84040. */
  84041. var TGATools = /** @class */ (function () {
  84042. function TGATools() {
  84043. }
  84044. TGATools.GetTGAHeader = function (data) {
  84045. var offset = 0;
  84046. var header = {
  84047. id_length: data[offset++],
  84048. colormap_type: data[offset++],
  84049. image_type: data[offset++],
  84050. colormap_index: data[offset++] | data[offset++] << 8,
  84051. colormap_length: data[offset++] | data[offset++] << 8,
  84052. colormap_size: data[offset++],
  84053. origin: [
  84054. data[offset++] | data[offset++] << 8,
  84055. data[offset++] | data[offset++] << 8
  84056. ],
  84057. width: data[offset++] | data[offset++] << 8,
  84058. height: data[offset++] | data[offset++] << 8,
  84059. pixel_size: data[offset++],
  84060. flags: data[offset++]
  84061. };
  84062. return header;
  84063. };
  84064. TGATools.UploadContent = function (gl, data) {
  84065. // Not enough data to contain header ?
  84066. if (data.length < 19) {
  84067. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  84068. return;
  84069. }
  84070. // Read Header
  84071. var offset = 18;
  84072. var header = TGATools.GetTGAHeader(data);
  84073. // Assume it's a valid Targa file.
  84074. if (header.id_length + offset > data.length) {
  84075. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  84076. return;
  84077. }
  84078. // Skip not needed data
  84079. offset += header.id_length;
  84080. var use_rle = false;
  84081. var use_pal = false;
  84082. var use_grey = false;
  84083. // Get some informations.
  84084. switch (header.image_type) {
  84085. case TGATools._TYPE_RLE_INDEXED:
  84086. use_rle = true;
  84087. case TGATools._TYPE_INDEXED:
  84088. use_pal = true;
  84089. break;
  84090. case TGATools._TYPE_RLE_RGB:
  84091. use_rle = true;
  84092. case TGATools._TYPE_RGB:
  84093. // use_rgb = true;
  84094. break;
  84095. case TGATools._TYPE_RLE_GREY:
  84096. use_rle = true;
  84097. case TGATools._TYPE_GREY:
  84098. use_grey = true;
  84099. break;
  84100. }
  84101. var pixel_data;
  84102. // var numAlphaBits = header.flags & 0xf;
  84103. var pixel_size = header.pixel_size >> 3;
  84104. var pixel_total = header.width * header.height * pixel_size;
  84105. // Read palettes
  84106. var palettes;
  84107. if (use_pal) {
  84108. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  84109. }
  84110. // Read LRE
  84111. if (use_rle) {
  84112. pixel_data = new Uint8Array(pixel_total);
  84113. var c, count, i;
  84114. var localOffset = 0;
  84115. var pixels = new Uint8Array(pixel_size);
  84116. while (offset < pixel_total && localOffset < pixel_total) {
  84117. c = data[offset++];
  84118. count = (c & 0x7f) + 1;
  84119. // RLE pixels
  84120. if (c & 0x80) {
  84121. // Bind pixel tmp array
  84122. for (i = 0; i < pixel_size; ++i) {
  84123. pixels[i] = data[offset++];
  84124. }
  84125. // Copy pixel array
  84126. for (i = 0; i < count; ++i) {
  84127. pixel_data.set(pixels, localOffset + i * pixel_size);
  84128. }
  84129. localOffset += pixel_size * count;
  84130. }
  84131. // Raw pixels
  84132. else {
  84133. count *= pixel_size;
  84134. for (i = 0; i < count; ++i) {
  84135. pixel_data[localOffset + i] = data[offset++];
  84136. }
  84137. localOffset += count;
  84138. }
  84139. }
  84140. }
  84141. // RAW Pixels
  84142. else {
  84143. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  84144. }
  84145. // Load to texture
  84146. var x_start, y_start, x_step, y_step, y_end, x_end;
  84147. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  84148. default:
  84149. case TGATools._ORIGIN_UL:
  84150. x_start = 0;
  84151. x_step = 1;
  84152. x_end = header.width;
  84153. y_start = 0;
  84154. y_step = 1;
  84155. y_end = header.height;
  84156. break;
  84157. case TGATools._ORIGIN_BL:
  84158. x_start = 0;
  84159. x_step = 1;
  84160. x_end = header.width;
  84161. y_start = header.height - 1;
  84162. y_step = -1;
  84163. y_end = -1;
  84164. break;
  84165. case TGATools._ORIGIN_UR:
  84166. x_start = header.width - 1;
  84167. x_step = -1;
  84168. x_end = -1;
  84169. y_start = 0;
  84170. y_step = 1;
  84171. y_end = header.height;
  84172. break;
  84173. case TGATools._ORIGIN_BR:
  84174. x_start = header.width - 1;
  84175. x_step = -1;
  84176. x_end = -1;
  84177. y_start = header.height - 1;
  84178. y_step = -1;
  84179. y_end = -1;
  84180. break;
  84181. }
  84182. // Load the specify method
  84183. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  84184. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  84185. gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, header.width, header.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, imageData);
  84186. };
  84187. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  84188. var image = pixel_data, colormap = palettes;
  84189. var width = header.width, height = header.height;
  84190. var color, i = 0, x, y;
  84191. var imageData = new Uint8Array(width * height * 4);
  84192. for (y = y_start; y !== y_end; y += y_step) {
  84193. for (x = x_start; x !== x_end; x += x_step, i++) {
  84194. color = image[i];
  84195. imageData[(x + width * y) * 4 + 3] = 255;
  84196. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  84197. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  84198. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  84199. }
  84200. }
  84201. return imageData;
  84202. };
  84203. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  84204. var image = pixel_data;
  84205. var width = header.width, height = header.height;
  84206. var color, i = 0, x, y;
  84207. var imageData = new Uint8Array(width * height * 4);
  84208. for (y = y_start; y !== y_end; y += y_step) {
  84209. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  84210. color = image[i + 0] + (image[i + 1] << 8); // Inversed ?
  84211. var r = (((color & 0x7C00) >> 10) * 255) / 0x1F | 0;
  84212. var g = (((color & 0x03E0) >> 5) * 255) / 0x1F | 0;
  84213. var b = ((color & 0x001F) * 255) / 0x1F | 0;
  84214. imageData[(x + width * y) * 4 + 0] = r;
  84215. imageData[(x + width * y) * 4 + 1] = g;
  84216. imageData[(x + width * y) * 4 + 2] = b;
  84217. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  84218. }
  84219. }
  84220. return imageData;
  84221. };
  84222. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  84223. var image = pixel_data;
  84224. var width = header.width, height = header.height;
  84225. var i = 0, x, y;
  84226. var imageData = new Uint8Array(width * height * 4);
  84227. for (y = y_start; y !== y_end; y += y_step) {
  84228. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  84229. imageData[(x + width * y) * 4 + 3] = 255;
  84230. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  84231. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  84232. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  84233. }
  84234. }
  84235. return imageData;
  84236. };
  84237. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  84238. var image = pixel_data;
  84239. var width = header.width, height = header.height;
  84240. var i = 0, x, y;
  84241. var imageData = new Uint8Array(width * height * 4);
  84242. for (y = y_start; y !== y_end; y += y_step) {
  84243. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  84244. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  84245. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  84246. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  84247. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  84248. }
  84249. }
  84250. return imageData;
  84251. };
  84252. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  84253. var image = pixel_data;
  84254. var width = header.width, height = header.height;
  84255. var color, i = 0, x, y;
  84256. var imageData = new Uint8Array(width * height * 4);
  84257. for (y = y_start; y !== y_end; y += y_step) {
  84258. for (x = x_start; x !== x_end; x += x_step, i++) {
  84259. color = image[i];
  84260. imageData[(x + width * y) * 4 + 0] = color;
  84261. imageData[(x + width * y) * 4 + 1] = color;
  84262. imageData[(x + width * y) * 4 + 2] = color;
  84263. imageData[(x + width * y) * 4 + 3] = 255;
  84264. }
  84265. }
  84266. return imageData;
  84267. };
  84268. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  84269. var image = pixel_data;
  84270. var width = header.width, height = header.height;
  84271. var i = 0, x, y;
  84272. var imageData = new Uint8Array(width * height * 4);
  84273. for (y = y_start; y !== y_end; y += y_step) {
  84274. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  84275. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  84276. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  84277. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  84278. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  84279. }
  84280. }
  84281. return imageData;
  84282. };
  84283. //private static _TYPE_NO_DATA = 0;
  84284. TGATools._TYPE_INDEXED = 1;
  84285. TGATools._TYPE_RGB = 2;
  84286. TGATools._TYPE_GREY = 3;
  84287. TGATools._TYPE_RLE_INDEXED = 9;
  84288. TGATools._TYPE_RLE_RGB = 10;
  84289. TGATools._TYPE_RLE_GREY = 11;
  84290. TGATools._ORIGIN_MASK = 0x30;
  84291. TGATools._ORIGIN_SHIFT = 0x04;
  84292. TGATools._ORIGIN_BL = 0x00;
  84293. TGATools._ORIGIN_BR = 0x01;
  84294. TGATools._ORIGIN_UL = 0x02;
  84295. TGATools._ORIGIN_UR = 0x03;
  84296. return TGATools;
  84297. }());
  84298. BABYLON.TGATools = TGATools;
  84299. })(BABYLON || (BABYLON = {}));
  84300. //# sourceMappingURL=babylon.tga.js.map
  84301. var BABYLON;
  84302. (function (BABYLON) {
  84303. // Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html
  84304. // All values and structures referenced from:
  84305. // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
  84306. var DDS_MAGIC = 0x20534444;
  84307. var
  84308. //DDSD_CAPS = 0x1,
  84309. //DDSD_HEIGHT = 0x2,
  84310. //DDSD_WIDTH = 0x4,
  84311. //DDSD_PITCH = 0x8,
  84312. //DDSD_PIXELFORMAT = 0x1000,
  84313. DDSD_MIPMAPCOUNT = 0x20000;
  84314. //DDSD_LINEARSIZE = 0x80000,
  84315. //DDSD_DEPTH = 0x800000;
  84316. // var DDSCAPS_COMPLEX = 0x8,
  84317. // DDSCAPS_MIPMAP = 0x400000,
  84318. // DDSCAPS_TEXTURE = 0x1000;
  84319. var DDSCAPS2_CUBEMAP = 0x200;
  84320. // DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
  84321. // DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
  84322. // DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
  84323. // DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
  84324. // DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
  84325. // DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
  84326. // DDSCAPS2_VOLUME = 0x200000;
  84327. var
  84328. //DDPF_ALPHAPIXELS = 0x1,
  84329. //DDPF_ALPHA = 0x2,
  84330. DDPF_FOURCC = 0x4, DDPF_RGB = 0x40,
  84331. //DDPF_YUV = 0x200,
  84332. DDPF_LUMINANCE = 0x20000;
  84333. function FourCCToInt32(value) {
  84334. return value.charCodeAt(0) +
  84335. (value.charCodeAt(1) << 8) +
  84336. (value.charCodeAt(2) << 16) +
  84337. (value.charCodeAt(3) << 24);
  84338. }
  84339. function Int32ToFourCC(value) {
  84340. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  84341. }
  84342. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  84343. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  84344. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  84345. var FOURCC_DX10 = FourCCToInt32("DX10");
  84346. var FOURCC_D3DFMT_R16G16B16A16F = 113;
  84347. var FOURCC_D3DFMT_R32G32B32A32F = 116;
  84348. var DXGI_FORMAT_R16G16B16A16_FLOAT = 10;
  84349. var DXGI_FORMAT_B8G8R8X8_UNORM = 88;
  84350. var headerLengthInt = 31; // The header length in 32 bit ints
  84351. // Offsets into the header array
  84352. var off_magic = 0;
  84353. var off_size = 1;
  84354. var off_flags = 2;
  84355. var off_height = 3;
  84356. var off_width = 4;
  84357. var off_mipmapCount = 7;
  84358. var off_pfFlags = 20;
  84359. var off_pfFourCC = 21;
  84360. var off_RGBbpp = 22;
  84361. var off_RMask = 23;
  84362. var off_GMask = 24;
  84363. var off_BMask = 25;
  84364. var off_AMask = 26;
  84365. // var off_caps1 = 27;
  84366. var off_caps2 = 28;
  84367. // var off_caps3 = 29;
  84368. // var off_caps4 = 30;
  84369. var off_dxgiFormat = 32;
  84370. ;
  84371. var DDSTools = /** @class */ (function () {
  84372. function DDSTools() {
  84373. }
  84374. DDSTools.GetDDSInfo = function (arrayBuffer) {
  84375. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  84376. var extendedHeader = new Int32Array(arrayBuffer, 0, headerLengthInt + 4);
  84377. var mipmapCount = 1;
  84378. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  84379. mipmapCount = Math.max(1, header[off_mipmapCount]);
  84380. }
  84381. var fourCC = header[off_pfFourCC];
  84382. var dxgiFormat = (fourCC === FOURCC_DX10) ? extendedHeader[off_dxgiFormat] : 0;
  84383. var textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  84384. switch (fourCC) {
  84385. case FOURCC_D3DFMT_R16G16B16A16F:
  84386. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  84387. break;
  84388. case FOURCC_D3DFMT_R32G32B32A32F:
  84389. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  84390. break;
  84391. case FOURCC_DX10:
  84392. if (dxgiFormat === DXGI_FORMAT_R16G16B16A16_FLOAT) {
  84393. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  84394. break;
  84395. }
  84396. }
  84397. return {
  84398. width: header[off_width],
  84399. height: header[off_height],
  84400. mipmapCount: mipmapCount,
  84401. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  84402. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  84403. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  84404. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP,
  84405. isCompressed: (fourCC === FOURCC_DXT1 || fourCC === FOURCC_DXT3 || fourCC === FOURCC_DXT5),
  84406. dxgiFormat: dxgiFormat,
  84407. textureType: textureType
  84408. };
  84409. };
  84410. DDSTools._ToHalfFloat = function (value) {
  84411. if (!DDSTools._FloatView) {
  84412. DDSTools._FloatView = new Float32Array(1);
  84413. DDSTools._Int32View = new Int32Array(DDSTools._FloatView.buffer);
  84414. }
  84415. DDSTools._FloatView[0] = value;
  84416. var x = DDSTools._Int32View[0];
  84417. var bits = (x >> 16) & 0x8000; /* Get the sign */
  84418. var m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */
  84419. var e = (x >> 23) & 0xff; /* Using int is faster here */
  84420. /* If zero, or denormal, or exponent underflows too much for a denormal
  84421. * half, return signed zero. */
  84422. if (e < 103) {
  84423. return bits;
  84424. }
  84425. /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
  84426. if (e > 142) {
  84427. bits |= 0x7c00;
  84428. /* If exponent was 0xff and one mantissa bit was set, it means NaN,
  84429. * not Inf, so make sure we set one mantissa bit too. */
  84430. bits |= ((e == 255) ? 0 : 1) && (x & 0x007fffff);
  84431. return bits;
  84432. }
  84433. /* If exponent underflows but not too much, return a denormal */
  84434. if (e < 113) {
  84435. m |= 0x0800;
  84436. /* Extra rounding may overflow and set mantissa to 0 and exponent
  84437. * to 1, which is OK. */
  84438. bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1);
  84439. return bits;
  84440. }
  84441. bits |= ((e - 112) << 10) | (m >> 1);
  84442. bits += m & 1;
  84443. return bits;
  84444. };
  84445. DDSTools._FromHalfFloat = function (value) {
  84446. var s = (value & 0x8000) >> 15;
  84447. var e = (value & 0x7C00) >> 10;
  84448. var f = value & 0x03FF;
  84449. if (e === 0) {
  84450. return (s ? -1 : 1) * Math.pow(2, -14) * (f / Math.pow(2, 10));
  84451. }
  84452. else if (e == 0x1F) {
  84453. return f ? NaN : ((s ? -1 : 1) * Infinity);
  84454. }
  84455. return (s ? -1 : 1) * Math.pow(2, e - 15) * (1 + (f / Math.pow(2, 10)));
  84456. };
  84457. DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  84458. var destArray = new Float32Array(dataLength);
  84459. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  84460. var index = 0;
  84461. for (var y = 0; y < height; y++) {
  84462. for (var x = 0; x < width; x++) {
  84463. var srcPos = (x + y * width) * 4;
  84464. destArray[index] = DDSTools._FromHalfFloat(srcData[srcPos]);
  84465. destArray[index + 1] = DDSTools._FromHalfFloat(srcData[srcPos + 1]);
  84466. destArray[index + 2] = DDSTools._FromHalfFloat(srcData[srcPos + 2]);
  84467. if (DDSTools.StoreLODInAlphaChannel) {
  84468. destArray[index + 3] = lod;
  84469. }
  84470. else {
  84471. destArray[index + 3] = DDSTools._FromHalfFloat(srcData[srcPos + 3]);
  84472. }
  84473. index += 4;
  84474. }
  84475. }
  84476. return destArray;
  84477. };
  84478. DDSTools._GetHalfFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  84479. if (DDSTools.StoreLODInAlphaChannel) {
  84480. var destArray = new Uint16Array(dataLength);
  84481. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  84482. var index = 0;
  84483. for (var y = 0; y < height; y++) {
  84484. for (var x = 0; x < width; x++) {
  84485. var srcPos = (x + y * width) * 4;
  84486. destArray[index] = srcData[srcPos];
  84487. destArray[index + 1] = srcData[srcPos + 1];
  84488. destArray[index + 2] = srcData[srcPos + 2];
  84489. destArray[index + 3] = DDSTools._ToHalfFloat(lod);
  84490. index += 4;
  84491. }
  84492. }
  84493. return destArray;
  84494. }
  84495. return new Uint16Array(arrayBuffer, dataOffset, dataLength);
  84496. };
  84497. DDSTools._GetFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  84498. if (DDSTools.StoreLODInAlphaChannel) {
  84499. var destArray = new Float32Array(dataLength);
  84500. var srcData = new Float32Array(arrayBuffer, dataOffset);
  84501. var index = 0;
  84502. for (var y = 0; y < height; y++) {
  84503. for (var x = 0; x < width; x++) {
  84504. var srcPos = (x + y * width) * 4;
  84505. destArray[index] = srcData[srcPos];
  84506. destArray[index + 1] = srcData[srcPos + 1];
  84507. destArray[index + 2] = srcData[srcPos + 2];
  84508. destArray[index + 3] = lod;
  84509. index += 4;
  84510. }
  84511. }
  84512. return destArray;
  84513. }
  84514. return new Float32Array(arrayBuffer, dataOffset, dataLength);
  84515. };
  84516. DDSTools._GetFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  84517. var destArray = new Uint8Array(dataLength);
  84518. var srcData = new Float32Array(arrayBuffer, dataOffset);
  84519. var index = 0;
  84520. for (var y = 0; y < height; y++) {
  84521. for (var x = 0; x < width; x++) {
  84522. var srcPos = (x + y * width) * 4;
  84523. destArray[index] = BABYLON.Scalar.Clamp(srcData[srcPos]) * 255;
  84524. destArray[index + 1] = BABYLON.Scalar.Clamp(srcData[srcPos + 1]) * 255;
  84525. destArray[index + 2] = BABYLON.Scalar.Clamp(srcData[srcPos + 2]) * 255;
  84526. if (DDSTools.StoreLODInAlphaChannel) {
  84527. destArray[index + 3] = lod;
  84528. }
  84529. else {
  84530. destArray[index + 3] = BABYLON.Scalar.Clamp(srcData[srcPos + 3]) * 255;
  84531. }
  84532. index += 4;
  84533. }
  84534. }
  84535. return destArray;
  84536. };
  84537. DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  84538. var destArray = new Uint8Array(dataLength);
  84539. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  84540. var index = 0;
  84541. for (var y = 0; y < height; y++) {
  84542. for (var x = 0; x < width; x++) {
  84543. var srcPos = (x + y * width) * 4;
  84544. destArray[index] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos])) * 255;
  84545. destArray[index + 1] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 1])) * 255;
  84546. destArray[index + 2] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 2])) * 255;
  84547. if (DDSTools.StoreLODInAlphaChannel) {
  84548. destArray[index + 3] = lod;
  84549. }
  84550. else {
  84551. destArray[index + 3] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 3])) * 255;
  84552. }
  84553. index += 4;
  84554. }
  84555. }
  84556. return destArray;
  84557. };
  84558. DDSTools._GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset) {
  84559. var byteArray = new Uint8Array(dataLength);
  84560. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  84561. var index = 0;
  84562. for (var y = 0; y < height; y++) {
  84563. for (var x = 0; x < width; x++) {
  84564. var srcPos = (x + y * width) * 4;
  84565. byteArray[index] = srcData[srcPos + rOffset];
  84566. byteArray[index + 1] = srcData[srcPos + gOffset];
  84567. byteArray[index + 2] = srcData[srcPos + bOffset];
  84568. byteArray[index + 3] = srcData[srcPos + aOffset];
  84569. index += 4;
  84570. }
  84571. }
  84572. return byteArray;
  84573. };
  84574. DDSTools._ExtractLongWordOrder = function (value) {
  84575. if (value === 0 || value === 255 || value === -16777216) {
  84576. return 0;
  84577. }
  84578. return 1 + DDSTools._ExtractLongWordOrder(value >> 8);
  84579. };
  84580. DDSTools._GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset) {
  84581. var byteArray = new Uint8Array(dataLength);
  84582. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  84583. var index = 0;
  84584. for (var y = 0; y < height; y++) {
  84585. for (var x = 0; x < width; x++) {
  84586. var srcPos = (x + y * width) * 3;
  84587. byteArray[index] = srcData[srcPos + rOffset];
  84588. byteArray[index + 1] = srcData[srcPos + gOffset];
  84589. byteArray[index + 2] = srcData[srcPos + bOffset];
  84590. index += 3;
  84591. }
  84592. }
  84593. return byteArray;
  84594. };
  84595. DDSTools._GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  84596. var byteArray = new Uint8Array(dataLength);
  84597. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  84598. var index = 0;
  84599. for (var y = 0; y < height; y++) {
  84600. for (var x = 0; x < width; x++) {
  84601. var srcPos = (x + y * width);
  84602. byteArray[index] = srcData[srcPos];
  84603. index++;
  84604. }
  84605. }
  84606. return byteArray;
  84607. };
  84608. DDSTools.UploadDDSLevels = function (engine, gl, arrayBuffer, info, loadMipmaps, faces, lodIndex, currentFace) {
  84609. if (lodIndex === void 0) { lodIndex = -1; }
  84610. var sphericalPolynomialFaces = null;
  84611. if (info.sphericalPolynomial) {
  84612. sphericalPolynomialFaces = new Array();
  84613. }
  84614. var ext = engine.getCaps().s3tc;
  84615. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  84616. var fourCC, width, height, dataLength = 0, dataOffset;
  84617. var byteArray, mipmapCount, mip;
  84618. var internalFormat = 0;
  84619. var format = 0;
  84620. var blockBytes = 1;
  84621. if (header[off_magic] !== DDS_MAGIC) {
  84622. BABYLON.Tools.Error("Invalid magic number in DDS header");
  84623. return;
  84624. }
  84625. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  84626. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  84627. return;
  84628. }
  84629. if (info.isCompressed && !ext) {
  84630. BABYLON.Tools.Error("Compressed textures are not supported on this platform.");
  84631. return;
  84632. }
  84633. var bpp = header[off_RGBbpp];
  84634. dataOffset = header[off_size] + 4;
  84635. var computeFormats = false;
  84636. if (info.isFourCC) {
  84637. fourCC = header[off_pfFourCC];
  84638. switch (fourCC) {
  84639. case FOURCC_DXT1:
  84640. blockBytes = 8;
  84641. internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  84642. break;
  84643. case FOURCC_DXT3:
  84644. blockBytes = 16;
  84645. internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  84646. break;
  84647. case FOURCC_DXT5:
  84648. blockBytes = 16;
  84649. internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  84650. break;
  84651. case FOURCC_D3DFMT_R16G16B16A16F:
  84652. computeFormats = true;
  84653. break;
  84654. case FOURCC_D3DFMT_R32G32B32A32F:
  84655. computeFormats = true;
  84656. break;
  84657. case FOURCC_DX10:
  84658. // There is an additionnal header so dataOffset need to be changed
  84659. dataOffset += 5 * 4; // 5 uints
  84660. var supported = false;
  84661. switch (info.dxgiFormat) {
  84662. case DXGI_FORMAT_R16G16B16A16_FLOAT:
  84663. computeFormats = true;
  84664. supported = true;
  84665. break;
  84666. case DXGI_FORMAT_B8G8R8X8_UNORM:
  84667. info.isRGB = true;
  84668. info.isFourCC = false;
  84669. bpp = 32;
  84670. supported = true;
  84671. break;
  84672. }
  84673. if (supported) {
  84674. break;
  84675. }
  84676. default:
  84677. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  84678. return;
  84679. }
  84680. }
  84681. var rOffset = DDSTools._ExtractLongWordOrder(header[off_RMask]);
  84682. var gOffset = DDSTools._ExtractLongWordOrder(header[off_GMask]);
  84683. var bOffset = DDSTools._ExtractLongWordOrder(header[off_BMask]);
  84684. var aOffset = DDSTools._ExtractLongWordOrder(header[off_AMask]);
  84685. if (computeFormats) {
  84686. format = engine._getWebGLTextureType(info.textureType);
  84687. internalFormat = engine._getRGBABufferInternalSizedFormat(info.textureType);
  84688. }
  84689. mipmapCount = 1;
  84690. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  84691. mipmapCount = Math.max(1, header[off_mipmapCount]);
  84692. }
  84693. for (var face = 0; face < faces; face++) {
  84694. var sampler = faces === 1 ? gl.TEXTURE_2D : (gl.TEXTURE_CUBE_MAP_POSITIVE_X + face + (currentFace ? currentFace : 0));
  84695. width = header[off_width];
  84696. height = header[off_height];
  84697. for (mip = 0; mip < mipmapCount; ++mip) {
  84698. if (lodIndex === -1 || lodIndex === mip) {
  84699. // In case of fixed LOD, if the lod has just been uploaded, early exit.
  84700. var i = (lodIndex === -1) ? mip : 0;
  84701. if (!info.isCompressed && info.isFourCC) {
  84702. dataLength = width * height * 4;
  84703. var floatArray = null;
  84704. if (engine._badOS || engine._badDesktopOS || (!engine.getCaps().textureHalfFloat && !engine.getCaps().textureFloat)) { // Required because iOS has many issues with float and half float generation
  84705. if (bpp === 128) {
  84706. floatArray = DDSTools._GetFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  84707. if (sphericalPolynomialFaces && i == 0) {
  84708. sphericalPolynomialFaces.push(DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  84709. }
  84710. }
  84711. else if (bpp === 64) {
  84712. floatArray = DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  84713. if (sphericalPolynomialFaces && i == 0) {
  84714. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  84715. }
  84716. }
  84717. info.textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  84718. format = engine._getWebGLTextureType(info.textureType);
  84719. internalFormat = engine._getRGBABufferInternalSizedFormat(info.textureType);
  84720. }
  84721. else {
  84722. if (bpp === 128) {
  84723. floatArray = DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  84724. if (sphericalPolynomialFaces && i == 0) {
  84725. sphericalPolynomialFaces.push(floatArray);
  84726. }
  84727. }
  84728. else if (bpp === 64 && !engine.getCaps().textureHalfFloat) {
  84729. floatArray = DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  84730. if (sphericalPolynomialFaces && i == 0) {
  84731. sphericalPolynomialFaces.push(floatArray);
  84732. }
  84733. info.textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  84734. format = engine._getWebGLTextureType(info.textureType);
  84735. internalFormat = engine._getRGBABufferInternalSizedFormat(info.textureType);
  84736. }
  84737. else { // 64
  84738. floatArray = DDSTools._GetHalfFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  84739. if (sphericalPolynomialFaces && i == 0) {
  84740. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  84741. }
  84742. }
  84743. }
  84744. if (floatArray) {
  84745. engine._uploadDataToTexture(sampler, i, internalFormat, width, height, gl.RGBA, format, floatArray);
  84746. }
  84747. }
  84748. else if (info.isRGB) {
  84749. if (bpp === 24) {
  84750. dataLength = width * height * 3;
  84751. byteArray = DDSTools._GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset);
  84752. engine._uploadDataToTexture(sampler, i, gl.RGB, width, height, gl.RGB, gl.UNSIGNED_BYTE, byteArray);
  84753. }
  84754. else { // 32
  84755. dataLength = width * height * 4;
  84756. byteArray = DDSTools._GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset);
  84757. engine._uploadDataToTexture(sampler, i, gl.RGBA, width, height, gl.RGBA, gl.UNSIGNED_BYTE, byteArray);
  84758. }
  84759. }
  84760. else if (info.isLuminance) {
  84761. var unpackAlignment = gl.getParameter(gl.UNPACK_ALIGNMENT);
  84762. var unpaddedRowSize = width;
  84763. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  84764. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  84765. byteArray = DDSTools._GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  84766. engine._uploadDataToTexture(sampler, i, gl.LUMINANCE, width, height, gl.LUMINANCE, gl.UNSIGNED_BYTE, byteArray);
  84767. }
  84768. else {
  84769. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  84770. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  84771. engine._uploadCompressedDataToTexture(sampler, i, internalFormat, width, height, byteArray);
  84772. }
  84773. }
  84774. dataOffset += bpp ? (width * height * (bpp / 8)) : dataLength;
  84775. width *= 0.5;
  84776. height *= 0.5;
  84777. width = Math.max(1.0, width);
  84778. height = Math.max(1.0, height);
  84779. }
  84780. if (currentFace !== undefined) {
  84781. // Loading a single face
  84782. break;
  84783. }
  84784. }
  84785. if (sphericalPolynomialFaces && sphericalPolynomialFaces.length > 0) {
  84786. info.sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial({
  84787. size: header[off_width],
  84788. right: sphericalPolynomialFaces[0],
  84789. left: sphericalPolynomialFaces[1],
  84790. up: sphericalPolynomialFaces[2],
  84791. down: sphericalPolynomialFaces[3],
  84792. front: sphericalPolynomialFaces[4],
  84793. back: sphericalPolynomialFaces[5],
  84794. format: BABYLON.Engine.TEXTUREFORMAT_RGBA,
  84795. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  84796. gammaSpace: false,
  84797. });
  84798. }
  84799. else {
  84800. info.sphericalPolynomial = undefined;
  84801. }
  84802. };
  84803. DDSTools.StoreLODInAlphaChannel = false;
  84804. return DDSTools;
  84805. }());
  84806. BABYLON.DDSTools = DDSTools;
  84807. })(BABYLON || (BABYLON = {}));
  84808. //# sourceMappingURL=babylon.dds.js.map
  84809. var BABYLON;
  84810. (function (BABYLON) {
  84811. /**
  84812. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  84813. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  84814. */
  84815. var KhronosTextureContainer = /** @class */ (function () {
  84816. /**
  84817. * @param {ArrayBuffer} arrayBuffer- contents of the KTX container file
  84818. * @param {number} facesExpected- should be either 1 or 6, based whether a cube texture or or
  84819. * @param {boolean} threeDExpected- provision for indicating that data should be a 3D texture, not implemented
  84820. * @param {boolean} textureArrayExpected- provision for indicating that data should be a texture array, not implemented
  84821. */
  84822. function KhronosTextureContainer(arrayBuffer, facesExpected, threeDExpected, textureArrayExpected) {
  84823. this.arrayBuffer = arrayBuffer;
  84824. // Test that it is a ktx formatted file, based on the first 12 bytes, character representation is:
  84825. // '�', 'K', 'T', 'X', ' ', '1', '1', '�', '\r', '\n', '\x1A', '\n'
  84826. // 0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A
  84827. var identifier = new Uint8Array(this.arrayBuffer, 0, 12);
  84828. if (identifier[0] !== 0xAB || identifier[1] !== 0x4B || identifier[2] !== 0x54 || identifier[3] !== 0x58 || identifier[4] !== 0x20 || identifier[5] !== 0x31 ||
  84829. identifier[6] !== 0x31 || identifier[7] !== 0xBB || identifier[8] !== 0x0D || identifier[9] !== 0x0A || identifier[10] !== 0x1A || identifier[11] !== 0x0A) {
  84830. BABYLON.Tools.Error("texture missing KTX identifier");
  84831. return;
  84832. }
  84833. // load the reset of the header in native 32 bit int
  84834. var header = new Int32Array(this.arrayBuffer, 12, 13);
  84835. // determine of the remaining header values are recorded in the opposite endianness & require conversion
  84836. var oppositeEndianess = header[0] === 0x01020304;
  84837. // read all the header elements in order they exist in the file, without modification (sans endainness)
  84838. this.glType = oppositeEndianess ? this.switchEndainness(header[1]) : header[1]; // must be 0 for compressed textures
  84839. this.glTypeSize = oppositeEndianess ? this.switchEndainness(header[2]) : header[2]; // must be 1 for compressed textures
  84840. this.glFormat = oppositeEndianess ? this.switchEndainness(header[3]) : header[3]; // must be 0 for compressed textures
  84841. this.glInternalFormat = oppositeEndianess ? this.switchEndainness(header[4]) : header[4]; // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)
  84842. this.glBaseInternalFormat = oppositeEndianess ? this.switchEndainness(header[5]) : header[5]; // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)
  84843. this.pixelWidth = oppositeEndianess ? this.switchEndainness(header[6]) : header[6]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)
  84844. this.pixelHeight = oppositeEndianess ? this.switchEndainness(header[7]) : header[7]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)
  84845. this.pixelDepth = oppositeEndianess ? this.switchEndainness(header[8]) : header[8]; // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)
  84846. this.numberOfArrayElements = oppositeEndianess ? this.switchEndainness(header[9]) : header[9]; // used for texture arrays
  84847. this.numberOfFaces = oppositeEndianess ? this.switchEndainness(header[10]) : header[10]; // used for cubemap textures, should either be 1 or 6
  84848. this.numberOfMipmapLevels = oppositeEndianess ? this.switchEndainness(header[11]) : header[11]; // number of levels; disregard possibility of 0 for compressed textures
  84849. this.bytesOfKeyValueData = oppositeEndianess ? this.switchEndainness(header[12]) : header[12]; // the amount of space after the header for meta-data
  84850. // Make sure we have a compressed type. Not only reduces work, but probably better to let dev know they are not compressing.
  84851. if (this.glType !== 0) {
  84852. BABYLON.Tools.Error("only compressed formats currently supported");
  84853. return;
  84854. }
  84855. else {
  84856. // value of zero is an indication to generate mipmaps @ runtime. Not usually allowed for compressed, so disregard.
  84857. this.numberOfMipmapLevels = Math.max(1, this.numberOfMipmapLevels);
  84858. }
  84859. if (this.pixelHeight === 0 || this.pixelDepth !== 0) {
  84860. BABYLON.Tools.Error("only 2D textures currently supported");
  84861. return;
  84862. }
  84863. if (this.numberOfArrayElements !== 0) {
  84864. BABYLON.Tools.Error("texture arrays not currently supported");
  84865. return;
  84866. }
  84867. if (this.numberOfFaces !== facesExpected) {
  84868. BABYLON.Tools.Error("number of faces expected" + facesExpected + ", but found " + this.numberOfFaces);
  84869. return;
  84870. }
  84871. // we now have a completely validated file, so could use existence of loadType as success
  84872. // would need to make this more elaborate & adjust checks above to support more than one load type
  84873. this.loadType = KhronosTextureContainer.COMPRESSED_2D;
  84874. }
  84875. // not as fast hardware based, but will probably never need to use
  84876. KhronosTextureContainer.prototype.switchEndainness = function (val) {
  84877. return ((val & 0xFF) << 24)
  84878. | ((val & 0xFF00) << 8)
  84879. | ((val >> 8) & 0xFF00)
  84880. | ((val >> 24) & 0xFF);
  84881. };
  84882. /**
  84883. * It is assumed that the texture has already been created & is currently bound
  84884. */
  84885. KhronosTextureContainer.prototype.uploadLevels = function (gl, loadMipmaps) {
  84886. switch (this.loadType) {
  84887. case KhronosTextureContainer.COMPRESSED_2D:
  84888. this._upload2DCompressedLevels(gl, loadMipmaps);
  84889. break;
  84890. case KhronosTextureContainer.TEX_2D:
  84891. case KhronosTextureContainer.COMPRESSED_3D:
  84892. case KhronosTextureContainer.TEX_3D:
  84893. }
  84894. };
  84895. KhronosTextureContainer.prototype._upload2DCompressedLevels = function (gl, loadMipmaps) {
  84896. // initialize width & height for level 1
  84897. var dataOffset = KhronosTextureContainer.HEADER_LEN + this.bytesOfKeyValueData;
  84898. var width = this.pixelWidth;
  84899. var height = this.pixelHeight;
  84900. var mipmapCount = loadMipmaps ? this.numberOfMipmapLevels : 1;
  84901. for (var level = 0; level < mipmapCount; level++) {
  84902. var imageSize = new Int32Array(this.arrayBuffer, dataOffset, 1)[0]; // size per face, since not supporting array cubemaps
  84903. for (var face = 0; face < this.numberOfFaces; face++) {
  84904. var sampler = this.numberOfFaces === 1 ? gl.TEXTURE_2D : (gl.TEXTURE_CUBE_MAP_POSITIVE_X + face);
  84905. var byteArray = new Uint8Array(this.arrayBuffer, dataOffset + 4, imageSize);
  84906. gl.compressedTexImage2D(sampler, level, this.glInternalFormat, width, height, 0, byteArray);
  84907. dataOffset += imageSize + 4; // size of the image + 4 for the imageSize field
  84908. dataOffset += 3 - ((imageSize + 3) % 4); // add padding for odd sized image
  84909. }
  84910. width = Math.max(1.0, width * 0.5);
  84911. height = Math.max(1.0, height * 0.5);
  84912. }
  84913. };
  84914. KhronosTextureContainer.HEADER_LEN = 12 + (13 * 4); // identifier + header elements (not including key value meta-data pairs)
  84915. // load types
  84916. KhronosTextureContainer.COMPRESSED_2D = 0; // uses a gl.compressedTexImage2D()
  84917. KhronosTextureContainer.COMPRESSED_3D = 1; // uses a gl.compressedTexImage3D()
  84918. KhronosTextureContainer.TEX_2D = 2; // uses a gl.texImage2D()
  84919. KhronosTextureContainer.TEX_3D = 3; // uses a gl.texImage3D()
  84920. return KhronosTextureContainer;
  84921. }());
  84922. BABYLON.KhronosTextureContainer = KhronosTextureContainer;
  84923. })(BABYLON || (BABYLON = {}));
  84924. //# sourceMappingURL=babylon.khronosTextureContainer.js.map
  84925. var BABYLON;
  84926. (function (BABYLON) {
  84927. var Debug;
  84928. (function (Debug) {
  84929. /**
  84930. * Demo available here: http://www.babylonjs-playground.com/#1BZJVJ#8
  84931. */
  84932. var SkeletonViewer = /** @class */ (function () {
  84933. function SkeletonViewer(skeleton, mesh, scene, autoUpdateBonesMatrices, renderingGroupId) {
  84934. if (autoUpdateBonesMatrices === void 0) { autoUpdateBonesMatrices = true; }
  84935. if (renderingGroupId === void 0) { renderingGroupId = 1; }
  84936. this.skeleton = skeleton;
  84937. this.mesh = mesh;
  84938. this.autoUpdateBonesMatrices = autoUpdateBonesMatrices;
  84939. this.renderingGroupId = renderingGroupId;
  84940. this.color = BABYLON.Color3.White();
  84941. this._debugLines = new Array();
  84942. this._isEnabled = false;
  84943. this._scene = scene;
  84944. this.update();
  84945. this._renderFunction = this.update.bind(this);
  84946. }
  84947. Object.defineProperty(SkeletonViewer.prototype, "isEnabled", {
  84948. get: function () {
  84949. return this._isEnabled;
  84950. },
  84951. set: function (value) {
  84952. if (this._isEnabled === value) {
  84953. return;
  84954. }
  84955. this._isEnabled = value;
  84956. if (value) {
  84957. this._scene.registerBeforeRender(this._renderFunction);
  84958. }
  84959. else {
  84960. this._scene.unregisterBeforeRender(this._renderFunction);
  84961. }
  84962. },
  84963. enumerable: true,
  84964. configurable: true
  84965. });
  84966. SkeletonViewer.prototype._getBonePosition = function (position, bone, meshMat, x, y, z) {
  84967. if (x === void 0) { x = 0; }
  84968. if (y === void 0) { y = 0; }
  84969. if (z === void 0) { z = 0; }
  84970. var tmat = BABYLON.Tmp.Matrix[0];
  84971. var parentBone = bone.getParent();
  84972. tmat.copyFrom(bone.getLocalMatrix());
  84973. if (x !== 0 || y !== 0 || z !== 0) {
  84974. var tmat2 = BABYLON.Tmp.Matrix[1];
  84975. BABYLON.Matrix.IdentityToRef(tmat2);
  84976. tmat2.m[12] = x;
  84977. tmat2.m[13] = y;
  84978. tmat2.m[14] = z;
  84979. tmat2.multiplyToRef(tmat, tmat);
  84980. }
  84981. if (parentBone) {
  84982. tmat.multiplyToRef(parentBone.getAbsoluteTransform(), tmat);
  84983. }
  84984. tmat.multiplyToRef(meshMat, tmat);
  84985. position.x = tmat.m[12];
  84986. position.y = tmat.m[13];
  84987. position.z = tmat.m[14];
  84988. };
  84989. SkeletonViewer.prototype._getLinesForBonesWithLength = function (bones, meshMat) {
  84990. var len = bones.length;
  84991. var meshPos = this.mesh.position;
  84992. for (var i = 0; i < len; i++) {
  84993. var bone = bones[i];
  84994. var points = this._debugLines[i];
  84995. if (!points) {
  84996. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  84997. this._debugLines[i] = points;
  84998. }
  84999. this._getBonePosition(points[0], bone, meshMat);
  85000. this._getBonePosition(points[1], bone, meshMat, 0, bone.length, 0);
  85001. points[0].subtractInPlace(meshPos);
  85002. points[1].subtractInPlace(meshPos);
  85003. }
  85004. };
  85005. SkeletonViewer.prototype._getLinesForBonesNoLength = function (bones, meshMat) {
  85006. var len = bones.length;
  85007. var boneNum = 0;
  85008. var meshPos = this.mesh.position;
  85009. for (var i = len - 1; i >= 0; i--) {
  85010. var childBone = bones[i];
  85011. var parentBone = childBone.getParent();
  85012. if (!parentBone) {
  85013. continue;
  85014. }
  85015. var points = this._debugLines[boneNum];
  85016. if (!points) {
  85017. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  85018. this._debugLines[boneNum] = points;
  85019. }
  85020. childBone.getAbsolutePositionToRef(this.mesh, points[0]);
  85021. parentBone.getAbsolutePositionToRef(this.mesh, points[1]);
  85022. points[0].subtractInPlace(meshPos);
  85023. points[1].subtractInPlace(meshPos);
  85024. boneNum++;
  85025. }
  85026. };
  85027. SkeletonViewer.prototype.update = function () {
  85028. if (this.autoUpdateBonesMatrices) {
  85029. this.skeleton.computeAbsoluteTransforms();
  85030. }
  85031. if (this.skeleton.bones[0].length === undefined) {
  85032. this._getLinesForBonesNoLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  85033. }
  85034. else {
  85035. this._getLinesForBonesWithLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  85036. }
  85037. if (!this._debugMesh) {
  85038. this._debugMesh = BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: null }, this._scene);
  85039. this._debugMesh.renderingGroupId = this.renderingGroupId;
  85040. }
  85041. else {
  85042. BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, this._scene);
  85043. }
  85044. this._debugMesh.position.copyFrom(this.mesh.position);
  85045. this._debugMesh.color = this.color;
  85046. };
  85047. SkeletonViewer.prototype.dispose = function () {
  85048. if (this._debugMesh) {
  85049. this.isEnabled = false;
  85050. this._debugMesh.dispose();
  85051. this._debugMesh = null;
  85052. }
  85053. };
  85054. return SkeletonViewer;
  85055. }());
  85056. Debug.SkeletonViewer = SkeletonViewer;
  85057. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  85058. })(BABYLON || (BABYLON = {}));
  85059. //# sourceMappingURL=babylon.skeletonViewer.js.map
  85060. /**
  85061. * Module Debug contains the (visual) components to debug a scene correctly
  85062. */
  85063. var BABYLON;
  85064. (function (BABYLON) {
  85065. var Debug;
  85066. (function (Debug) {
  85067. /**
  85068. * The Axes viewer will show 3 axes in a specific point in space
  85069. */
  85070. var AxesViewer = /** @class */ (function () {
  85071. function AxesViewer(scene, scaleLines) {
  85072. if (scaleLines === void 0) { scaleLines = 1; }
  85073. this._xline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  85074. this._yline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  85075. this._zline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  85076. this.scaleLines = 1;
  85077. this.scaleLines = scaleLines;
  85078. this._xmesh = BABYLON.Mesh.CreateLines("xline", this._xline, scene, true);
  85079. this._ymesh = BABYLON.Mesh.CreateLines("yline", this._yline, scene, true);
  85080. this._zmesh = BABYLON.Mesh.CreateLines("zline", this._zline, scene, true);
  85081. this._xmesh.renderingGroupId = 2;
  85082. this._ymesh.renderingGroupId = 2;
  85083. this._zmesh.renderingGroupId = 2;
  85084. this._xmesh.material.checkReadyOnlyOnce = true;
  85085. this._xmesh.color = new BABYLON.Color3(1, 0, 0);
  85086. this._ymesh.material.checkReadyOnlyOnce = true;
  85087. this._ymesh.color = new BABYLON.Color3(0, 1, 0);
  85088. this._zmesh.material.checkReadyOnlyOnce = true;
  85089. this._zmesh.color = new BABYLON.Color3(0, 0, 1);
  85090. this.scene = scene;
  85091. }
  85092. AxesViewer.prototype.update = function (position, xaxis, yaxis, zaxis) {
  85093. var scaleLines = this.scaleLines;
  85094. if (this._xmesh) {
  85095. this._xmesh.position.copyFrom(position);
  85096. }
  85097. if (this._ymesh) {
  85098. this._ymesh.position.copyFrom(position);
  85099. }
  85100. if (this._zmesh) {
  85101. this._zmesh.position.copyFrom(position);
  85102. }
  85103. var point2 = this._xline[1];
  85104. point2.x = xaxis.x * scaleLines;
  85105. point2.y = xaxis.y * scaleLines;
  85106. point2.z = xaxis.z * scaleLines;
  85107. BABYLON.Mesh.CreateLines("", this._xline, null, false, this._xmesh);
  85108. point2 = this._yline[1];
  85109. point2.x = yaxis.x * scaleLines;
  85110. point2.y = yaxis.y * scaleLines;
  85111. point2.z = yaxis.z * scaleLines;
  85112. BABYLON.Mesh.CreateLines("", this._yline, null, false, this._ymesh);
  85113. point2 = this._zline[1];
  85114. point2.x = zaxis.x * scaleLines;
  85115. point2.y = zaxis.y * scaleLines;
  85116. point2.z = zaxis.z * scaleLines;
  85117. BABYLON.Mesh.CreateLines("", this._zline, null, false, this._zmesh);
  85118. };
  85119. AxesViewer.prototype.dispose = function () {
  85120. if (this._xmesh) {
  85121. this._xmesh.dispose();
  85122. }
  85123. if (this._ymesh) {
  85124. this._ymesh.dispose();
  85125. }
  85126. if (this._zmesh) {
  85127. this._zmesh.dispose();
  85128. }
  85129. this._xmesh = null;
  85130. this._ymesh = null;
  85131. this._zmesh = null;
  85132. this.scene = null;
  85133. };
  85134. return AxesViewer;
  85135. }());
  85136. Debug.AxesViewer = AxesViewer;
  85137. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  85138. })(BABYLON || (BABYLON = {}));
  85139. //# sourceMappingURL=babylon.axesViewer.js.map
  85140. var BABYLON;
  85141. (function (BABYLON) {
  85142. var Debug;
  85143. (function (Debug) {
  85144. /**
  85145. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  85146. */
  85147. var BoneAxesViewer = /** @class */ (function (_super) {
  85148. __extends(BoneAxesViewer, _super);
  85149. function BoneAxesViewer(scene, bone, mesh, scaleLines) {
  85150. if (scaleLines === void 0) { scaleLines = 1; }
  85151. var _this = _super.call(this, scene, scaleLines) || this;
  85152. _this.pos = BABYLON.Vector3.Zero();
  85153. _this.xaxis = BABYLON.Vector3.Zero();
  85154. _this.yaxis = BABYLON.Vector3.Zero();
  85155. _this.zaxis = BABYLON.Vector3.Zero();
  85156. _this.mesh = mesh;
  85157. _this.bone = bone;
  85158. return _this;
  85159. }
  85160. BoneAxesViewer.prototype.update = function () {
  85161. if (!this.mesh || !this.bone) {
  85162. return;
  85163. }
  85164. var bone = this.bone;
  85165. bone.getAbsolutePositionToRef(this.mesh, this.pos);
  85166. bone.getDirectionToRef(BABYLON.Axis.X, this.mesh, this.xaxis);
  85167. bone.getDirectionToRef(BABYLON.Axis.Y, this.mesh, this.yaxis);
  85168. bone.getDirectionToRef(BABYLON.Axis.Z, this.mesh, this.zaxis);
  85169. _super.prototype.update.call(this, this.pos, this.xaxis, this.yaxis, this.zaxis);
  85170. };
  85171. BoneAxesViewer.prototype.dispose = function () {
  85172. if (this.mesh) {
  85173. this.mesh = null;
  85174. this.bone = null;
  85175. _super.prototype.dispose.call(this);
  85176. }
  85177. };
  85178. return BoneAxesViewer;
  85179. }(Debug.AxesViewer));
  85180. Debug.BoneAxesViewer = BoneAxesViewer;
  85181. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  85182. })(BABYLON || (BABYLON = {}));
  85183. //# sourceMappingURL=babylon.boneAxesViewer.js.map
  85184. var BABYLON;
  85185. (function (BABYLON) {
  85186. var RayHelper = /** @class */ (function () {
  85187. function RayHelper(ray) {
  85188. this.ray = ray;
  85189. }
  85190. RayHelper.CreateAndShow = function (ray, scene, color) {
  85191. var helper = new RayHelper(ray);
  85192. helper.show(scene, color);
  85193. return helper;
  85194. };
  85195. RayHelper.prototype.show = function (scene, color) {
  85196. if (!this._renderFunction && this.ray) {
  85197. var ray = this.ray;
  85198. this._renderFunction = this._render.bind(this);
  85199. this._scene = scene;
  85200. this._renderPoints = [ray.origin, ray.origin.add(ray.direction.scale(ray.length))];
  85201. this._renderLine = BABYLON.Mesh.CreateLines("ray", this._renderPoints, scene, true);
  85202. if (this._renderFunction) {
  85203. this._scene.registerBeforeRender(this._renderFunction);
  85204. }
  85205. }
  85206. if (color && this._renderLine) {
  85207. this._renderLine.color.copyFrom(color);
  85208. }
  85209. };
  85210. RayHelper.prototype.hide = function () {
  85211. if (this._renderFunction && this._scene) {
  85212. this._scene.unregisterBeforeRender(this._renderFunction);
  85213. this._scene = null;
  85214. this._renderFunction = null;
  85215. if (this._renderLine) {
  85216. this._renderLine.dispose();
  85217. this._renderLine = null;
  85218. }
  85219. this._renderPoints = [];
  85220. }
  85221. };
  85222. RayHelper.prototype._render = function () {
  85223. var ray = this.ray;
  85224. if (!ray) {
  85225. return;
  85226. }
  85227. var point = this._renderPoints[1];
  85228. var len = Math.min(ray.length, 1000000);
  85229. point.copyFrom(ray.direction);
  85230. point.scaleInPlace(len);
  85231. point.addInPlace(ray.origin);
  85232. BABYLON.Mesh.CreateLines("ray", this._renderPoints, this._scene, true, this._renderLine);
  85233. };
  85234. RayHelper.prototype.attachToMesh = function (mesh, meshSpaceDirection, meshSpaceOrigin, length) {
  85235. this._attachedToMesh = mesh;
  85236. var ray = this.ray;
  85237. if (!ray) {
  85238. return;
  85239. }
  85240. if (!ray.direction) {
  85241. ray.direction = BABYLON.Vector3.Zero();
  85242. }
  85243. if (!ray.origin) {
  85244. ray.origin = BABYLON.Vector3.Zero();
  85245. }
  85246. if (length) {
  85247. ray.length = length;
  85248. }
  85249. if (!meshSpaceOrigin) {
  85250. meshSpaceOrigin = BABYLON.Vector3.Zero();
  85251. }
  85252. if (!meshSpaceDirection) {
  85253. // -1 so that this will work with Mesh.lookAt
  85254. meshSpaceDirection = new BABYLON.Vector3(0, 0, -1);
  85255. }
  85256. if (!this._meshSpaceDirection) {
  85257. this._meshSpaceDirection = meshSpaceDirection.clone();
  85258. this._meshSpaceOrigin = meshSpaceOrigin.clone();
  85259. }
  85260. else {
  85261. this._meshSpaceDirection.copyFrom(meshSpaceDirection);
  85262. this._meshSpaceOrigin.copyFrom(meshSpaceOrigin);
  85263. }
  85264. if (!this._updateToMeshFunction) {
  85265. this._updateToMeshFunction = this._updateToMesh.bind(this);
  85266. this._attachedToMesh.getScene().registerBeforeRender(this._updateToMeshFunction);
  85267. }
  85268. this._updateToMesh();
  85269. };
  85270. RayHelper.prototype.detachFromMesh = function () {
  85271. if (this._attachedToMesh) {
  85272. if (this._updateToMeshFunction) {
  85273. this._attachedToMesh.getScene().unregisterBeforeRender(this._updateToMeshFunction);
  85274. }
  85275. this._attachedToMesh = null;
  85276. this._updateToMeshFunction = null;
  85277. }
  85278. };
  85279. RayHelper.prototype._updateToMesh = function () {
  85280. var ray = this.ray;
  85281. if (!this._attachedToMesh || !ray) {
  85282. return;
  85283. }
  85284. if (this._attachedToMesh._isDisposed) {
  85285. this.detachFromMesh();
  85286. return;
  85287. }
  85288. this._attachedToMesh.getDirectionToRef(this._meshSpaceDirection, ray.direction);
  85289. BABYLON.Vector3.TransformCoordinatesToRef(this._meshSpaceOrigin, this._attachedToMesh.getWorldMatrix(), ray.origin);
  85290. };
  85291. RayHelper.prototype.dispose = function () {
  85292. this.hide();
  85293. this.detachFromMesh();
  85294. this.ray = null;
  85295. };
  85296. return RayHelper;
  85297. }());
  85298. BABYLON.RayHelper = RayHelper;
  85299. })(BABYLON || (BABYLON = {}));
  85300. //# sourceMappingURL=babylon.rayHelper.js.map
  85301. var BABYLON;
  85302. (function (BABYLON) {
  85303. // load the inspector using require, if not present in the global namespace.
  85304. var DebugLayer = /** @class */ (function () {
  85305. function DebugLayer(scene) {
  85306. this.BJSINSPECTOR = typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  85307. this._scene = scene;
  85308. // load inspector using require, if it doesn't exist on the global namespace.
  85309. }
  85310. /** Creates the inspector window. */
  85311. DebugLayer.prototype._createInspector = function (config) {
  85312. if (config === void 0) { config = {}; }
  85313. var popup = config.popup || false;
  85314. var initialTab = config.initialTab || 0;
  85315. var parentElement = config.parentElement || null;
  85316. if (!this._inspector) {
  85317. this.BJSINSPECTOR = this.BJSINSPECTOR || typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  85318. this._inspector = new this.BJSINSPECTOR.Inspector(this._scene, popup, initialTab, parentElement, config.newColors);
  85319. } // else nothing to do,; instance is already existing
  85320. };
  85321. DebugLayer.prototype.isVisible = function () {
  85322. if (!this._inspector) {
  85323. return false;
  85324. }
  85325. return true;
  85326. };
  85327. DebugLayer.prototype.hide = function () {
  85328. if (this._inspector) {
  85329. try {
  85330. this._inspector.dispose();
  85331. }
  85332. catch (e) {
  85333. // If the inspector has been removed directly from the inspector tool
  85334. }
  85335. this._inspector = null;
  85336. }
  85337. };
  85338. DebugLayer.prototype.show = function (config) {
  85339. if (config === void 0) { config = {}; }
  85340. if (typeof this.BJSINSPECTOR == 'undefined') {
  85341. // Load inspector and add it to the DOM
  85342. BABYLON.Tools.LoadScript(DebugLayer.InspectorURL, this._createInspector.bind(this, config));
  85343. }
  85344. else {
  85345. // Otherwise creates the inspector
  85346. this._createInspector(config);
  85347. }
  85348. };
  85349. DebugLayer.InspectorURL = 'https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js';
  85350. return DebugLayer;
  85351. }());
  85352. BABYLON.DebugLayer = DebugLayer;
  85353. })(BABYLON || (BABYLON = {}));
  85354. //# sourceMappingURL=babylon.debugLayer.js.map
  85355. var BABYLON;
  85356. (function (BABYLON) {
  85357. var Debug;
  85358. (function (Debug) {
  85359. /**
  85360. * Used to show the physics impostor around the specific mesh.
  85361. */
  85362. var PhysicsViewer = /** @class */ (function () {
  85363. function PhysicsViewer(scene) {
  85364. this._impostors = [];
  85365. this._meshes = [];
  85366. this._numMeshes = 0;
  85367. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  85368. var physicEngine = this._scene.getPhysicsEngine();
  85369. if (physicEngine) {
  85370. this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();
  85371. }
  85372. }
  85373. PhysicsViewer.prototype._updateDebugMeshes = function () {
  85374. var plugin = this._physicsEnginePlugin;
  85375. for (var i = 0; i < this._numMeshes; i++) {
  85376. var impostor = this._impostors[i];
  85377. if (!impostor) {
  85378. continue;
  85379. }
  85380. if (impostor.isDisposed) {
  85381. this.hideImpostor(this._impostors[i--]);
  85382. }
  85383. else {
  85384. var mesh = this._meshes[i];
  85385. if (mesh && plugin) {
  85386. plugin.syncMeshWithImpostor(mesh, impostor);
  85387. }
  85388. }
  85389. }
  85390. };
  85391. PhysicsViewer.prototype.showImpostor = function (impostor) {
  85392. if (!this._scene) {
  85393. return;
  85394. }
  85395. for (var i = 0; i < this._numMeshes; i++) {
  85396. if (this._impostors[i] == impostor) {
  85397. return;
  85398. }
  85399. }
  85400. var debugMesh = this._getDebugMesh(impostor, this._scene);
  85401. if (debugMesh) {
  85402. this._impostors[this._numMeshes] = impostor;
  85403. this._meshes[this._numMeshes] = debugMesh;
  85404. if (this._numMeshes === 0) {
  85405. this._renderFunction = this._updateDebugMeshes.bind(this);
  85406. this._scene.registerBeforeRender(this._renderFunction);
  85407. }
  85408. this._numMeshes++;
  85409. }
  85410. };
  85411. PhysicsViewer.prototype.hideImpostor = function (impostor) {
  85412. if (!impostor || !this._scene) {
  85413. return;
  85414. }
  85415. var removed = false;
  85416. for (var i = 0; i < this._numMeshes; i++) {
  85417. if (this._impostors[i] == impostor) {
  85418. var mesh = this._meshes[i];
  85419. if (!mesh) {
  85420. continue;
  85421. }
  85422. this._scene.removeMesh(mesh);
  85423. mesh.dispose();
  85424. this._numMeshes--;
  85425. if (this._numMeshes > 0) {
  85426. this._meshes[i] = this._meshes[this._numMeshes];
  85427. this._impostors[i] = this._impostors[this._numMeshes];
  85428. this._meshes[this._numMeshes] = null;
  85429. this._impostors[this._numMeshes] = null;
  85430. }
  85431. else {
  85432. this._meshes[0] = null;
  85433. this._impostors[0] = null;
  85434. }
  85435. removed = true;
  85436. break;
  85437. }
  85438. }
  85439. if (removed && this._numMeshes === 0) {
  85440. this._scene.unregisterBeforeRender(this._renderFunction);
  85441. }
  85442. };
  85443. PhysicsViewer.prototype._getDebugMaterial = function (scene) {
  85444. if (!this._debugMaterial) {
  85445. this._debugMaterial = new BABYLON.StandardMaterial('', scene);
  85446. this._debugMaterial.wireframe = true;
  85447. }
  85448. return this._debugMaterial;
  85449. };
  85450. PhysicsViewer.prototype._getDebugBoxMesh = function (scene) {
  85451. if (!this._debugBoxMesh) {
  85452. this._debugBoxMesh = BABYLON.MeshBuilder.CreateBox('physicsBodyBoxViewMesh', { size: 1 }, scene);
  85453. this._debugBoxMesh.renderingGroupId = 1;
  85454. this._debugBoxMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  85455. this._debugBoxMesh.material = this._getDebugMaterial(scene);
  85456. scene.removeMesh(this._debugBoxMesh);
  85457. }
  85458. return this._debugBoxMesh.createInstance('physicsBodyBoxViewInstance');
  85459. };
  85460. PhysicsViewer.prototype._getDebugSphereMesh = function (scene) {
  85461. if (!this._debugSphereMesh) {
  85462. this._debugSphereMesh = BABYLON.MeshBuilder.CreateSphere('physicsBodySphereViewMesh', { diameter: 1 }, scene);
  85463. this._debugSphereMesh.renderingGroupId = 1;
  85464. this._debugSphereMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  85465. this._debugSphereMesh.material = this._getDebugMaterial(scene);
  85466. scene.removeMesh(this._debugSphereMesh);
  85467. }
  85468. return this._debugSphereMesh.createInstance('physicsBodyBoxViewInstance');
  85469. };
  85470. PhysicsViewer.prototype._getDebugMesh = function (impostor, scene) {
  85471. var mesh = null;
  85472. if (impostor.type == BABYLON.PhysicsImpostor.BoxImpostor) {
  85473. mesh = this._getDebugBoxMesh(scene);
  85474. impostor.getBoxSizeToRef(mesh.scaling);
  85475. }
  85476. else if (impostor.type == BABYLON.PhysicsImpostor.SphereImpostor) {
  85477. mesh = this._getDebugSphereMesh(scene);
  85478. var radius = impostor.getRadius();
  85479. mesh.scaling.x = radius * 2;
  85480. mesh.scaling.y = radius * 2;
  85481. mesh.scaling.z = radius * 2;
  85482. }
  85483. return mesh;
  85484. };
  85485. PhysicsViewer.prototype.dispose = function () {
  85486. for (var i = 0; i < this._numMeshes; i++) {
  85487. this.hideImpostor(this._impostors[i]);
  85488. }
  85489. if (this._debugBoxMesh) {
  85490. this._debugBoxMesh.dispose();
  85491. }
  85492. if (this._debugSphereMesh) {
  85493. this._debugSphereMesh.dispose();
  85494. }
  85495. if (this._debugMaterial) {
  85496. this._debugMaterial.dispose();
  85497. }
  85498. this._impostors.length = 0;
  85499. this._scene = null;
  85500. this._physicsEnginePlugin = null;
  85501. };
  85502. return PhysicsViewer;
  85503. }());
  85504. Debug.PhysicsViewer = PhysicsViewer;
  85505. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  85506. })(BABYLON || (BABYLON = {}));
  85507. //# sourceMappingURL=babylon.physicsViewer.js.map
  85508. var BABYLON;
  85509. (function (BABYLON) {
  85510. var BoundingBoxRenderer = /** @class */ (function () {
  85511. function BoundingBoxRenderer(scene) {
  85512. this.frontColor = new BABYLON.Color3(1, 1, 1);
  85513. this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
  85514. this.showBackLines = true;
  85515. this.renderList = new BABYLON.SmartArray(32);
  85516. this._vertexBuffers = {};
  85517. this._scene = scene;
  85518. }
  85519. BoundingBoxRenderer.prototype._prepareRessources = function () {
  85520. if (this._colorShader) {
  85521. return;
  85522. }
  85523. this._colorShader = new BABYLON.ShaderMaterial("colorShader", this._scene, "color", {
  85524. attributes: [BABYLON.VertexBuffer.PositionKind],
  85525. uniforms: ["world", "viewProjection", "color"]
  85526. });
  85527. var engine = this._scene.getEngine();
  85528. var boxdata = BABYLON.VertexData.CreateBox({ size: 1.0 });
  85529. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
  85530. this._createIndexBuffer();
  85531. };
  85532. BoundingBoxRenderer.prototype._createIndexBuffer = function () {
  85533. var engine = this._scene.getEngine();
  85534. 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]);
  85535. };
  85536. BoundingBoxRenderer.prototype._rebuild = function () {
  85537. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  85538. if (vb) {
  85539. vb._rebuild();
  85540. }
  85541. this._createIndexBuffer();
  85542. };
  85543. BoundingBoxRenderer.prototype.reset = function () {
  85544. this.renderList.reset();
  85545. };
  85546. BoundingBoxRenderer.prototype.render = function () {
  85547. if (this.renderList.length === 0) {
  85548. return;
  85549. }
  85550. this._prepareRessources();
  85551. if (!this._colorShader.isReady()) {
  85552. return;
  85553. }
  85554. var engine = this._scene.getEngine();
  85555. engine.setDepthWrite(false);
  85556. this._colorShader._preBind();
  85557. for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
  85558. var boundingBox = this.renderList.data[boundingBoxIndex];
  85559. var min = boundingBox.minimum;
  85560. var max = boundingBox.maximum;
  85561. var diff = max.subtract(min);
  85562. var median = min.add(diff.scale(0.5));
  85563. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  85564. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  85565. .multiply(boundingBox.getWorldMatrix());
  85566. // VBOs
  85567. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  85568. if (this.showBackLines) {
  85569. // Back
  85570. engine.setDepthFunctionToGreaterOrEqual();
  85571. this._scene.resetCachedMaterial();
  85572. this._colorShader.setColor4("color", this.backColor.toColor4());
  85573. this._colorShader.bind(worldMatrix);
  85574. // Draw order
  85575. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  85576. }
  85577. // Front
  85578. engine.setDepthFunctionToLess();
  85579. this._scene.resetCachedMaterial();
  85580. this._colorShader.setColor4("color", this.frontColor.toColor4());
  85581. this._colorShader.bind(worldMatrix);
  85582. // Draw order
  85583. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  85584. }
  85585. this._colorShader.unbind();
  85586. engine.setDepthFunctionToLessOrEqual();
  85587. engine.setDepthWrite(true);
  85588. };
  85589. BoundingBoxRenderer.prototype.renderOcclusionBoundingBox = function (mesh) {
  85590. this._prepareRessources();
  85591. if (!this._colorShader.isReady() || !mesh._boundingInfo) {
  85592. return;
  85593. }
  85594. var engine = this._scene.getEngine();
  85595. engine.setDepthWrite(false);
  85596. engine.setColorWrite(false);
  85597. this._colorShader._preBind();
  85598. var boundingBox = mesh._boundingInfo.boundingBox;
  85599. var min = boundingBox.minimum;
  85600. var max = boundingBox.maximum;
  85601. var diff = max.subtract(min);
  85602. var median = min.add(diff.scale(0.5));
  85603. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  85604. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  85605. .multiply(boundingBox.getWorldMatrix());
  85606. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  85607. engine.setDepthFunctionToLess();
  85608. this._scene.resetCachedMaterial();
  85609. this._colorShader.bind(worldMatrix);
  85610. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  85611. this._colorShader.unbind();
  85612. engine.setDepthFunctionToLessOrEqual();
  85613. engine.setDepthWrite(true);
  85614. engine.setColorWrite(true);
  85615. };
  85616. BoundingBoxRenderer.prototype.dispose = function () {
  85617. if (!this._colorShader) {
  85618. return;
  85619. }
  85620. this.renderList.dispose();
  85621. this._colorShader.dispose();
  85622. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  85623. if (buffer) {
  85624. buffer.dispose();
  85625. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  85626. }
  85627. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  85628. };
  85629. return BoundingBoxRenderer;
  85630. }());
  85631. BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
  85632. })(BABYLON || (BABYLON = {}));
  85633. //# sourceMappingURL=babylon.boundingBoxRenderer.js.map
  85634. var BABYLON;
  85635. (function (BABYLON) {
  85636. /**
  85637. * Defines a target to use with MorphTargetManager
  85638. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  85639. */
  85640. var MorphTarget = /** @class */ (function () {
  85641. /**
  85642. * Creates a new MorphTarget
  85643. * @param name defines the name of the target
  85644. * @param influence defines the influence to use
  85645. */
  85646. function MorphTarget(
  85647. /** defines the name of the target */
  85648. name, influence) {
  85649. if (influence === void 0) { influence = 0; }
  85650. this.name = name;
  85651. /**
  85652. * Gets or sets the list of animations
  85653. */
  85654. this.animations = new Array();
  85655. this._positions = null;
  85656. this._normals = null;
  85657. this._tangents = null;
  85658. /**
  85659. * Observable raised when the influence changes
  85660. */
  85661. this.onInfluenceChanged = new BABYLON.Observable();
  85662. this.influence = influence;
  85663. }
  85664. Object.defineProperty(MorphTarget.prototype, "influence", {
  85665. /**
  85666. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  85667. */
  85668. get: function () {
  85669. return this._influence;
  85670. },
  85671. set: function (influence) {
  85672. if (this._influence === influence) {
  85673. return;
  85674. }
  85675. var previous = this._influence;
  85676. this._influence = influence;
  85677. if (this.onInfluenceChanged.hasObservers) {
  85678. this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);
  85679. }
  85680. },
  85681. enumerable: true,
  85682. configurable: true
  85683. });
  85684. Object.defineProperty(MorphTarget.prototype, "hasPositions", {
  85685. /**
  85686. * Gets a boolean defining if the target contains position data
  85687. */
  85688. get: function () {
  85689. return !!this._positions;
  85690. },
  85691. enumerable: true,
  85692. configurable: true
  85693. });
  85694. Object.defineProperty(MorphTarget.prototype, "hasNormals", {
  85695. /**
  85696. * Gets a boolean defining if the target contains normal data
  85697. */
  85698. get: function () {
  85699. return !!this._normals;
  85700. },
  85701. enumerable: true,
  85702. configurable: true
  85703. });
  85704. Object.defineProperty(MorphTarget.prototype, "hasTangents", {
  85705. /**
  85706. * Gets a boolean defining if the target contains tangent data
  85707. */
  85708. get: function () {
  85709. return !!this._tangents;
  85710. },
  85711. enumerable: true,
  85712. configurable: true
  85713. });
  85714. /**
  85715. * Affects position data to this target
  85716. * @param data defines the position data to use
  85717. */
  85718. MorphTarget.prototype.setPositions = function (data) {
  85719. this._positions = data;
  85720. };
  85721. /**
  85722. * Gets the position data stored in this target
  85723. * @returns a FloatArray containing the position data (or null if not present)
  85724. */
  85725. MorphTarget.prototype.getPositions = function () {
  85726. return this._positions;
  85727. };
  85728. /**
  85729. * Affects normal data to this target
  85730. * @param data defines the normal data to use
  85731. */
  85732. MorphTarget.prototype.setNormals = function (data) {
  85733. this._normals = data;
  85734. };
  85735. /**
  85736. * Gets the normal data stored in this target
  85737. * @returns a FloatArray containing the normal data (or null if not present)
  85738. */
  85739. MorphTarget.prototype.getNormals = function () {
  85740. return this._normals;
  85741. };
  85742. /**
  85743. * Affects tangent data to this target
  85744. * @param data defines the tangent data to use
  85745. */
  85746. MorphTarget.prototype.setTangents = function (data) {
  85747. this._tangents = data;
  85748. };
  85749. /**
  85750. * Gets the tangent data stored in this target
  85751. * @returns a FloatArray containing the tangent data (or null if not present)
  85752. */
  85753. MorphTarget.prototype.getTangents = function () {
  85754. return this._tangents;
  85755. };
  85756. /**
  85757. * Serializes the current target into a Serialization object
  85758. * @returns the serialized object
  85759. */
  85760. MorphTarget.prototype.serialize = function () {
  85761. var serializationObject = {};
  85762. serializationObject.name = this.name;
  85763. serializationObject.influence = this.influence;
  85764. serializationObject.positions = Array.prototype.slice.call(this.getPositions());
  85765. if (this.hasNormals) {
  85766. serializationObject.normals = Array.prototype.slice.call(this.getNormals());
  85767. }
  85768. if (this.hasTangents) {
  85769. serializationObject.tangents = Array.prototype.slice.call(this.getTangents());
  85770. }
  85771. // Animations
  85772. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  85773. return serializationObject;
  85774. };
  85775. // Statics
  85776. /**
  85777. * Creates a new target from serialized data
  85778. * @param serializationObject defines the serialized data to use
  85779. * @returns a new MorphTarget
  85780. */
  85781. MorphTarget.Parse = function (serializationObject) {
  85782. var result = new MorphTarget(serializationObject.name, serializationObject.influence);
  85783. result.setPositions(serializationObject.positions);
  85784. if (serializationObject.normals) {
  85785. result.setNormals(serializationObject.normals);
  85786. }
  85787. if (serializationObject.tangents) {
  85788. result.setTangents(serializationObject.tangents);
  85789. }
  85790. // Animations
  85791. if (serializationObject.animations) {
  85792. for (var animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {
  85793. var parsedAnimation = serializationObject.animations[animationIndex];
  85794. result.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  85795. }
  85796. }
  85797. return result;
  85798. };
  85799. /**
  85800. * Creates a MorphTarget from mesh data
  85801. * @param mesh defines the source mesh
  85802. * @param name defines the name to use for the new target
  85803. * @param influence defines the influence to attach to the target
  85804. * @returns a new MorphTarget
  85805. */
  85806. MorphTarget.FromMesh = function (mesh, name, influence) {
  85807. if (!name) {
  85808. name = mesh.name;
  85809. }
  85810. var result = new MorphTarget(name, influence);
  85811. result.setPositions(mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  85812. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  85813. result.setNormals(mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  85814. }
  85815. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  85816. result.setTangents(mesh.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  85817. }
  85818. return result;
  85819. };
  85820. return MorphTarget;
  85821. }());
  85822. BABYLON.MorphTarget = MorphTarget;
  85823. })(BABYLON || (BABYLON = {}));
  85824. //# sourceMappingURL=babylon.morphTarget.js.map
  85825. var BABYLON;
  85826. (function (BABYLON) {
  85827. /**
  85828. * This class is used to deform meshes using morphing between different targets
  85829. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  85830. */
  85831. var MorphTargetManager = /** @class */ (function () {
  85832. /**
  85833. * Creates a new MorphTargetManager
  85834. * @param scene defines the current scene
  85835. */
  85836. function MorphTargetManager(scene) {
  85837. if (scene === void 0) { scene = null; }
  85838. this._targets = new Array();
  85839. this._targetObservable = new Array();
  85840. this._activeTargets = new BABYLON.SmartArray(16);
  85841. this._supportsNormals = false;
  85842. this._supportsTangents = false;
  85843. this._vertexCount = 0;
  85844. this._uniqueId = 0;
  85845. this._tempInfluences = new Array();
  85846. if (!scene) {
  85847. scene = BABYLON.Engine.LastCreatedScene;
  85848. }
  85849. this._scene = scene;
  85850. if (this._scene) {
  85851. this._scene.morphTargetManagers.push(this);
  85852. this._uniqueId = this._scene.getUniqueId();
  85853. }
  85854. }
  85855. Object.defineProperty(MorphTargetManager.prototype, "uniqueId", {
  85856. /**
  85857. * Gets the unique ID of this manager
  85858. */
  85859. get: function () {
  85860. return this._uniqueId;
  85861. },
  85862. enumerable: true,
  85863. configurable: true
  85864. });
  85865. Object.defineProperty(MorphTargetManager.prototype, "vertexCount", {
  85866. /**
  85867. * Gets the number of vertices handled by this manager
  85868. */
  85869. get: function () {
  85870. return this._vertexCount;
  85871. },
  85872. enumerable: true,
  85873. configurable: true
  85874. });
  85875. Object.defineProperty(MorphTargetManager.prototype, "supportsNormals", {
  85876. /**
  85877. * Gets a boolean indicating if this manager supports morphing of normals
  85878. */
  85879. get: function () {
  85880. return this._supportsNormals;
  85881. },
  85882. enumerable: true,
  85883. configurable: true
  85884. });
  85885. Object.defineProperty(MorphTargetManager.prototype, "supportsTangents", {
  85886. /**
  85887. * Gets a boolean indicating if this manager supports morphing of tangents
  85888. */
  85889. get: function () {
  85890. return this._supportsTangents;
  85891. },
  85892. enumerable: true,
  85893. configurable: true
  85894. });
  85895. Object.defineProperty(MorphTargetManager.prototype, "numTargets", {
  85896. /**
  85897. * Gets the number of targets stored in this manager
  85898. */
  85899. get: function () {
  85900. return this._targets.length;
  85901. },
  85902. enumerable: true,
  85903. configurable: true
  85904. });
  85905. Object.defineProperty(MorphTargetManager.prototype, "numInfluencers", {
  85906. /**
  85907. * Gets the number of influencers (ie. the number of targets with influences > 0)
  85908. */
  85909. get: function () {
  85910. return this._activeTargets.length;
  85911. },
  85912. enumerable: true,
  85913. configurable: true
  85914. });
  85915. Object.defineProperty(MorphTargetManager.prototype, "influences", {
  85916. /**
  85917. * Gets the list of influences (one per target)
  85918. */
  85919. get: function () {
  85920. return this._influences;
  85921. },
  85922. enumerable: true,
  85923. configurable: true
  85924. });
  85925. /**
  85926. * Gets the active target at specified index. An active target is a target with an influence > 0
  85927. * @param index defines the index to check
  85928. * @returns the requested target
  85929. */
  85930. MorphTargetManager.prototype.getActiveTarget = function (index) {
  85931. return this._activeTargets.data[index];
  85932. };
  85933. /**
  85934. * Gets the target at specified index
  85935. * @param index defines the index to check
  85936. * @returns the requested target
  85937. */
  85938. MorphTargetManager.prototype.getTarget = function (index) {
  85939. return this._targets[index];
  85940. };
  85941. /**
  85942. * Add a new target to this manager
  85943. * @param target defines the target to add
  85944. */
  85945. MorphTargetManager.prototype.addTarget = function (target) {
  85946. var _this = this;
  85947. this._targets.push(target);
  85948. this._targetObservable.push(target.onInfluenceChanged.add(function (needUpdate) {
  85949. _this._syncActiveTargets(needUpdate);
  85950. }));
  85951. this._syncActiveTargets(true);
  85952. };
  85953. /**
  85954. * Removes a target from the manager
  85955. * @param target defines the target to remove
  85956. */
  85957. MorphTargetManager.prototype.removeTarget = function (target) {
  85958. var index = this._targets.indexOf(target);
  85959. if (index >= 0) {
  85960. this._targets.splice(index, 1);
  85961. target.onInfluenceChanged.remove(this._targetObservable.splice(index, 1)[0]);
  85962. this._syncActiveTargets(true);
  85963. }
  85964. };
  85965. /**
  85966. * Serializes the current manager into a Serialization object
  85967. * @returns the serialized object
  85968. */
  85969. MorphTargetManager.prototype.serialize = function () {
  85970. var serializationObject = {};
  85971. serializationObject.id = this.uniqueId;
  85972. serializationObject.targets = [];
  85973. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  85974. var target = _a[_i];
  85975. serializationObject.targets.push(target.serialize());
  85976. }
  85977. return serializationObject;
  85978. };
  85979. MorphTargetManager.prototype._syncActiveTargets = function (needUpdate) {
  85980. var influenceCount = 0;
  85981. this._activeTargets.reset();
  85982. this._supportsNormals = true;
  85983. this._supportsTangents = true;
  85984. this._vertexCount = 0;
  85985. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  85986. var target = _a[_i];
  85987. this._activeTargets.push(target);
  85988. this._tempInfluences[influenceCount++] = target.influence;
  85989. var positions = target.getPositions();
  85990. if (positions) {
  85991. this._supportsNormals = this._supportsNormals && target.hasNormals;
  85992. this._supportsTangents = this._supportsTangents && target.hasTangents;
  85993. var vertexCount = positions.length / 3;
  85994. if (this._vertexCount === 0) {
  85995. this._vertexCount = vertexCount;
  85996. }
  85997. else if (this._vertexCount !== vertexCount) {
  85998. BABYLON.Tools.Error("Incompatible target. Targets must all have the same vertices count.");
  85999. return;
  86000. }
  86001. }
  86002. }
  86003. if (!this._influences || this._influences.length !== influenceCount) {
  86004. this._influences = new Float32Array(influenceCount);
  86005. }
  86006. for (var index = 0; index < influenceCount; index++) {
  86007. this._influences[index] = this._tempInfluences[index];
  86008. }
  86009. if (needUpdate) {
  86010. this.synchronize();
  86011. }
  86012. };
  86013. /**
  86014. * Syncrhonize the targets with all the meshes using this morph target manager
  86015. */
  86016. MorphTargetManager.prototype.synchronize = function () {
  86017. if (!this._scene) {
  86018. return;
  86019. }
  86020. // Flag meshes as dirty to resync with the active targets
  86021. for (var _i = 0, _a = this._scene.meshes; _i < _a.length; _i++) {
  86022. var mesh = _a[_i];
  86023. if (mesh.morphTargetManager === this) {
  86024. mesh._syncGeometryWithMorphTargetManager();
  86025. }
  86026. }
  86027. };
  86028. // Statics
  86029. /**
  86030. * Creates a new MorphTargetManager from serialized data
  86031. * @param serializationObject defines the serialized data
  86032. * @param scene defines the hosting scene
  86033. * @returns the new MorphTargetManager
  86034. */
  86035. MorphTargetManager.Parse = function (serializationObject, scene) {
  86036. var result = new MorphTargetManager(scene);
  86037. result._uniqueId = serializationObject.id;
  86038. for (var _i = 0, _a = serializationObject.targets; _i < _a.length; _i++) {
  86039. var targetData = _a[_i];
  86040. result.addTarget(BABYLON.MorphTarget.Parse(targetData));
  86041. }
  86042. return result;
  86043. };
  86044. return MorphTargetManager;
  86045. }());
  86046. BABYLON.MorphTargetManager = MorphTargetManager;
  86047. })(BABYLON || (BABYLON = {}));
  86048. //# sourceMappingURL=babylon.morphTargetManager.js.map
  86049. var BABYLON;
  86050. (function (BABYLON) {
  86051. var Octree = /** @class */ (function () {
  86052. function Octree(creationFunc, maxBlockCapacity, maxDepth) {
  86053. if (maxDepth === void 0) { maxDepth = 2; }
  86054. this.maxDepth = maxDepth;
  86055. this.dynamicContent = new Array();
  86056. this._maxBlockCapacity = maxBlockCapacity || 64;
  86057. this._selectionContent = new BABYLON.SmartArrayNoDuplicate(1024);
  86058. this._creationFunc = creationFunc;
  86059. }
  86060. // Methods
  86061. Octree.prototype.update = function (worldMin, worldMax, entries) {
  86062. Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
  86063. };
  86064. Octree.prototype.addMesh = function (entry) {
  86065. for (var index = 0; index < this.blocks.length; index++) {
  86066. var block = this.blocks[index];
  86067. block.addEntry(entry);
  86068. }
  86069. };
  86070. Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
  86071. this._selectionContent.reset();
  86072. for (var index = 0; index < this.blocks.length; index++) {
  86073. var block = this.blocks[index];
  86074. block.select(frustumPlanes, this._selectionContent, allowDuplicate);
  86075. }
  86076. if (allowDuplicate) {
  86077. this._selectionContent.concat(this.dynamicContent);
  86078. }
  86079. else {
  86080. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  86081. }
  86082. return this._selectionContent;
  86083. };
  86084. Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
  86085. this._selectionContent.reset();
  86086. for (var index = 0; index < this.blocks.length; index++) {
  86087. var block = this.blocks[index];
  86088. block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
  86089. }
  86090. if (allowDuplicate) {
  86091. this._selectionContent.concat(this.dynamicContent);
  86092. }
  86093. else {
  86094. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  86095. }
  86096. return this._selectionContent;
  86097. };
  86098. Octree.prototype.intersectsRay = function (ray) {
  86099. this._selectionContent.reset();
  86100. for (var index = 0; index < this.blocks.length; index++) {
  86101. var block = this.blocks[index];
  86102. block.intersectsRay(ray, this._selectionContent);
  86103. }
  86104. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  86105. return this._selectionContent;
  86106. };
  86107. Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
  86108. target.blocks = new Array();
  86109. var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  86110. // Segmenting space
  86111. for (var x = 0; x < 2; x++) {
  86112. for (var y = 0; y < 2; y++) {
  86113. for (var z = 0; z < 2; z++) {
  86114. var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
  86115. var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
  86116. var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
  86117. block.addEntries(entries);
  86118. target.blocks.push(block);
  86119. }
  86120. }
  86121. }
  86122. };
  86123. Octree.CreationFuncForMeshes = function (entry, block) {
  86124. var boundingInfo = entry.getBoundingInfo();
  86125. if (!entry.isBlocked && boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  86126. block.entries.push(entry);
  86127. }
  86128. };
  86129. Octree.CreationFuncForSubMeshes = function (entry, block) {
  86130. var boundingInfo = entry.getBoundingInfo();
  86131. if (boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  86132. block.entries.push(entry);
  86133. }
  86134. };
  86135. return Octree;
  86136. }());
  86137. BABYLON.Octree = Octree;
  86138. })(BABYLON || (BABYLON = {}));
  86139. //# sourceMappingURL=babylon.octree.js.map
  86140. var BABYLON;
  86141. (function (BABYLON) {
  86142. var OctreeBlock = /** @class */ (function () {
  86143. function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
  86144. this.entries = new Array();
  86145. this._boundingVectors = new Array();
  86146. this._capacity = capacity;
  86147. this._depth = depth;
  86148. this._maxDepth = maxDepth;
  86149. this._creationFunc = creationFunc;
  86150. this._minPoint = minPoint;
  86151. this._maxPoint = maxPoint;
  86152. this._boundingVectors.push(minPoint.clone());
  86153. this._boundingVectors.push(maxPoint.clone());
  86154. this._boundingVectors.push(minPoint.clone());
  86155. this._boundingVectors[2].x = maxPoint.x;
  86156. this._boundingVectors.push(minPoint.clone());
  86157. this._boundingVectors[3].y = maxPoint.y;
  86158. this._boundingVectors.push(minPoint.clone());
  86159. this._boundingVectors[4].z = maxPoint.z;
  86160. this._boundingVectors.push(maxPoint.clone());
  86161. this._boundingVectors[5].z = minPoint.z;
  86162. this._boundingVectors.push(maxPoint.clone());
  86163. this._boundingVectors[6].x = minPoint.x;
  86164. this._boundingVectors.push(maxPoint.clone());
  86165. this._boundingVectors[7].y = minPoint.y;
  86166. }
  86167. Object.defineProperty(OctreeBlock.prototype, "capacity", {
  86168. // Property
  86169. get: function () {
  86170. return this._capacity;
  86171. },
  86172. enumerable: true,
  86173. configurable: true
  86174. });
  86175. Object.defineProperty(OctreeBlock.prototype, "minPoint", {
  86176. get: function () {
  86177. return this._minPoint;
  86178. },
  86179. enumerable: true,
  86180. configurable: true
  86181. });
  86182. Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
  86183. get: function () {
  86184. return this._maxPoint;
  86185. },
  86186. enumerable: true,
  86187. configurable: true
  86188. });
  86189. // Methods
  86190. OctreeBlock.prototype.addEntry = function (entry) {
  86191. if (this.blocks) {
  86192. for (var index = 0; index < this.blocks.length; index++) {
  86193. var block = this.blocks[index];
  86194. block.addEntry(entry);
  86195. }
  86196. return;
  86197. }
  86198. this._creationFunc(entry, this);
  86199. if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
  86200. this.createInnerBlocks();
  86201. }
  86202. };
  86203. OctreeBlock.prototype.addEntries = function (entries) {
  86204. for (var index = 0; index < entries.length; index++) {
  86205. var mesh = entries[index];
  86206. this.addEntry(mesh);
  86207. }
  86208. };
  86209. OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
  86210. if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
  86211. if (this.blocks) {
  86212. for (var index = 0; index < this.blocks.length; index++) {
  86213. var block = this.blocks[index];
  86214. block.select(frustumPlanes, selection, allowDuplicate);
  86215. }
  86216. return;
  86217. }
  86218. if (allowDuplicate) {
  86219. selection.concat(this.entries);
  86220. }
  86221. else {
  86222. selection.concatWithNoDuplicate(this.entries);
  86223. }
  86224. }
  86225. };
  86226. OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
  86227. if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
  86228. if (this.blocks) {
  86229. for (var index = 0; index < this.blocks.length; index++) {
  86230. var block = this.blocks[index];
  86231. block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
  86232. }
  86233. return;
  86234. }
  86235. if (allowDuplicate) {
  86236. selection.concat(this.entries);
  86237. }
  86238. else {
  86239. selection.concatWithNoDuplicate(this.entries);
  86240. }
  86241. }
  86242. };
  86243. OctreeBlock.prototype.intersectsRay = function (ray, selection) {
  86244. if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
  86245. if (this.blocks) {
  86246. for (var index = 0; index < this.blocks.length; index++) {
  86247. var block = this.blocks[index];
  86248. block.intersectsRay(ray, selection);
  86249. }
  86250. return;
  86251. }
  86252. selection.concatWithNoDuplicate(this.entries);
  86253. }
  86254. };
  86255. OctreeBlock.prototype.createInnerBlocks = function () {
  86256. BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
  86257. };
  86258. return OctreeBlock;
  86259. }());
  86260. BABYLON.OctreeBlock = OctreeBlock;
  86261. })(BABYLON || (BABYLON = {}));
  86262. //# sourceMappingURL=babylon.octreeBlock.js.map
  86263. var BABYLON;
  86264. (function (BABYLON) {
  86265. var VRDistortionCorrectionPostProcess = /** @class */ (function (_super) {
  86266. __extends(VRDistortionCorrectionPostProcess, _super);
  86267. function VRDistortionCorrectionPostProcess(name, camera, isRightEye, vrMetrics) {
  86268. var _this = _super.call(this, name, "vrDistortionCorrection", [
  86269. 'LensCenter',
  86270. 'Scale',
  86271. 'ScaleIn',
  86272. 'HmdWarpParam'
  86273. ], null, vrMetrics.postProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE) || this;
  86274. _this._isRightEye = isRightEye;
  86275. _this._distortionFactors = vrMetrics.distortionK;
  86276. _this._postProcessScaleFactor = vrMetrics.postProcessScaleFactor;
  86277. _this._lensCenterOffset = vrMetrics.lensCenterOffset;
  86278. _this.adaptScaleToCurrentViewport = true;
  86279. _this.onSizeChangedObservable.add(function () {
  86280. _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
  86281. _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
  86282. _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
  86283. });
  86284. _this.onApplyObservable.add(function (effect) {
  86285. effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
  86286. effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
  86287. effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
  86288. effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
  86289. });
  86290. return _this;
  86291. }
  86292. return VRDistortionCorrectionPostProcess;
  86293. }(BABYLON.PostProcess));
  86294. BABYLON.VRDistortionCorrectionPostProcess = VRDistortionCorrectionPostProcess;
  86295. })(BABYLON || (BABYLON = {}));
  86296. //# sourceMappingURL=babylon.vrDistortionCorrectionPostProcess.js.map
  86297. var BABYLON;
  86298. (function (BABYLON) {
  86299. /**
  86300. * Postprocess used to generate anaglyphic rendering
  86301. */
  86302. var AnaglyphPostProcess = /** @class */ (function (_super) {
  86303. __extends(AnaglyphPostProcess, _super);
  86304. /**
  86305. * Creates a new AnaglyphPostProcess
  86306. * @param name defines postprocess name
  86307. * @param options defines creation options or target ratio scale
  86308. * @param rigCameras defines cameras using this postprocess
  86309. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  86310. * @param engine defines hosting engine
  86311. * @param reusable defines if the postprocess will be reused multiple times per frame
  86312. */
  86313. function AnaglyphPostProcess(name, options, rigCameras, samplingMode, engine, reusable) {
  86314. var _this = _super.call(this, name, "anaglyph", null, ["leftSampler"], options, rigCameras[1], samplingMode, engine, reusable) || this;
  86315. _this._passedProcess = rigCameras[0]._rigPostProcess;
  86316. _this.onApplyObservable.add(function (effect) {
  86317. effect.setTextureFromPostProcess("leftSampler", _this._passedProcess);
  86318. });
  86319. return _this;
  86320. }
  86321. return AnaglyphPostProcess;
  86322. }(BABYLON.PostProcess));
  86323. BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
  86324. })(BABYLON || (BABYLON = {}));
  86325. //# sourceMappingURL=babylon.anaglyphPostProcess.js.map
  86326. var BABYLON;
  86327. (function (BABYLON) {
  86328. var StereoscopicInterlacePostProcess = /** @class */ (function (_super) {
  86329. __extends(StereoscopicInterlacePostProcess, _super);
  86330. function StereoscopicInterlacePostProcess(name, rigCameras, isStereoscopicHoriz, samplingMode, engine, reusable) {
  86331. var _this = _super.call(this, name, "stereoscopicInterlace", ['stepSize'], ['camASampler'], 1, rigCameras[1], samplingMode, engine, reusable, isStereoscopicHoriz ? "#define IS_STEREOSCOPIC_HORIZ 1" : undefined) || this;
  86332. _this._passedProcess = rigCameras[0]._rigPostProcess;
  86333. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  86334. _this.onSizeChangedObservable.add(function () {
  86335. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  86336. });
  86337. _this.onApplyObservable.add(function (effect) {
  86338. effect.setTextureFromPostProcess("camASampler", _this._passedProcess);
  86339. effect.setFloat2("stepSize", _this._stepSize.x, _this._stepSize.y);
  86340. });
  86341. return _this;
  86342. }
  86343. return StereoscopicInterlacePostProcess;
  86344. }(BABYLON.PostProcess));
  86345. BABYLON.StereoscopicInterlacePostProcess = StereoscopicInterlacePostProcess;
  86346. })(BABYLON || (BABYLON = {}));
  86347. //# sourceMappingURL=babylon.stereoscopicInterlacePostProcess.js.map
  86348. var BABYLON;
  86349. (function (BABYLON) {
  86350. /**
  86351. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  86352. * Screen rotation is taken into account.
  86353. */
  86354. var FreeCameraDeviceOrientationInput = /** @class */ (function () {
  86355. function FreeCameraDeviceOrientationInput() {
  86356. var _this = this;
  86357. this._screenOrientationAngle = 0;
  86358. this._screenQuaternion = new BABYLON.Quaternion();
  86359. this._alpha = 0;
  86360. this._beta = 0;
  86361. this._gamma = 0;
  86362. this._orientationChanged = function () {
  86363. _this._screenOrientationAngle = (window.orientation !== undefined ? +window.orientation : (window.screen.orientation && window.screen.orientation['angle'] ? window.screen.orientation.angle : 0));
  86364. _this._screenOrientationAngle = -BABYLON.Tools.ToRadians(_this._screenOrientationAngle / 2);
  86365. _this._screenQuaternion.copyFromFloats(0, Math.sin(_this._screenOrientationAngle), 0, Math.cos(_this._screenOrientationAngle));
  86366. };
  86367. this._deviceOrientation = function (evt) {
  86368. _this._alpha = evt.alpha !== null ? evt.alpha : 0;
  86369. _this._beta = evt.beta !== null ? evt.beta : 0;
  86370. _this._gamma = evt.gamma !== null ? evt.gamma : 0;
  86371. };
  86372. this._constantTranform = new BABYLON.Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));
  86373. this._orientationChanged();
  86374. }
  86375. Object.defineProperty(FreeCameraDeviceOrientationInput.prototype, "camera", {
  86376. get: function () {
  86377. return this._camera;
  86378. },
  86379. set: function (camera) {
  86380. this._camera = camera;
  86381. if (this._camera != null && !this._camera.rotationQuaternion) {
  86382. this._camera.rotationQuaternion = new BABYLON.Quaternion();
  86383. }
  86384. },
  86385. enumerable: true,
  86386. configurable: true
  86387. });
  86388. FreeCameraDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  86389. window.addEventListener("orientationchange", this._orientationChanged);
  86390. window.addEventListener("deviceorientation", this._deviceOrientation);
  86391. //In certain cases, the attach control is called AFTER orientation was changed,
  86392. //So this is needed.
  86393. this._orientationChanged();
  86394. };
  86395. FreeCameraDeviceOrientationInput.prototype.detachControl = function (element) {
  86396. window.removeEventListener("orientationchange", this._orientationChanged);
  86397. window.removeEventListener("deviceorientation", this._deviceOrientation);
  86398. };
  86399. FreeCameraDeviceOrientationInput.prototype.checkInputs = function () {
  86400. //if no device orientation provided, don't update the rotation.
  86401. //Only testing against alpha under the assumption thatnorientation will never be so exact when set.
  86402. if (!this._alpha)
  86403. return;
  86404. BABYLON.Quaternion.RotationYawPitchRollToRef(BABYLON.Tools.ToRadians(this._alpha), BABYLON.Tools.ToRadians(this._beta), -BABYLON.Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);
  86405. this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);
  86406. this._camera.rotationQuaternion.multiplyInPlace(this._constantTranform);
  86407. //Mirror on XY Plane
  86408. this._camera.rotationQuaternion.z *= -1;
  86409. this._camera.rotationQuaternion.w *= -1;
  86410. };
  86411. FreeCameraDeviceOrientationInput.prototype.getClassName = function () {
  86412. return "FreeCameraDeviceOrientationInput";
  86413. };
  86414. FreeCameraDeviceOrientationInput.prototype.getSimpleName = function () {
  86415. return "deviceOrientation";
  86416. };
  86417. return FreeCameraDeviceOrientationInput;
  86418. }());
  86419. BABYLON.FreeCameraDeviceOrientationInput = FreeCameraDeviceOrientationInput;
  86420. BABYLON.CameraInputTypes["FreeCameraDeviceOrientationInput"] = FreeCameraDeviceOrientationInput;
  86421. })(BABYLON || (BABYLON = {}));
  86422. //# sourceMappingURL=babylon.freeCameraDeviceOrientationInput.js.map
  86423. var BABYLON;
  86424. (function (BABYLON) {
  86425. var ArcRotateCameraVRDeviceOrientationInput = /** @class */ (function () {
  86426. function ArcRotateCameraVRDeviceOrientationInput() {
  86427. this.alphaCorrection = 1;
  86428. this.betaCorrection = 1;
  86429. this.gammaCorrection = 1;
  86430. this._alpha = 0;
  86431. this._gamma = 0;
  86432. this._dirty = false;
  86433. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  86434. }
  86435. ArcRotateCameraVRDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  86436. this.camera.attachControl(element, noPreventDefault);
  86437. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  86438. };
  86439. ArcRotateCameraVRDeviceOrientationInput.prototype._onOrientationEvent = function (evt) {
  86440. if (evt.alpha !== null) {
  86441. this._alpha = +evt.alpha | 0;
  86442. }
  86443. if (evt.gamma !== null) {
  86444. this._gamma = +evt.gamma | 0;
  86445. }
  86446. this._dirty = true;
  86447. };
  86448. ArcRotateCameraVRDeviceOrientationInput.prototype.checkInputs = function () {
  86449. if (this._dirty) {
  86450. this._dirty = false;
  86451. if (this._gamma < 0) {
  86452. this._gamma = 180 + this._gamma;
  86453. }
  86454. this.camera.alpha = (-this._alpha / 180.0 * Math.PI) % Math.PI * 2;
  86455. this.camera.beta = (this._gamma / 180.0 * Math.PI);
  86456. }
  86457. };
  86458. ArcRotateCameraVRDeviceOrientationInput.prototype.detachControl = function (element) {
  86459. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  86460. };
  86461. ArcRotateCameraVRDeviceOrientationInput.prototype.getClassName = function () {
  86462. return "ArcRotateCameraVRDeviceOrientationInput";
  86463. };
  86464. ArcRotateCameraVRDeviceOrientationInput.prototype.getSimpleName = function () {
  86465. return "VRDeviceOrientation";
  86466. };
  86467. return ArcRotateCameraVRDeviceOrientationInput;
  86468. }());
  86469. BABYLON.ArcRotateCameraVRDeviceOrientationInput = ArcRotateCameraVRDeviceOrientationInput;
  86470. BABYLON.CameraInputTypes["ArcRotateCameraVRDeviceOrientationInput"] = ArcRotateCameraVRDeviceOrientationInput;
  86471. })(BABYLON || (BABYLON = {}));
  86472. //# sourceMappingURL=babylon.arcRotateCameraVRDeviceOrientationInput.js.map
  86473. var BABYLON;
  86474. (function (BABYLON) {
  86475. var VRCameraMetrics = /** @class */ (function () {
  86476. function VRCameraMetrics() {
  86477. this.compensateDistortion = true;
  86478. }
  86479. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatio", {
  86480. get: function () {
  86481. return this.hResolution / (2 * this.vResolution);
  86482. },
  86483. enumerable: true,
  86484. configurable: true
  86485. });
  86486. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatioFov", {
  86487. get: function () {
  86488. return (2 * Math.atan((this.postProcessScaleFactor * this.vScreenSize) / (2 * this.eyeToScreenDistance)));
  86489. },
  86490. enumerable: true,
  86491. configurable: true
  86492. });
  86493. Object.defineProperty(VRCameraMetrics.prototype, "leftHMatrix", {
  86494. get: function () {
  86495. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  86496. var h = (4 * meters) / this.hScreenSize;
  86497. return BABYLON.Matrix.Translation(h, 0, 0);
  86498. },
  86499. enumerable: true,
  86500. configurable: true
  86501. });
  86502. Object.defineProperty(VRCameraMetrics.prototype, "rightHMatrix", {
  86503. get: function () {
  86504. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  86505. var h = (4 * meters) / this.hScreenSize;
  86506. return BABYLON.Matrix.Translation(-h, 0, 0);
  86507. },
  86508. enumerable: true,
  86509. configurable: true
  86510. });
  86511. Object.defineProperty(VRCameraMetrics.prototype, "leftPreViewMatrix", {
  86512. get: function () {
  86513. return BABYLON.Matrix.Translation(0.5 * this.interpupillaryDistance, 0, 0);
  86514. },
  86515. enumerable: true,
  86516. configurable: true
  86517. });
  86518. Object.defineProperty(VRCameraMetrics.prototype, "rightPreViewMatrix", {
  86519. get: function () {
  86520. return BABYLON.Matrix.Translation(-0.5 * this.interpupillaryDistance, 0, 0);
  86521. },
  86522. enumerable: true,
  86523. configurable: true
  86524. });
  86525. VRCameraMetrics.GetDefault = function () {
  86526. var result = new VRCameraMetrics();
  86527. result.hResolution = 1280;
  86528. result.vResolution = 800;
  86529. result.hScreenSize = 0.149759993;
  86530. result.vScreenSize = 0.0935999975;
  86531. result.vScreenCenter = 0.0467999987;
  86532. result.eyeToScreenDistance = 0.0410000011;
  86533. result.lensSeparationDistance = 0.0635000020;
  86534. result.interpupillaryDistance = 0.0640000030;
  86535. result.distortionK = [1.0, 0.219999999, 0.239999995, 0.0];
  86536. result.chromaAbCorrection = [0.995999992, -0.00400000019, 1.01400006, 0.0];
  86537. result.postProcessScaleFactor = 1.714605507808412;
  86538. result.lensCenterOffset = 0.151976421;
  86539. return result;
  86540. };
  86541. return VRCameraMetrics;
  86542. }());
  86543. BABYLON.VRCameraMetrics = VRCameraMetrics;
  86544. })(BABYLON || (BABYLON = {}));
  86545. //# sourceMappingURL=babylon.vrCameraMetrics.js.map
  86546. var BABYLON;
  86547. (function (BABYLON) {
  86548. /**
  86549. * This represents a WebVR camera.
  86550. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  86551. * @example http://doc.babylonjs.com/how_to/webvr_camera
  86552. */
  86553. var WebVRFreeCamera = /** @class */ (function (_super) {
  86554. __extends(WebVRFreeCamera, _super);
  86555. /**
  86556. * Instantiates a WebVRFreeCamera.
  86557. * @param name The name of the WebVRFreeCamera
  86558. * @param position The starting anchor position for the camera
  86559. * @param scene The scene the camera belongs to
  86560. * @param webVROptions a set of customizable options for the webVRCamera
  86561. */
  86562. function WebVRFreeCamera(name, position, scene, webVROptions) {
  86563. if (webVROptions === void 0) { webVROptions = {}; }
  86564. var _this = _super.call(this, name, position, scene) || this;
  86565. _this.webVROptions = webVROptions;
  86566. /**
  86567. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  86568. */
  86569. _this._vrDevice = null;
  86570. /**
  86571. * The rawPose of the vrDevice.
  86572. */
  86573. _this.rawPose = null;
  86574. _this._specsVersion = "1.1";
  86575. _this._attached = false;
  86576. _this._descendants = [];
  86577. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  86578. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  86579. _this._deviceRoomRotationQuaternion = BABYLON.Quaternion.Identity();
  86580. _this._standingMatrix = null;
  86581. /**
  86582. * Represents device position in babylon space.
  86583. */
  86584. _this.devicePosition = BABYLON.Vector3.Zero();
  86585. /**
  86586. * Represents device rotation in babylon space.
  86587. */
  86588. _this.deviceRotationQuaternion = BABYLON.Quaternion.Identity();
  86589. /**
  86590. * The scale of the device to be used when translating from device space to babylon space.
  86591. */
  86592. _this.deviceScaleFactor = 1;
  86593. _this._deviceToWorld = BABYLON.Matrix.Identity();
  86594. _this._worldToDevice = BABYLON.Matrix.Identity();
  86595. /**
  86596. * References to the webVR controllers for the vrDevice.
  86597. */
  86598. _this.controllers = [];
  86599. /**
  86600. * Emits an event when a controller is attached.
  86601. */
  86602. _this.onControllersAttachedObservable = new BABYLON.Observable();
  86603. /**
  86604. * Emits an event when a controller's mesh has been loaded;
  86605. */
  86606. _this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  86607. /**
  86608. * If the rig cameras be used as parent instead of this camera.
  86609. */
  86610. _this.rigParenting = true;
  86611. _this._defaultHeight = undefined;
  86612. _this._workingVector = BABYLON.Vector3.Zero();
  86613. _this._oneVector = BABYLON.Vector3.One();
  86614. _this._workingMatrix = BABYLON.Matrix.Identity();
  86615. _this._cache.position = BABYLON.Vector3.Zero();
  86616. if (webVROptions.defaultHeight) {
  86617. _this._defaultHeight = webVROptions.defaultHeight;
  86618. _this.position.y = _this._defaultHeight;
  86619. }
  86620. _this.minZ = 0.1;
  86621. //legacy support - the compensation boolean was removed.
  86622. if (arguments.length === 5) {
  86623. _this.webVROptions = arguments[4];
  86624. }
  86625. // default webVR options
  86626. if (_this.webVROptions.trackPosition == undefined) {
  86627. _this.webVROptions.trackPosition = true;
  86628. }
  86629. if (_this.webVROptions.controllerMeshes == undefined) {
  86630. _this.webVROptions.controllerMeshes = true;
  86631. }
  86632. if (_this.webVROptions.defaultLightingOnControllers == undefined) {
  86633. _this.webVROptions.defaultLightingOnControllers = true;
  86634. }
  86635. _this.rotationQuaternion = new BABYLON.Quaternion();
  86636. if (_this.webVROptions && _this.webVROptions.positionScale) {
  86637. _this.deviceScaleFactor = _this.webVROptions.positionScale;
  86638. }
  86639. //enable VR
  86640. var engine = _this.getEngine();
  86641. _this._onVREnabled = function (success) { if (success) {
  86642. _this.initControllers();
  86643. } };
  86644. engine.onVRRequestPresentComplete.add(_this._onVREnabled);
  86645. engine.initWebVR().add(function (event) {
  86646. if (!event.vrDisplay || _this._vrDevice === event.vrDisplay) {
  86647. return;
  86648. }
  86649. _this._vrDevice = event.vrDisplay;
  86650. //reset the rig parameters.
  86651. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_WEBVR, { parentCamera: _this, vrDisplay: _this._vrDevice, frameData: _this._frameData, specs: _this._specsVersion });
  86652. if (_this._attached) {
  86653. _this.getEngine().enableVR();
  86654. }
  86655. });
  86656. if (typeof (VRFrameData) !== "undefined")
  86657. _this._frameData = new VRFrameData();
  86658. /**
  86659. * The idea behind the following lines:
  86660. * objects that have the camera as parent should actually have the rig cameras as a parent.
  86661. * BUT, each of those cameras has a different view matrix, which means that if we set the parent to the first rig camera,
  86662. * the second will not show it correctly.
  86663. *
  86664. * To solve this - each object that has the camera as parent will be added to a protected array.
  86665. * When the rig camera renders, it will take this array and set all of those to be its children.
  86666. * This way, the right camera will be used as a parent, and the mesh will be rendered correctly.
  86667. * Amazing!
  86668. */
  86669. scene.onBeforeCameraRenderObservable.add(function (camera) {
  86670. if (camera.parent === _this && _this.rigParenting) {
  86671. _this._descendants = _this.getDescendants(true, function (n) {
  86672. // don't take the cameras or the controllers!
  86673. var isController = _this.controllers.some(function (controller) { return controller._mesh === n; });
  86674. var isRigCamera = _this._rigCameras.indexOf(n) !== -1;
  86675. return !isController && !isRigCamera;
  86676. });
  86677. _this._descendants.forEach(function (node) {
  86678. node.parent = camera;
  86679. });
  86680. }
  86681. });
  86682. scene.onAfterCameraRenderObservable.add(function (camera) {
  86683. if (camera.parent === _this && _this.rigParenting) {
  86684. _this._descendants.forEach(function (node) {
  86685. node.parent = _this;
  86686. });
  86687. }
  86688. });
  86689. return _this;
  86690. }
  86691. /**
  86692. * Gets the device distance from the ground in meters.
  86693. * @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.
  86694. */
  86695. WebVRFreeCamera.prototype.deviceDistanceToRoomGround = function () {
  86696. if (this._standingMatrix) {
  86697. // Add standing matrix offset to get real offset from ground in room
  86698. this._standingMatrix.getTranslationToRef(this._workingVector);
  86699. return this._deviceRoomPosition.y + this._workingVector.y;
  86700. }
  86701. //If VRDisplay does not inform stage parameters and no default height is set we fallback to zero.
  86702. return this._defaultHeight || 0;
  86703. };
  86704. /**
  86705. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  86706. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  86707. */
  86708. WebVRFreeCamera.prototype.useStandingMatrix = function (callback) {
  86709. var _this = this;
  86710. if (callback === void 0) { callback = function (bool) { }; }
  86711. // Use standing matrix if available
  86712. this.getEngine().initWebVRAsync().then(function (result) {
  86713. if (!result.vrDisplay || !result.vrDisplay.stageParameters || !result.vrDisplay.stageParameters.sittingToStandingTransform) {
  86714. callback(false);
  86715. }
  86716. else {
  86717. _this._standingMatrix = new BABYLON.Matrix();
  86718. BABYLON.Matrix.FromFloat32ArrayToRefScaled(result.vrDisplay.stageParameters.sittingToStandingTransform, 0, 1, _this._standingMatrix);
  86719. if (!_this.getScene().useRightHandedSystem) {
  86720. [2, 6, 8, 9, 14].forEach(function (num) {
  86721. if (_this._standingMatrix) {
  86722. _this._standingMatrix.m[num] *= -1;
  86723. }
  86724. });
  86725. }
  86726. callback(true);
  86727. }
  86728. });
  86729. };
  86730. /**
  86731. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  86732. * @returns A promise with a boolean set to if the standing matrix is supported.
  86733. */
  86734. WebVRFreeCamera.prototype.useStandingMatrixAsync = function () {
  86735. var _this = this;
  86736. return new Promise(function (res, rej) {
  86737. _this.useStandingMatrix(function (supported) {
  86738. res(supported);
  86739. });
  86740. });
  86741. };
  86742. /**
  86743. * Disposes the camera
  86744. */
  86745. WebVRFreeCamera.prototype.dispose = function () {
  86746. this.getEngine().onVRRequestPresentComplete.removeCallback(this._onVREnabled);
  86747. _super.prototype.dispose.call(this);
  86748. };
  86749. /**
  86750. * Gets a vrController by name.
  86751. * @param name The name of the controller to retreive
  86752. * @returns the controller matching the name specified or null if not found
  86753. */
  86754. WebVRFreeCamera.prototype.getControllerByName = function (name) {
  86755. for (var _i = 0, _a = this.controllers; _i < _a.length; _i++) {
  86756. var gp = _a[_i];
  86757. if (gp.hand === name) {
  86758. return gp;
  86759. }
  86760. }
  86761. return null;
  86762. };
  86763. Object.defineProperty(WebVRFreeCamera.prototype, "leftController", {
  86764. /**
  86765. * The controller corrisponding to the users left hand.
  86766. */
  86767. get: function () {
  86768. if (!this._leftController) {
  86769. this._leftController = this.getControllerByName("left");
  86770. }
  86771. return this._leftController;
  86772. },
  86773. enumerable: true,
  86774. configurable: true
  86775. });
  86776. ;
  86777. Object.defineProperty(WebVRFreeCamera.prototype, "rightController", {
  86778. /**
  86779. * The controller corrisponding to the users right hand.
  86780. */
  86781. get: function () {
  86782. if (!this._rightController) {
  86783. this._rightController = this.getControllerByName("right");
  86784. }
  86785. return this._rightController;
  86786. },
  86787. enumerable: true,
  86788. configurable: true
  86789. });
  86790. ;
  86791. /**
  86792. * Casts a ray forward from the vrCamera's gaze.
  86793. * @param length Length of the ray (default: 100)
  86794. * @returns the ray corrisponding to the gaze
  86795. */
  86796. WebVRFreeCamera.prototype.getForwardRay = function (length) {
  86797. if (length === void 0) { length = 100; }
  86798. if (this.leftCamera) {
  86799. // Use left eye to avoid computation to compute center on every call
  86800. return _super.prototype.getForwardRay.call(this, length, this.leftCamera.getWorldMatrix(), this.leftCamera.globalPosition); // Need the actual rendered camera
  86801. }
  86802. else {
  86803. return _super.prototype.getForwardRay.call(this, length);
  86804. }
  86805. };
  86806. /**
  86807. * Updates the camera based on device's frame data
  86808. */
  86809. WebVRFreeCamera.prototype._checkInputs = function () {
  86810. if (this._vrDevice && this._vrDevice.isPresenting) {
  86811. this._vrDevice.getFrameData(this._frameData);
  86812. this.updateFromDevice(this._frameData.pose);
  86813. }
  86814. _super.prototype._checkInputs.call(this);
  86815. };
  86816. /**
  86817. * Updates the poseControlled values based on the input device pose.
  86818. * @param poseData Pose coming from the device
  86819. */
  86820. WebVRFreeCamera.prototype.updateFromDevice = function (poseData) {
  86821. if (poseData && poseData.orientation) {
  86822. this.rawPose = poseData;
  86823. this._deviceRoomRotationQuaternion.copyFromFloats(poseData.orientation[0], poseData.orientation[1], -poseData.orientation[2], -poseData.orientation[3]);
  86824. if (this.getScene().useRightHandedSystem) {
  86825. this._deviceRoomRotationQuaternion.z *= -1;
  86826. this._deviceRoomRotationQuaternion.w *= -1;
  86827. }
  86828. if (this.webVROptions.trackPosition && this.rawPose.position) {
  86829. this._deviceRoomPosition.copyFromFloats(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2]);
  86830. if (this.getScene().useRightHandedSystem) {
  86831. this._deviceRoomPosition.z *= -1;
  86832. }
  86833. }
  86834. }
  86835. };
  86836. /**
  86837. * WebVR's attach control will start broadcasting frames to the device.
  86838. * Note that in certain browsers (chrome for example) this function must be called
  86839. * within a user-interaction callback. Example:
  86840. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  86841. *
  86842. * @param element html element to attach the vrDevice to
  86843. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  86844. */
  86845. WebVRFreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  86846. _super.prototype.attachControl.call(this, element, noPreventDefault);
  86847. this._attached = true;
  86848. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  86849. if (this._vrDevice) {
  86850. this.getEngine().enableVR();
  86851. }
  86852. };
  86853. /**
  86854. * Detaches the camera from the html element and disables VR
  86855. *
  86856. * @param element html element to detach from
  86857. */
  86858. WebVRFreeCamera.prototype.detachControl = function (element) {
  86859. this.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  86860. this.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  86861. _super.prototype.detachControl.call(this, element);
  86862. this._attached = false;
  86863. this.getEngine().disableVR();
  86864. };
  86865. /**
  86866. * @returns the name of this class
  86867. */
  86868. WebVRFreeCamera.prototype.getClassName = function () {
  86869. return "WebVRFreeCamera";
  86870. };
  86871. /**
  86872. * Calls resetPose on the vrDisplay
  86873. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  86874. */
  86875. WebVRFreeCamera.prototype.resetToCurrentRotation = function () {
  86876. //uses the vrDisplay's "resetPose()".
  86877. //pitch and roll won't be affected.
  86878. this._vrDevice.resetPose();
  86879. };
  86880. /**
  86881. * Updates the rig cameras (left and right eye)
  86882. */
  86883. WebVRFreeCamera.prototype._updateRigCameras = function () {
  86884. var camLeft = this._rigCameras[0];
  86885. var camRight = this._rigCameras[1];
  86886. camLeft.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  86887. camRight.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  86888. camLeft.position.copyFrom(this._deviceRoomPosition);
  86889. camRight.position.copyFrom(this._deviceRoomPosition);
  86890. };
  86891. /**
  86892. * Updates the cached values of the camera
  86893. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  86894. */
  86895. WebVRFreeCamera.prototype._updateCache = function (ignoreParentClass) {
  86896. var _this = this;
  86897. if (!this.rotationQuaternion.equals(this._cache.rotationQuaternion) || !this.position.equals(this._cache.position)) {
  86898. // Update to ensure devicePosition is up to date with most recent _deviceRoomPosition
  86899. if (!this.updateCacheCalled) {
  86900. // make sure it is only called once per loop. this.update() might cause an infinite loop.
  86901. this.updateCacheCalled = true;
  86902. this.update();
  86903. }
  86904. // Set working vector to the device position in room space rotated by the new rotation
  86905. this.rotationQuaternion.toRotationMatrix(this._workingMatrix);
  86906. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._workingMatrix, this._workingVector);
  86907. // Subtract this vector from the current device position in world to get the translation for the device world matrix
  86908. this.devicePosition.subtractToRef(this._workingVector, this._workingVector);
  86909. BABYLON.Matrix.ComposeToRef(this._oneVector, this.rotationQuaternion, this._workingVector, this._deviceToWorld);
  86910. // Add translation from anchor position
  86911. this._deviceToWorld.getTranslationToRef(this._workingVector);
  86912. this._workingVector.addInPlace(this.position);
  86913. this._workingVector.subtractInPlace(this._cache.position);
  86914. this._deviceToWorld.setTranslation(this._workingVector);
  86915. // Set an inverted matrix to be used when updating the camera
  86916. this._deviceToWorld.invertToRef(this._worldToDevice);
  86917. // Update the gamepad to ensure the mesh is updated on the same frame as camera
  86918. this.controllers.forEach(function (controller) {
  86919. controller._deviceToWorld.copyFrom(_this._deviceToWorld);
  86920. controller.update();
  86921. });
  86922. }
  86923. if (!ignoreParentClass) {
  86924. _super.prototype._updateCache.call(this);
  86925. }
  86926. this.updateCacheCalled = false;
  86927. };
  86928. /**
  86929. * Updates the current device position and rotation in the babylon world
  86930. */
  86931. WebVRFreeCamera.prototype.update = function () {
  86932. // Get current device position in babylon world
  86933. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._deviceToWorld, this.devicePosition);
  86934. // Get current device rotation in babylon world
  86935. BABYLON.Matrix.FromQuaternionToRef(this._deviceRoomRotationQuaternion, this._workingMatrix);
  86936. this._workingMatrix.multiplyToRef(this._deviceToWorld, this._workingMatrix);
  86937. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  86938. _super.prototype.update.call(this);
  86939. };
  86940. /**
  86941. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  86942. * @returns an identity matrix
  86943. */
  86944. WebVRFreeCamera.prototype._getViewMatrix = function () {
  86945. return BABYLON.Matrix.Identity();
  86946. };
  86947. /**
  86948. * This function is called by the two RIG cameras.
  86949. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  86950. */
  86951. WebVRFreeCamera.prototype._getWebVRViewMatrix = function () {
  86952. var _this = this;
  86953. // Update the parent camera prior to using a child camera to avoid desynchronization
  86954. var parentCamera = this._cameraRigParams["parentCamera"];
  86955. parentCamera._updateCache();
  86956. //WebVR 1.1
  86957. var viewArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftViewMatrix : this._cameraRigParams["frameData"].rightViewMatrix;
  86958. BABYLON.Matrix.FromArrayToRef(viewArray, 0, this._webvrViewMatrix);
  86959. if (!this.getScene().useRightHandedSystem) {
  86960. [2, 6, 8, 9, 14].forEach(function (num) {
  86961. _this._webvrViewMatrix.m[num] *= -1;
  86962. });
  86963. }
  86964. // update the camera rotation matrix
  86965. this._webvrViewMatrix.getRotationMatrixToRef(this._cameraRotationMatrix);
  86966. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  86967. // Computing target and final matrix
  86968. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  86969. // should the view matrix be updated with scale and position offset?
  86970. if (parentCamera.deviceScaleFactor !== 1) {
  86971. this._webvrViewMatrix.invert();
  86972. // scale the position, if set
  86973. if (parentCamera.deviceScaleFactor) {
  86974. this._webvrViewMatrix.m[12] *= parentCamera.deviceScaleFactor;
  86975. this._webvrViewMatrix.m[13] *= parentCamera.deviceScaleFactor;
  86976. this._webvrViewMatrix.m[14] *= parentCamera.deviceScaleFactor;
  86977. }
  86978. this._webvrViewMatrix.invert();
  86979. }
  86980. parentCamera._worldToDevice.multiplyToRef(this._webvrViewMatrix, this._webvrViewMatrix);
  86981. return this._webvrViewMatrix;
  86982. };
  86983. WebVRFreeCamera.prototype._getWebVRProjectionMatrix = function () {
  86984. var _this = this;
  86985. var parentCamera = this.parent;
  86986. parentCamera._vrDevice.depthNear = parentCamera.minZ;
  86987. parentCamera._vrDevice.depthFar = parentCamera.maxZ;
  86988. var projectionArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftProjectionMatrix : this._cameraRigParams["frameData"].rightProjectionMatrix;
  86989. BABYLON.Matrix.FromArrayToRef(projectionArray, 0, this._projectionMatrix);
  86990. //babylon compatible matrix
  86991. if (!this.getScene().useRightHandedSystem) {
  86992. [8, 9, 10, 11].forEach(function (num) {
  86993. _this._projectionMatrix.m[num] *= -1;
  86994. });
  86995. }
  86996. return this._projectionMatrix;
  86997. };
  86998. /**
  86999. * Initializes the controllers and their meshes
  87000. */
  87001. WebVRFreeCamera.prototype.initControllers = function () {
  87002. var _this = this;
  87003. this.controllers = [];
  87004. var manager = this.getScene().gamepadManager;
  87005. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  87006. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  87007. var webVrController = gamepad;
  87008. if (webVrController.defaultModel) {
  87009. webVrController.defaultModel.setEnabled(false);
  87010. }
  87011. if (webVrController.hand === "right") {
  87012. _this._rightController = null;
  87013. }
  87014. if (webVrController.hand === "left") {
  87015. _this._leftController = null;
  87016. }
  87017. var controllerIndex = _this.controllers.indexOf(webVrController);
  87018. if (controllerIndex !== -1) {
  87019. _this.controllers.splice(controllerIndex, 1);
  87020. }
  87021. }
  87022. });
  87023. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  87024. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  87025. var webVrController_1 = gamepad;
  87026. webVrController_1.deviceScaleFactor = _this.deviceScaleFactor;
  87027. webVrController_1._deviceToWorld.copyFrom(_this._deviceToWorld);
  87028. if (_this.webVROptions.controllerMeshes) {
  87029. if (webVrController_1.defaultModel) {
  87030. webVrController_1.defaultModel.setEnabled(true);
  87031. }
  87032. else {
  87033. // Load the meshes
  87034. webVrController_1.initControllerMesh(_this.getScene(), function (loadedMesh) {
  87035. loadedMesh.scaling.scaleInPlace(_this.deviceScaleFactor);
  87036. _this.onControllerMeshLoadedObservable.notifyObservers(webVrController_1);
  87037. if (_this.webVROptions.defaultLightingOnControllers) {
  87038. if (!_this._lightOnControllers) {
  87039. _this._lightOnControllers = new BABYLON.HemisphericLight("vrControllersLight", new BABYLON.Vector3(0, 1, 0), _this.getScene());
  87040. }
  87041. var activateLightOnSubMeshes_1 = function (mesh, light) {
  87042. var children = mesh.getChildren();
  87043. if (children.length !== 0) {
  87044. children.forEach(function (mesh) {
  87045. light.includedOnlyMeshes.push(mesh);
  87046. activateLightOnSubMeshes_1(mesh, light);
  87047. });
  87048. }
  87049. };
  87050. _this._lightOnControllers.includedOnlyMeshes.push(loadedMesh);
  87051. activateLightOnSubMeshes_1(loadedMesh, _this._lightOnControllers);
  87052. }
  87053. });
  87054. }
  87055. }
  87056. webVrController_1.attachToPoseControlledCamera(_this);
  87057. // since this is async - sanity check. Is the controller already stored?
  87058. if (_this.controllers.indexOf(webVrController_1) === -1) {
  87059. //add to the controllers array
  87060. _this.controllers.push(webVrController_1);
  87061. // Forced to add some control code for Vive as it doesn't always fill properly the "hand" property
  87062. // Sometimes, both controllers are set correctly (left and right), sometimes none, sometimes only one of them...
  87063. // So we're overriding setting left & right manually to be sure
  87064. var firstViveWandDetected = false;
  87065. for (var i = 0; i < _this.controllers.length; i++) {
  87066. if (_this.controllers[i].controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  87067. if (!firstViveWandDetected) {
  87068. firstViveWandDetected = true;
  87069. _this.controllers[i].hand = "left";
  87070. }
  87071. else {
  87072. _this.controllers[i].hand = "right";
  87073. }
  87074. }
  87075. }
  87076. //did we find enough controllers? Great! let the developer know.
  87077. if (_this.controllers.length >= 2) {
  87078. _this.onControllersAttachedObservable.notifyObservers(_this.controllers);
  87079. }
  87080. }
  87081. }
  87082. });
  87083. };
  87084. return WebVRFreeCamera;
  87085. }(BABYLON.FreeCamera));
  87086. BABYLON.WebVRFreeCamera = WebVRFreeCamera;
  87087. })(BABYLON || (BABYLON = {}));
  87088. //# sourceMappingURL=babylon.webVRCamera.js.map
  87089. var BABYLON;
  87090. (function (BABYLON) {
  87091. // We're mainly based on the logic defined into the FreeCamera code
  87092. /**
  87093. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  87094. * being tilted forward or back and left or right.
  87095. */
  87096. var DeviceOrientationCamera = /** @class */ (function (_super) {
  87097. __extends(DeviceOrientationCamera, _super);
  87098. /**
  87099. * Creates a new device orientation camera
  87100. * @param name The name of the camera
  87101. * @param position The start position camera
  87102. * @param scene The scene the camera belongs to
  87103. */
  87104. function DeviceOrientationCamera(name, position, scene) {
  87105. var _this = _super.call(this, name, position, scene) || this;
  87106. _this._quaternionCache = new BABYLON.Quaternion();
  87107. _this.inputs.addDeviceOrientation();
  87108. return _this;
  87109. }
  87110. /**
  87111. * Gets the current instance class name ("DeviceOrientationCamera").
  87112. * This helps avoiding instanceof at run time.
  87113. * @returns the class name
  87114. */
  87115. DeviceOrientationCamera.prototype.getClassName = function () {
  87116. return "DeviceOrientationCamera";
  87117. };
  87118. /**
  87119. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  87120. */
  87121. DeviceOrientationCamera.prototype._checkInputs = function () {
  87122. _super.prototype._checkInputs.call(this);
  87123. this._quaternionCache.copyFrom(this.rotationQuaternion);
  87124. if (this._initialQuaternion) {
  87125. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  87126. }
  87127. };
  87128. /**
  87129. * Reset the camera to its default orientation on the specified axis only.
  87130. * @param axis The axis to reset
  87131. */
  87132. DeviceOrientationCamera.prototype.resetToCurrentRotation = function (axis) {
  87133. var _this = this;
  87134. if (axis === void 0) { axis = BABYLON.Axis.Y; }
  87135. //can only work if this camera has a rotation quaternion already.
  87136. if (!this.rotationQuaternion)
  87137. return;
  87138. if (!this._initialQuaternion) {
  87139. this._initialQuaternion = new BABYLON.Quaternion();
  87140. }
  87141. this._initialQuaternion.copyFrom(this._quaternionCache || this.rotationQuaternion);
  87142. ['x', 'y', 'z'].forEach(function (axisName) {
  87143. if (!axis[axisName]) {
  87144. _this._initialQuaternion[axisName] = 0;
  87145. }
  87146. else {
  87147. _this._initialQuaternion[axisName] *= -1;
  87148. }
  87149. });
  87150. this._initialQuaternion.normalize();
  87151. //force rotation update
  87152. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  87153. };
  87154. return DeviceOrientationCamera;
  87155. }(BABYLON.FreeCamera));
  87156. BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
  87157. })(BABYLON || (BABYLON = {}));
  87158. //# sourceMappingURL=babylon.deviceOrientationCamera.js.map
  87159. var BABYLON;
  87160. (function (BABYLON) {
  87161. var VRDeviceOrientationFreeCamera = /** @class */ (function (_super) {
  87162. __extends(VRDeviceOrientationFreeCamera, _super);
  87163. function VRDeviceOrientationFreeCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  87164. if (compensateDistortion === void 0) { compensateDistortion = true; }
  87165. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  87166. var _this = _super.call(this, name, position, scene) || this;
  87167. vrCameraMetrics.compensateDistortion = compensateDistortion;
  87168. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  87169. return _this;
  87170. }
  87171. VRDeviceOrientationFreeCamera.prototype.getClassName = function () {
  87172. return "VRDeviceOrientationFreeCamera";
  87173. };
  87174. return VRDeviceOrientationFreeCamera;
  87175. }(BABYLON.DeviceOrientationCamera));
  87176. BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
  87177. var VRDeviceOrientationGamepadCamera = /** @class */ (function (_super) {
  87178. __extends(VRDeviceOrientationGamepadCamera, _super);
  87179. function VRDeviceOrientationGamepadCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  87180. if (compensateDistortion === void 0) { compensateDistortion = true; }
  87181. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  87182. var _this = _super.call(this, name, position, scene, compensateDistortion, vrCameraMetrics) || this;
  87183. _this.inputs.addGamepad();
  87184. return _this;
  87185. }
  87186. VRDeviceOrientationGamepadCamera.prototype.getClassName = function () {
  87187. return "VRDeviceOrientationGamepadCamera";
  87188. };
  87189. return VRDeviceOrientationGamepadCamera;
  87190. }(VRDeviceOrientationFreeCamera));
  87191. BABYLON.VRDeviceOrientationGamepadCamera = VRDeviceOrientationGamepadCamera;
  87192. var VRDeviceOrientationArcRotateCamera = /** @class */ (function (_super) {
  87193. __extends(VRDeviceOrientationArcRotateCamera, _super);
  87194. function VRDeviceOrientationArcRotateCamera(name, alpha, beta, radius, target, scene, compensateDistortion, vrCameraMetrics) {
  87195. if (compensateDistortion === void 0) { compensateDistortion = true; }
  87196. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  87197. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  87198. vrCameraMetrics.compensateDistortion = compensateDistortion;
  87199. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  87200. _this.inputs.addVRDeviceOrientation();
  87201. return _this;
  87202. }
  87203. VRDeviceOrientationArcRotateCamera.prototype.getClassName = function () {
  87204. return "VRDeviceOrientationArcRotateCamera";
  87205. };
  87206. return VRDeviceOrientationArcRotateCamera;
  87207. }(BABYLON.ArcRotateCamera));
  87208. BABYLON.VRDeviceOrientationArcRotateCamera = VRDeviceOrientationArcRotateCamera;
  87209. })(BABYLON || (BABYLON = {}));
  87210. //# sourceMappingURL=babylon.vrDeviceOrientationCamera.js.map
  87211. var BABYLON;
  87212. (function (BABYLON) {
  87213. /**
  87214. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  87215. */
  87216. var AnaglyphFreeCamera = /** @class */ (function (_super) {
  87217. __extends(AnaglyphFreeCamera, _super);
  87218. /**
  87219. * Creates a new AnaglyphFreeCamera
  87220. * @param name defines camera name
  87221. * @param position defines initial position
  87222. * @param interaxialDistance defines distance between each color axis
  87223. * @param scene defines the hosting scene
  87224. */
  87225. function AnaglyphFreeCamera(name, position, interaxialDistance, scene) {
  87226. var _this = _super.call(this, name, position, scene) || this;
  87227. _this.interaxialDistance = interaxialDistance;
  87228. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  87229. return _this;
  87230. }
  87231. /**
  87232. * Gets camera class name
  87233. * @returns AnaglyphFreeCamera
  87234. */
  87235. AnaglyphFreeCamera.prototype.getClassName = function () {
  87236. return "AnaglyphFreeCamera";
  87237. };
  87238. return AnaglyphFreeCamera;
  87239. }(BABYLON.FreeCamera));
  87240. BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
  87241. /**
  87242. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  87243. */
  87244. var AnaglyphArcRotateCamera = /** @class */ (function (_super) {
  87245. __extends(AnaglyphArcRotateCamera, _super);
  87246. /**
  87247. * Creates a new AnaglyphArcRotateCamera
  87248. * @param name defines camera name
  87249. * @param alpha defines alpha angle (in radians)
  87250. * @param beta defines beta angle (in radians)
  87251. * @param radius defines radius
  87252. * @param target defines camera target
  87253. * @param interaxialDistance defines distance between each color axis
  87254. * @param scene defines the hosting scene
  87255. */
  87256. function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, scene) {
  87257. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  87258. _this.interaxialDistance = interaxialDistance;
  87259. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  87260. return _this;
  87261. }
  87262. /**
  87263. * Gets camera class name
  87264. * @returns AnaglyphArcRotateCamera
  87265. */
  87266. AnaglyphArcRotateCamera.prototype.getClassName = function () {
  87267. return "AnaglyphArcRotateCamera";
  87268. };
  87269. return AnaglyphArcRotateCamera;
  87270. }(BABYLON.ArcRotateCamera));
  87271. BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
  87272. /**
  87273. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  87274. */
  87275. var AnaglyphGamepadCamera = /** @class */ (function (_super) {
  87276. __extends(AnaglyphGamepadCamera, _super);
  87277. /**
  87278. * Creates a new AnaglyphGamepadCamera
  87279. * @param name defines camera name
  87280. * @param position defines initial position
  87281. * @param interaxialDistance defines distance between each color axis
  87282. * @param scene defines the hosting scene
  87283. */
  87284. function AnaglyphGamepadCamera(name, position, interaxialDistance, scene) {
  87285. var _this = _super.call(this, name, position, scene) || this;
  87286. _this.interaxialDistance = interaxialDistance;
  87287. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  87288. return _this;
  87289. }
  87290. /**
  87291. * Gets camera class name
  87292. * @returns AnaglyphGamepadCamera
  87293. */
  87294. AnaglyphGamepadCamera.prototype.getClassName = function () {
  87295. return "AnaglyphGamepadCamera";
  87296. };
  87297. return AnaglyphGamepadCamera;
  87298. }(BABYLON.GamepadCamera));
  87299. BABYLON.AnaglyphGamepadCamera = AnaglyphGamepadCamera;
  87300. /**
  87301. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  87302. */
  87303. var AnaglyphUniversalCamera = /** @class */ (function (_super) {
  87304. __extends(AnaglyphUniversalCamera, _super);
  87305. /**
  87306. * Creates a new AnaglyphUniversalCamera
  87307. * @param name defines camera name
  87308. * @param position defines initial position
  87309. * @param interaxialDistance defines distance between each color axis
  87310. * @param scene defines the hosting scene
  87311. */
  87312. function AnaglyphUniversalCamera(name, position, interaxialDistance, scene) {
  87313. var _this = _super.call(this, name, position, scene) || this;
  87314. _this.interaxialDistance = interaxialDistance;
  87315. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  87316. return _this;
  87317. }
  87318. /**
  87319. * Gets camera class name
  87320. * @returns AnaglyphUniversalCamera
  87321. */
  87322. AnaglyphUniversalCamera.prototype.getClassName = function () {
  87323. return "AnaglyphUniversalCamera";
  87324. };
  87325. return AnaglyphUniversalCamera;
  87326. }(BABYLON.UniversalCamera));
  87327. BABYLON.AnaglyphUniversalCamera = AnaglyphUniversalCamera;
  87328. /**
  87329. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  87330. */
  87331. var StereoscopicFreeCamera = /** @class */ (function (_super) {
  87332. __extends(StereoscopicFreeCamera, _super);
  87333. /**
  87334. * Creates a new StereoscopicFreeCamera
  87335. * @param name defines camera name
  87336. * @param position defines initial position
  87337. * @param interaxialDistance defines distance between each color axis
  87338. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  87339. * @param scene defines the hosting scene
  87340. */
  87341. function StereoscopicFreeCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  87342. var _this = _super.call(this, name, position, scene) || this;
  87343. _this.interaxialDistance = interaxialDistance;
  87344. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  87345. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  87346. return _this;
  87347. }
  87348. /**
  87349. * Gets camera class name
  87350. * @returns StereoscopicFreeCamera
  87351. */
  87352. StereoscopicFreeCamera.prototype.getClassName = function () {
  87353. return "StereoscopicFreeCamera";
  87354. };
  87355. return StereoscopicFreeCamera;
  87356. }(BABYLON.FreeCamera));
  87357. BABYLON.StereoscopicFreeCamera = StereoscopicFreeCamera;
  87358. /**
  87359. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  87360. */
  87361. var StereoscopicArcRotateCamera = /** @class */ (function (_super) {
  87362. __extends(StereoscopicArcRotateCamera, _super);
  87363. /**
  87364. * Creates a new StereoscopicArcRotateCamera
  87365. * @param name defines camera name
  87366. * @param alpha defines alpha angle (in radians)
  87367. * @param beta defines beta angle (in radians)
  87368. * @param radius defines radius
  87369. * @param target defines camera target
  87370. * @param interaxialDistance defines distance between each color axis
  87371. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  87372. * @param scene defines the hosting scene
  87373. */
  87374. function StereoscopicArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, isStereoscopicSideBySide, scene) {
  87375. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  87376. _this.interaxialDistance = interaxialDistance;
  87377. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  87378. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  87379. return _this;
  87380. }
  87381. /**
  87382. * Gets camera class name
  87383. * @returns StereoscopicArcRotateCamera
  87384. */
  87385. StereoscopicArcRotateCamera.prototype.getClassName = function () {
  87386. return "StereoscopicArcRotateCamera";
  87387. };
  87388. return StereoscopicArcRotateCamera;
  87389. }(BABYLON.ArcRotateCamera));
  87390. BABYLON.StereoscopicArcRotateCamera = StereoscopicArcRotateCamera;
  87391. /**
  87392. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  87393. */
  87394. var StereoscopicGamepadCamera = /** @class */ (function (_super) {
  87395. __extends(StereoscopicGamepadCamera, _super);
  87396. /**
  87397. * Creates a new StereoscopicGamepadCamera
  87398. * @param name defines camera name
  87399. * @param position defines initial position
  87400. * @param interaxialDistance defines distance between each color axis
  87401. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  87402. * @param scene defines the hosting scene
  87403. */
  87404. function StereoscopicGamepadCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  87405. var _this = _super.call(this, name, position, scene) || this;
  87406. _this.interaxialDistance = interaxialDistance;
  87407. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  87408. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  87409. return _this;
  87410. }
  87411. /**
  87412. * Gets camera class name
  87413. * @returns StereoscopicGamepadCamera
  87414. */
  87415. StereoscopicGamepadCamera.prototype.getClassName = function () {
  87416. return "StereoscopicGamepadCamera";
  87417. };
  87418. return StereoscopicGamepadCamera;
  87419. }(BABYLON.GamepadCamera));
  87420. BABYLON.StereoscopicGamepadCamera = StereoscopicGamepadCamera;
  87421. /**
  87422. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  87423. */
  87424. var StereoscopicUniversalCamera = /** @class */ (function (_super) {
  87425. __extends(StereoscopicUniversalCamera, _super);
  87426. /**
  87427. * Creates a new StereoscopicUniversalCamera
  87428. * @param name defines camera name
  87429. * @param position defines initial position
  87430. * @param interaxialDistance defines distance between each color axis
  87431. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  87432. * @param scene defines the hosting scene
  87433. */
  87434. function StereoscopicUniversalCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  87435. var _this = _super.call(this, name, position, scene) || this;
  87436. _this.interaxialDistance = interaxialDistance;
  87437. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  87438. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  87439. return _this;
  87440. }
  87441. /**
  87442. * Gets camera class name
  87443. * @returns StereoscopicUniversalCamera
  87444. */
  87445. StereoscopicUniversalCamera.prototype.getClassName = function () {
  87446. return "StereoscopicUniversalCamera";
  87447. };
  87448. return StereoscopicUniversalCamera;
  87449. }(BABYLON.UniversalCamera));
  87450. BABYLON.StereoscopicUniversalCamera = StereoscopicUniversalCamera;
  87451. })(BABYLON || (BABYLON = {}));
  87452. //# sourceMappingURL=babylon.stereoscopicCameras.js.map
  87453. var BABYLON;
  87454. (function (BABYLON) {
  87455. var VRExperienceHelperGazer = /** @class */ (function () {
  87456. function VRExperienceHelperGazer(scene, gazeTrackerToClone) {
  87457. if (gazeTrackerToClone === void 0) { gazeTrackerToClone = null; }
  87458. this.scene = scene;
  87459. this._pointerDownOnMeshAsked = false;
  87460. this._isActionableMesh = false;
  87461. this._teleportationRequestInitiated = false;
  87462. this._teleportationBackRequestInitiated = false;
  87463. this._dpadPressed = true;
  87464. this._activePointer = false;
  87465. this._id = VRExperienceHelperGazer._idCounter++;
  87466. // Gaze tracker
  87467. if (!gazeTrackerToClone) {
  87468. this._gazeTracker = BABYLON.Mesh.CreateTorus("gazeTracker", 0.0035, 0.0025, 20, scene, false);
  87469. this._gazeTracker.bakeCurrentTransformIntoVertices();
  87470. this._gazeTracker.isPickable = false;
  87471. this._gazeTracker.isVisible = false;
  87472. var targetMat = new BABYLON.StandardMaterial("targetMat", scene);
  87473. targetMat.specularColor = BABYLON.Color3.Black();
  87474. targetMat.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  87475. targetMat.backFaceCulling = false;
  87476. this._gazeTracker.material = targetMat;
  87477. }
  87478. else {
  87479. this._gazeTracker = gazeTrackerToClone.clone("gazeTracker");
  87480. }
  87481. }
  87482. VRExperienceHelperGazer.prototype._getForwardRay = function (length) {
  87483. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, length));
  87484. };
  87485. VRExperienceHelperGazer.prototype._selectionPointerDown = function () {
  87486. this._pointerDownOnMeshAsked = true;
  87487. if (this._currentMeshSelected && this._currentHit) {
  87488. this.scene.simulatePointerDown(this._currentHit, { pointerId: this._id });
  87489. }
  87490. };
  87491. VRExperienceHelperGazer.prototype._selectionPointerUp = function () {
  87492. if (this._currentMeshSelected && this._currentHit) {
  87493. this.scene.simulatePointerUp(this._currentHit, { pointerId: this._id });
  87494. }
  87495. this._pointerDownOnMeshAsked = false;
  87496. };
  87497. VRExperienceHelperGazer.prototype._activatePointer = function () {
  87498. this._activePointer = true;
  87499. };
  87500. VRExperienceHelperGazer.prototype._deactivatePointer = function () {
  87501. this._activePointer = false;
  87502. };
  87503. VRExperienceHelperGazer.prototype._updatePointerDistance = function (distance) {
  87504. };
  87505. VRExperienceHelperGazer.prototype.dispose = function () {
  87506. this._interactionsEnabled = false;
  87507. this._teleportationEnabled = false;
  87508. };
  87509. VRExperienceHelperGazer._idCounter = 0;
  87510. return VRExperienceHelperGazer;
  87511. }());
  87512. var VRExperienceHelperControllerGazer = /** @class */ (function (_super) {
  87513. __extends(VRExperienceHelperControllerGazer, _super);
  87514. function VRExperienceHelperControllerGazer(webVRController, scene, gazeTrackerToClone) {
  87515. var _this = _super.call(this, scene, gazeTrackerToClone) || this;
  87516. _this.webVRController = webVRController;
  87517. // Laser pointer
  87518. _this._laserPointer = BABYLON.Mesh.CreateCylinder("laserPointer", 1, 0.004, 0.0002, 20, 1, scene, false);
  87519. var laserPointerMaterial = new BABYLON.StandardMaterial("laserPointerMat", scene);
  87520. laserPointerMaterial.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  87521. laserPointerMaterial.alpha = 0.6;
  87522. _this._laserPointer.material = laserPointerMaterial;
  87523. _this._laserPointer.rotation.x = Math.PI / 2;
  87524. _this._laserPointer.position.z = -0.5;
  87525. _this._laserPointer.isVisible = false;
  87526. if (!webVRController.mesh) {
  87527. // Create an empty mesh that is used prior to loading the high quality model
  87528. var preloadMesh = new BABYLON.Mesh("preloadControllerMesh", scene);
  87529. var preloadPointerPose = new BABYLON.Mesh(BABYLON.PoseEnabledController.POINTING_POSE, scene);
  87530. preloadPointerPose.rotation.x = -0.7;
  87531. preloadMesh.addChild(preloadPointerPose);
  87532. webVRController.attachToMesh(preloadMesh);
  87533. }
  87534. _this._setLaserPointerParent(webVRController.mesh);
  87535. return _this;
  87536. }
  87537. VRExperienceHelperControllerGazer.prototype._getForwardRay = function (length) {
  87538. return this.webVRController.getForwardRay(length);
  87539. };
  87540. VRExperienceHelperControllerGazer.prototype._activatePointer = function () {
  87541. _super.prototype._activatePointer.call(this);
  87542. this._laserPointer.isVisible = true;
  87543. };
  87544. VRExperienceHelperControllerGazer.prototype._deactivatePointer = function () {
  87545. _super.prototype._deactivatePointer.call(this);
  87546. this._laserPointer.isVisible = false;
  87547. };
  87548. VRExperienceHelperControllerGazer.prototype._setLaserPointerColor = function (color) {
  87549. this._laserPointer.material.emissiveColor = color;
  87550. };
  87551. VRExperienceHelperControllerGazer.prototype._setLaserPointerParent = function (mesh) {
  87552. var makeNotPick = function (root) {
  87553. root.name += " laserPointer";
  87554. root.getChildMeshes().forEach(function (c) {
  87555. makeNotPick(c);
  87556. });
  87557. };
  87558. makeNotPick(mesh);
  87559. var childMeshes = mesh.getChildMeshes();
  87560. this.webVRController._pointingPoseNode = null;
  87561. for (var i = 0; i < childMeshes.length; i++) {
  87562. if (childMeshes[i].name && childMeshes[i].name.indexOf(BABYLON.PoseEnabledController.POINTING_POSE) >= 0) {
  87563. mesh = childMeshes[i];
  87564. this.webVRController._pointingPoseNode = mesh;
  87565. break;
  87566. }
  87567. }
  87568. this._laserPointer.parent = mesh;
  87569. };
  87570. VRExperienceHelperControllerGazer.prototype._updatePointerDistance = function (distance) {
  87571. this._laserPointer.scaling.y = distance;
  87572. this._laserPointer.position.z = -distance / 2;
  87573. };
  87574. VRExperienceHelperControllerGazer.prototype.dispose = function () {
  87575. _super.prototype.dispose.call(this);
  87576. this._laserPointer.dispose();
  87577. };
  87578. return VRExperienceHelperControllerGazer;
  87579. }(VRExperienceHelperGazer));
  87580. var VRExperienceHelperCameraGazer = /** @class */ (function (_super) {
  87581. __extends(VRExperienceHelperCameraGazer, _super);
  87582. function VRExperienceHelperCameraGazer(getCamera, scene) {
  87583. var _this = _super.call(this, scene) || this;
  87584. _this.getCamera = getCamera;
  87585. return _this;
  87586. }
  87587. VRExperienceHelperCameraGazer.prototype._getForwardRay = function (length) {
  87588. var camera = this.getCamera();
  87589. if (camera) {
  87590. return camera.getForwardRay(length);
  87591. }
  87592. else {
  87593. return new BABYLON.Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Forward());
  87594. }
  87595. };
  87596. return VRExperienceHelperCameraGazer;
  87597. }(VRExperienceHelperGazer));
  87598. /**
  87599. * Helps to quickly add VR support to an existing scene.
  87600. * See http://doc.babylonjs.com/how_to/webvr_helper
  87601. */
  87602. var VRExperienceHelper = /** @class */ (function () {
  87603. /**
  87604. * Instantiates a VRExperienceHelper.
  87605. * Helps to quickly add VR support to an existing scene.
  87606. * @param scene The scene the VRExperienceHelper belongs to.
  87607. * @param webVROptions Options to modify the vr experience helper's behavior.
  87608. */
  87609. function VRExperienceHelper(scene, /** Options to modify the vr experience helper's behavior. */ webVROptions) {
  87610. if (webVROptions === void 0) { webVROptions = {}; }
  87611. var _this = this;
  87612. this.webVROptions = webVROptions;
  87613. // Can the system support WebVR, even if a headset isn't plugged in?
  87614. this._webVRsupported = false;
  87615. // If WebVR is supported, is a headset plugged in and are we ready to present?
  87616. this._webVRready = false;
  87617. // Are we waiting for the requestPresent callback to complete?
  87618. this._webVRrequesting = false;
  87619. // Are we presenting to the headset right now?
  87620. this._webVRpresenting = false;
  87621. // Are we presenting in the fullscreen fallback?
  87622. this._fullscreenVRpresenting = false;
  87623. /**
  87624. * Observable raised when entering VR.
  87625. */
  87626. this.onEnteringVRObservable = new BABYLON.Observable();
  87627. /**
  87628. * Observable raised when exiting VR.
  87629. */
  87630. this.onExitingVRObservable = new BABYLON.Observable();
  87631. /**
  87632. * Observable raised when controller mesh is loaded.
  87633. */
  87634. this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  87635. this._useCustomVRButton = false;
  87636. this._teleportationRequested = false;
  87637. this._teleportActive = false;
  87638. this._floorMeshesCollection = [];
  87639. this._rotationAllowed = true;
  87640. this._teleportBackwardsVector = new BABYLON.Vector3(0, -1, -1);
  87641. this._rotationRightAsked = false;
  87642. this._rotationLeftAsked = false;
  87643. this._isDefaultTeleportationTarget = true;
  87644. this._teleportationFillColor = "#444444";
  87645. this._teleportationBorderColor = "#FFFFFF";
  87646. this._rotationAngle = 0;
  87647. this._haloCenter = new BABYLON.Vector3(0, 0, 0);
  87648. this._padSensibilityUp = 0.65;
  87649. this._padSensibilityDown = 0.35;
  87650. this.leftController = null;
  87651. this.rightController = null;
  87652. /**
  87653. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  87654. */
  87655. this.onNewMeshSelected = new BABYLON.Observable();
  87656. /**
  87657. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  87658. */
  87659. this.onNewMeshPicked = new BABYLON.Observable();
  87660. /**
  87661. * Observable raised before camera teleportation
  87662. */
  87663. this.onBeforeCameraTeleport = new BABYLON.Observable();
  87664. /**
  87665. * Observable raised after camera teleportation
  87666. */
  87667. this.onAfterCameraTeleport = new BABYLON.Observable();
  87668. /**
  87669. * Observable raised when current selected mesh gets unselected
  87670. */
  87671. this.onSelectedMeshUnselected = new BABYLON.Observable();
  87672. /**
  87673. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  87674. */
  87675. this.teleportationEnabled = true;
  87676. this._teleportationInitialized = false;
  87677. this._interactionsEnabled = false;
  87678. this._interactionsRequested = false;
  87679. this._displayGaze = true;
  87680. this._displayLaserPointer = true;
  87681. this._onResize = function () {
  87682. _this.moveButtonToBottomRight();
  87683. if (_this._fullscreenVRpresenting && _this._webVRready) {
  87684. _this.exitVR();
  87685. }
  87686. };
  87687. this._onFullscreenChange = function () {
  87688. if (document.fullscreen !== undefined) {
  87689. _this._fullscreenVRpresenting = document.fullscreen;
  87690. }
  87691. else if (document.mozFullScreen !== undefined) {
  87692. _this._fullscreenVRpresenting = document.mozFullScreen;
  87693. }
  87694. else if (document.webkitIsFullScreen !== undefined) {
  87695. _this._fullscreenVRpresenting = document.webkitIsFullScreen;
  87696. }
  87697. else if (document.msIsFullScreen !== undefined) {
  87698. _this._fullscreenVRpresenting = document.msIsFullScreen;
  87699. }
  87700. if (!_this._fullscreenVRpresenting && _this._canvas) {
  87701. _this.exitVR();
  87702. if (!_this._useCustomVRButton) {
  87703. _this._btnVR.style.top = _this._canvas.offsetTop + _this._canvas.offsetHeight - 70 + "px";
  87704. _this._btnVR.style.left = _this._canvas.offsetLeft + _this._canvas.offsetWidth - 100 + "px";
  87705. }
  87706. }
  87707. };
  87708. this.beforeRender = function () {
  87709. if (_this.leftController && _this.leftController._activePointer) {
  87710. _this._castRayAndSelectObject(_this.leftController);
  87711. }
  87712. if (_this.rightController && _this.rightController._activePointer) {
  87713. _this._castRayAndSelectObject(_this.rightController);
  87714. }
  87715. if (!(_this.leftController && _this.leftController._activePointer) && !(_this.rightController && _this.rightController._activePointer)) {
  87716. _this._castRayAndSelectObject(_this._cameraGazer);
  87717. }
  87718. else {
  87719. _this._cameraGazer._gazeTracker.isVisible = false;
  87720. }
  87721. };
  87722. this._onNewGamepadConnected = function (gamepad) {
  87723. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  87724. if (gamepad.leftStick) {
  87725. gamepad.onleftstickchanged(function (stickValues) {
  87726. if (_this._teleportationInitialized && _this.teleportationEnabled) {
  87727. // Listening to classic/xbox gamepad only if no VR controller is active
  87728. if ((!_this.leftController && !_this.rightController) ||
  87729. ((_this.leftController && !_this.leftController._activePointer) &&
  87730. (_this.rightController && !_this.rightController._activePointer))) {
  87731. _this._checkTeleportWithRay(stickValues, _this._cameraGazer);
  87732. _this._checkTeleportBackwards(stickValues, _this._cameraGazer);
  87733. }
  87734. }
  87735. });
  87736. }
  87737. if (gamepad.rightStick) {
  87738. gamepad.onrightstickchanged(function (stickValues) {
  87739. if (_this._teleportationInitialized) {
  87740. _this._checkRotate(stickValues, _this._cameraGazer);
  87741. }
  87742. });
  87743. }
  87744. if (gamepad.type === BABYLON.Gamepad.XBOX) {
  87745. gamepad.onbuttondown(function (buttonPressed) {
  87746. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  87747. _this._cameraGazer._selectionPointerDown();
  87748. }
  87749. });
  87750. gamepad.onbuttonup(function (buttonPressed) {
  87751. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  87752. _this._cameraGazer._selectionPointerUp();
  87753. }
  87754. });
  87755. }
  87756. }
  87757. else {
  87758. var webVRController = gamepad;
  87759. var controller = new VRExperienceHelperControllerGazer(webVRController, _this._scene, _this._cameraGazer._gazeTracker);
  87760. if (webVRController.hand === "right" || (_this.leftController && _this.leftController.webVRController != webVRController)) {
  87761. _this.rightController = controller;
  87762. }
  87763. else {
  87764. _this.leftController = controller;
  87765. }
  87766. _this._tryEnableInteractionOnController(controller);
  87767. }
  87768. };
  87769. // 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
  87770. this._tryEnableInteractionOnController = function (controller) {
  87771. if (_this._interactionsRequested && !controller._interactionsEnabled) {
  87772. _this._enableInteractionOnController(controller);
  87773. }
  87774. if (_this._teleportationRequested && !controller._teleportationEnabled) {
  87775. _this._enableTeleportationOnController(controller);
  87776. }
  87777. };
  87778. this._onNewGamepadDisconnected = function (gamepad) {
  87779. if (gamepad instanceof BABYLON.WebVRController) {
  87780. if (gamepad.hand === "left" && _this.leftController != null) {
  87781. _this.leftController.dispose();
  87782. _this.leftController = null;
  87783. }
  87784. if (gamepad.hand === "right" && _this.rightController != null) {
  87785. _this.rightController.dispose();
  87786. _this.rightController = null;
  87787. }
  87788. }
  87789. };
  87790. this._workingVector = BABYLON.Vector3.Zero();
  87791. this._workingQuaternion = BABYLON.Quaternion.Identity();
  87792. this._workingMatrix = BABYLON.Matrix.Identity();
  87793. this._scene = scene;
  87794. this._canvas = scene.getEngine().getRenderingCanvas();
  87795. // Parse options
  87796. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera === undefined) {
  87797. webVROptions.createFallbackVRDeviceOrientationFreeCamera = true;
  87798. }
  87799. if (webVROptions.createDeviceOrientationCamera === undefined) {
  87800. webVROptions.createDeviceOrientationCamera = true;
  87801. }
  87802. if (webVROptions.defaultHeight === undefined) {
  87803. webVROptions.defaultHeight = 1.7;
  87804. }
  87805. if (webVROptions.useCustomVRButton) {
  87806. this._useCustomVRButton = true;
  87807. if (webVROptions.customVRButton) {
  87808. this._btnVR = webVROptions.customVRButton;
  87809. }
  87810. }
  87811. if (webVROptions.rayLength) {
  87812. this._rayLength = webVROptions.rayLength;
  87813. }
  87814. this._defaultHeight = webVROptions.defaultHeight;
  87815. if (webVROptions.positionScale) {
  87816. this._rayLength *= webVROptions.positionScale;
  87817. this._defaultHeight *= webVROptions.positionScale;
  87818. }
  87819. // Set position
  87820. if (this._scene.activeCamera) {
  87821. this._position = this._scene.activeCamera.position.clone();
  87822. }
  87823. else {
  87824. this._position = new BABYLON.Vector3(0, this._defaultHeight, 0);
  87825. }
  87826. // Set non-vr camera
  87827. if (webVROptions.createDeviceOrientationCamera || !this._scene.activeCamera) {
  87828. this._deviceOrientationCamera = new BABYLON.DeviceOrientationCamera("deviceOrientationVRHelper", this._position.clone(), scene);
  87829. // Copy data from existing camera
  87830. if (this._scene.activeCamera) {
  87831. this._deviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  87832. this._deviceOrientationCamera.maxZ = this._scene.activeCamera.maxZ;
  87833. // Set rotation from previous camera
  87834. if (this._scene.activeCamera instanceof BABYLON.TargetCamera && this._scene.activeCamera.rotation) {
  87835. var targetCamera = this._scene.activeCamera;
  87836. if (targetCamera.rotationQuaternion) {
  87837. this._deviceOrientationCamera.rotationQuaternion.copyFrom(targetCamera.rotationQuaternion);
  87838. }
  87839. else {
  87840. this._deviceOrientationCamera.rotationQuaternion.copyFrom(BABYLON.Quaternion.RotationYawPitchRoll(targetCamera.rotation.y, targetCamera.rotation.x, targetCamera.rotation.z));
  87841. }
  87842. this._deviceOrientationCamera.rotation = targetCamera.rotation.clone();
  87843. }
  87844. }
  87845. this._scene.activeCamera = this._deviceOrientationCamera;
  87846. if (this._canvas) {
  87847. this._scene.activeCamera.attachControl(this._canvas);
  87848. }
  87849. }
  87850. else {
  87851. this._existingCamera = this._scene.activeCamera;
  87852. }
  87853. // Create VR cameras
  87854. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  87855. this._vrDeviceOrientationCamera = new BABYLON.VRDeviceOrientationFreeCamera("VRDeviceOrientationVRHelper", this._position, this._scene);
  87856. }
  87857. this._webVRCamera = new BABYLON.WebVRFreeCamera("WebVRHelper", this._position, this._scene, webVROptions);
  87858. this._webVRCamera.useStandingMatrix();
  87859. this._cameraGazer = new VRExperienceHelperCameraGazer(function () { return _this.currentVRCamera; }, scene);
  87860. // Create default button
  87861. if (!this._useCustomVRButton) {
  87862. this._btnVR = document.createElement("BUTTON");
  87863. this._btnVR.className = "babylonVRicon";
  87864. this._btnVR.id = "babylonVRiconbtn";
  87865. this._btnVR.title = "Click to switch to VR";
  87866. 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) }";
  87867. css += ".babylonVRicon.vrdisplaypresenting { display: none; }";
  87868. // TODO: Add user feedback so that they know what state the VRDisplay is in (disconnected, connected, entering-VR)
  87869. // css += ".babylonVRicon.vrdisplaysupported { }";
  87870. // css += ".babylonVRicon.vrdisplayready { }";
  87871. // css += ".babylonVRicon.vrdisplayrequesting { }";
  87872. var style = document.createElement('style');
  87873. style.appendChild(document.createTextNode(css));
  87874. document.getElementsByTagName('head')[0].appendChild(style);
  87875. this.moveButtonToBottomRight();
  87876. }
  87877. // VR button click event
  87878. if (this._btnVR) {
  87879. this._btnVR.addEventListener("click", function () {
  87880. if (!_this.isInVRMode) {
  87881. _this.enterVR();
  87882. }
  87883. else {
  87884. _this.exitVR();
  87885. }
  87886. });
  87887. }
  87888. // Window events
  87889. window.addEventListener("resize", this._onResize);
  87890. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  87891. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  87892. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  87893. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  87894. // Display vr button when headset is connected
  87895. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  87896. this.displayVRButton();
  87897. }
  87898. else {
  87899. this._scene.getEngine().onVRDisplayChangedObservable.add(function (e) {
  87900. if (e.vrDisplay) {
  87901. _this.displayVRButton();
  87902. }
  87903. });
  87904. }
  87905. // Exiting VR mode using 'ESC' key on desktop
  87906. this._onKeyDown = function (event) {
  87907. if (event.keyCode === 27 && _this.isInVRMode) {
  87908. _this.exitVR();
  87909. }
  87910. };
  87911. document.addEventListener("keydown", this._onKeyDown);
  87912. // Exiting VR mode double tapping the touch screen
  87913. this._scene.onPrePointerObservable.add(function (pointerInfo, eventState) {
  87914. if (_this.isInVRMode) {
  87915. _this.exitVR();
  87916. if (_this._fullscreenVRpresenting) {
  87917. _this._scene.getEngine().switchFullscreen(true);
  87918. }
  87919. }
  87920. }, BABYLON.PointerEventTypes.POINTERDOUBLETAP, false);
  87921. // Listen for WebVR display changes
  87922. this._onVRDisplayChanged = function (eventArgs) { return _this.onVRDisplayChanged(eventArgs); };
  87923. this._onVrDisplayPresentChange = function () { return _this.onVrDisplayPresentChange(); };
  87924. this._onVRRequestPresentStart = function () {
  87925. _this._webVRrequesting = true;
  87926. _this.updateButtonVisibility();
  87927. };
  87928. this._onVRRequestPresentComplete = function (success) {
  87929. _this._webVRrequesting = false;
  87930. _this.updateButtonVisibility();
  87931. };
  87932. scene.getEngine().onVRDisplayChangedObservable.add(this._onVRDisplayChanged);
  87933. scene.getEngine().onVRRequestPresentStart.add(this._onVRRequestPresentStart);
  87934. scene.getEngine().onVRRequestPresentComplete.add(this._onVRRequestPresentComplete);
  87935. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  87936. scene.onDisposeObservable.add(function () {
  87937. _this.dispose();
  87938. });
  87939. // Gamepad connection events
  87940. this._webVRCamera.onControllerMeshLoadedObservable.add(function (webVRController) { return _this._onDefaultMeshLoaded(webVRController); });
  87941. this._scene.gamepadManager.onGamepadConnectedObservable.add(this._onNewGamepadConnected);
  87942. this._scene.gamepadManager.onGamepadDisconnectedObservable.add(this._onNewGamepadDisconnected);
  87943. this.updateButtonVisibility();
  87944. //create easing functions
  87945. this._circleEase = new BABYLON.CircleEase();
  87946. this._circleEase.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  87947. }
  87948. Object.defineProperty(VRExperienceHelper.prototype, "onEnteringVR", {
  87949. /** Return this.onEnteringVRObservable
  87950. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  87951. */
  87952. get: function () {
  87953. return this.onEnteringVRObservable;
  87954. },
  87955. enumerable: true,
  87956. configurable: true
  87957. });
  87958. Object.defineProperty(VRExperienceHelper.prototype, "onExitingVR", {
  87959. /** Return this.onExitingVRObservable
  87960. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  87961. */
  87962. get: function () {
  87963. return this.onExitingVRObservable;
  87964. },
  87965. enumerable: true,
  87966. configurable: true
  87967. });
  87968. Object.defineProperty(VRExperienceHelper.prototype, "onControllerMeshLoaded", {
  87969. /** Return this.onControllerMeshLoadedObservable
  87970. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  87971. */
  87972. get: function () {
  87973. return this.onControllerMeshLoadedObservable;
  87974. },
  87975. enumerable: true,
  87976. configurable: true
  87977. });
  87978. Object.defineProperty(VRExperienceHelper.prototype, "teleportationTarget", {
  87979. /**
  87980. * The mesh used to display where the user is going to teleport.
  87981. */
  87982. get: function () {
  87983. return this._teleportationTarget;
  87984. },
  87985. /**
  87986. * Sets the mesh to be used to display where the user is going to teleport.
  87987. */
  87988. set: function (value) {
  87989. if (value) {
  87990. value.name = "teleportationTarget";
  87991. this._isDefaultTeleportationTarget = false;
  87992. this._teleportationTarget = value;
  87993. }
  87994. },
  87995. enumerable: true,
  87996. configurable: true
  87997. });
  87998. Object.defineProperty(VRExperienceHelper.prototype, "gazeTrackerMesh", {
  87999. /**
  88000. * The mesh used to display where the user is selecting,
  88001. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  88002. * See http://doc.babylonjs.com/resources/baking_transformations
  88003. */
  88004. get: function () {
  88005. return this._cameraGazer._gazeTracker;
  88006. },
  88007. set: function (value) {
  88008. if (value) {
  88009. this._cameraGazer._gazeTracker = value;
  88010. this._cameraGazer._gazeTracker.bakeCurrentTransformIntoVertices();
  88011. this._cameraGazer._gazeTracker.isPickable = false;
  88012. this._cameraGazer._gazeTracker.isVisible = false;
  88013. this._cameraGazer._gazeTracker.name = "gazeTracker";
  88014. if (this.leftController) {
  88015. this.leftController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  88016. }
  88017. if (this.rightController) {
  88018. this.rightController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  88019. }
  88020. }
  88021. },
  88022. enumerable: true,
  88023. configurable: true
  88024. });
  88025. Object.defineProperty(VRExperienceHelper.prototype, "displayGaze", {
  88026. /**
  88027. * If the ray of the gaze should be displayed.
  88028. */
  88029. get: function () {
  88030. return this._displayGaze;
  88031. },
  88032. /**
  88033. * Sets if the ray of the gaze should be displayed.
  88034. */
  88035. set: function (value) {
  88036. this._displayGaze = value;
  88037. if (!value) {
  88038. this._cameraGazer._gazeTracker.isVisible = false;
  88039. if (this.leftController) {
  88040. this.leftController._gazeTracker.isVisible = false;
  88041. }
  88042. if (this.rightController) {
  88043. this.rightController._gazeTracker.isVisible = false;
  88044. }
  88045. }
  88046. },
  88047. enumerable: true,
  88048. configurable: true
  88049. });
  88050. Object.defineProperty(VRExperienceHelper.prototype, "displayLaserPointer", {
  88051. /**
  88052. * If the ray of the LaserPointer should be displayed.
  88053. */
  88054. get: function () {
  88055. return this._displayLaserPointer;
  88056. },
  88057. /**
  88058. * Sets if the ray of the LaserPointer should be displayed.
  88059. */
  88060. set: function (value) {
  88061. this._displayLaserPointer = value;
  88062. if (!value) {
  88063. if (this.rightController) {
  88064. this.rightController._deactivatePointer();
  88065. this.rightController._gazeTracker.isVisible = false;
  88066. }
  88067. if (this.leftController) {
  88068. this.leftController._deactivatePointer();
  88069. this.leftController._gazeTracker.isVisible = false;
  88070. }
  88071. }
  88072. else {
  88073. if (this.rightController) {
  88074. this.rightController._activatePointer();
  88075. }
  88076. else if (this.leftController) {
  88077. this.leftController._activatePointer();
  88078. }
  88079. }
  88080. },
  88081. enumerable: true,
  88082. configurable: true
  88083. });
  88084. Object.defineProperty(VRExperienceHelper.prototype, "deviceOrientationCamera", {
  88085. /**
  88086. * The deviceOrientationCamera used as the camera when not in VR.
  88087. */
  88088. get: function () {
  88089. return this._deviceOrientationCamera;
  88090. },
  88091. enumerable: true,
  88092. configurable: true
  88093. });
  88094. Object.defineProperty(VRExperienceHelper.prototype, "currentVRCamera", {
  88095. /**
  88096. * Based on the current WebVR support, returns the current VR camera used.
  88097. */
  88098. get: function () {
  88099. if (this._webVRready) {
  88100. return this._webVRCamera;
  88101. }
  88102. else {
  88103. return this._scene.activeCamera;
  88104. }
  88105. },
  88106. enumerable: true,
  88107. configurable: true
  88108. });
  88109. Object.defineProperty(VRExperienceHelper.prototype, "webVRCamera", {
  88110. /**
  88111. * The webVRCamera which is used when in VR.
  88112. */
  88113. get: function () {
  88114. return this._webVRCamera;
  88115. },
  88116. enumerable: true,
  88117. configurable: true
  88118. });
  88119. Object.defineProperty(VRExperienceHelper.prototype, "vrDeviceOrientationCamera", {
  88120. /**
  88121. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  88122. */
  88123. get: function () {
  88124. return this._vrDeviceOrientationCamera;
  88125. },
  88126. enumerable: true,
  88127. configurable: true
  88128. });
  88129. Object.defineProperty(VRExperienceHelper.prototype, "_teleportationRequestInitiated", {
  88130. get: function () {
  88131. var result = this._cameraGazer._teleportationRequestInitiated
  88132. || (this.leftController !== null && this.leftController._teleportationRequestInitiated)
  88133. || (this.rightController !== null && this.rightController._teleportationRequestInitiated);
  88134. return result;
  88135. },
  88136. enumerable: true,
  88137. configurable: true
  88138. });
  88139. // Raised when one of the controller has loaded successfully its associated default mesh
  88140. VRExperienceHelper.prototype._onDefaultMeshLoaded = function (webVRController) {
  88141. if (this.leftController && this.leftController.webVRController == webVRController) {
  88142. if (webVRController.mesh) {
  88143. this.leftController._setLaserPointerParent(webVRController.mesh);
  88144. }
  88145. }
  88146. if (this.rightController && this.rightController.webVRController == webVRController) {
  88147. if (webVRController.mesh) {
  88148. this.rightController._setLaserPointerParent(webVRController.mesh);
  88149. }
  88150. }
  88151. try {
  88152. this.onControllerMeshLoadedObservable.notifyObservers(webVRController);
  88153. }
  88154. catch (err) {
  88155. BABYLON.Tools.Warn("Error in your custom logic onControllerMeshLoaded: " + err);
  88156. }
  88157. };
  88158. Object.defineProperty(VRExperienceHelper.prototype, "isInVRMode", {
  88159. /**
  88160. * Gets a value indicating if we are currently in VR mode.
  88161. */
  88162. get: function () {
  88163. return this._webVRpresenting || this._fullscreenVRpresenting;
  88164. },
  88165. enumerable: true,
  88166. configurable: true
  88167. });
  88168. VRExperienceHelper.prototype.onVrDisplayPresentChange = function () {
  88169. var vrDisplay = this._scene.getEngine().getVRDevice();
  88170. if (vrDisplay) {
  88171. var wasPresenting = this._webVRpresenting;
  88172. // A VR display is connected
  88173. this._webVRpresenting = vrDisplay.isPresenting;
  88174. if (wasPresenting && !this._webVRpresenting)
  88175. this.exitVR();
  88176. }
  88177. else {
  88178. BABYLON.Tools.Warn('Detected VRDisplayPresentChange on an unknown VRDisplay. Did you can enterVR on the vrExperienceHelper?');
  88179. }
  88180. this.updateButtonVisibility();
  88181. };
  88182. VRExperienceHelper.prototype.onVRDisplayChanged = function (eventArgs) {
  88183. this._webVRsupported = eventArgs.vrSupported;
  88184. this._webVRready = !!eventArgs.vrDisplay;
  88185. this._webVRpresenting = eventArgs.vrDisplay && eventArgs.vrDisplay.isPresenting;
  88186. this.updateButtonVisibility();
  88187. };
  88188. VRExperienceHelper.prototype.moveButtonToBottomRight = function () {
  88189. if (this._canvas && !this._useCustomVRButton) {
  88190. this._btnVR.style.top = this._canvas.offsetTop + this._canvas.offsetHeight - 70 + "px";
  88191. this._btnVR.style.left = this._canvas.offsetLeft + this._canvas.offsetWidth - 100 + "px";
  88192. }
  88193. };
  88194. VRExperienceHelper.prototype.displayVRButton = function () {
  88195. if (!this._useCustomVRButton && !this._btnVRDisplayed) {
  88196. document.body.appendChild(this._btnVR);
  88197. this._btnVRDisplayed = true;
  88198. }
  88199. };
  88200. VRExperienceHelper.prototype.updateButtonVisibility = function () {
  88201. if (!this._btnVR || this._useCustomVRButton) {
  88202. return;
  88203. }
  88204. this._btnVR.className = "babylonVRicon";
  88205. if (this.isInVRMode) {
  88206. this._btnVR.className += " vrdisplaypresenting";
  88207. }
  88208. else {
  88209. if (this._webVRready)
  88210. this._btnVR.className += " vrdisplayready";
  88211. if (this._webVRsupported)
  88212. this._btnVR.className += " vrdisplaysupported";
  88213. if (this._webVRrequesting)
  88214. this._btnVR.className += " vrdisplayrequesting";
  88215. }
  88216. };
  88217. /**
  88218. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  88219. * Otherwise, will use the fullscreen API.
  88220. */
  88221. VRExperienceHelper.prototype.enterVR = function () {
  88222. if (this.onEnteringVRObservable) {
  88223. try {
  88224. this.onEnteringVRObservable.notifyObservers(this);
  88225. }
  88226. catch (err) {
  88227. BABYLON.Tools.Warn("Error in your custom logic onEnteringVR: " + err);
  88228. }
  88229. }
  88230. if (this._scene.activeCamera) {
  88231. this._position = this._scene.activeCamera.position.clone();
  88232. // make sure that we return to the last active camera
  88233. this._existingCamera = this._scene.activeCamera;
  88234. }
  88235. if (this._webVRrequesting)
  88236. return;
  88237. // If WebVR is supported and a headset is connected
  88238. if (this._webVRready) {
  88239. if (!this._webVRpresenting) {
  88240. this._webVRCamera.position = this._position;
  88241. this._scene.activeCamera = this._webVRCamera;
  88242. }
  88243. }
  88244. else if (this._vrDeviceOrientationCamera) {
  88245. this._vrDeviceOrientationCamera.position = this._position;
  88246. if (this._scene.activeCamera) {
  88247. this._vrDeviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  88248. }
  88249. this._scene.activeCamera = this._vrDeviceOrientationCamera;
  88250. this._scene.getEngine().switchFullscreen(true);
  88251. this.updateButtonVisibility();
  88252. }
  88253. if (this._scene.activeCamera && this._canvas) {
  88254. this._scene.activeCamera.attachControl(this._canvas);
  88255. }
  88256. if (this._interactionsEnabled) {
  88257. this._scene.registerBeforeRender(this.beforeRender);
  88258. }
  88259. };
  88260. /**
  88261. * Attempt to exit VR, or fullscreen.
  88262. */
  88263. VRExperienceHelper.prototype.exitVR = function () {
  88264. if (this.onExitingVRObservable) {
  88265. try {
  88266. this.onExitingVRObservable.notifyObservers(this);
  88267. }
  88268. catch (err) {
  88269. BABYLON.Tools.Warn("Error in your custom logic onExitingVR: " + err);
  88270. }
  88271. }
  88272. if (this._webVRpresenting) {
  88273. this._scene.getEngine().disableVR();
  88274. }
  88275. if (this._scene.activeCamera) {
  88276. this._position = this._scene.activeCamera.position.clone();
  88277. }
  88278. if (this._deviceOrientationCamera) {
  88279. this._deviceOrientationCamera.position = this._position;
  88280. this._scene.activeCamera = this._deviceOrientationCamera;
  88281. if (this._canvas) {
  88282. this._scene.activeCamera.attachControl(this._canvas);
  88283. }
  88284. }
  88285. else if (this._existingCamera) {
  88286. this._existingCamera.position = this._position;
  88287. this._scene.activeCamera = this._existingCamera;
  88288. }
  88289. this.updateButtonVisibility();
  88290. if (this._interactionsEnabled) {
  88291. this._scene.unregisterBeforeRender(this.beforeRender);
  88292. }
  88293. // resize to update width and height when exiting vr exits fullscreen
  88294. this._scene.getEngine().resize();
  88295. };
  88296. Object.defineProperty(VRExperienceHelper.prototype, "position", {
  88297. /**
  88298. * The position of the vr experience helper.
  88299. */
  88300. get: function () {
  88301. return this._position;
  88302. },
  88303. /**
  88304. * Sets the position of the vr experience helper.
  88305. */
  88306. set: function (value) {
  88307. this._position = value;
  88308. if (this._scene.activeCamera) {
  88309. this._scene.activeCamera.position = value;
  88310. }
  88311. },
  88312. enumerable: true,
  88313. configurable: true
  88314. });
  88315. /**
  88316. * Enables controllers and user interactions suck as selecting and object or clicking on an object.
  88317. */
  88318. VRExperienceHelper.prototype.enableInteractions = function () {
  88319. var _this = this;
  88320. if (!this._interactionsEnabled) {
  88321. this._interactionsRequested = true;
  88322. if (this.leftController) {
  88323. this._enableInteractionOnController(this.leftController);
  88324. }
  88325. if (this.rightController) {
  88326. this._enableInteractionOnController(this.rightController);
  88327. }
  88328. this.raySelectionPredicate = function (mesh) {
  88329. return mesh.isVisible;
  88330. };
  88331. this.meshSelectionPredicate = function (mesh) {
  88332. return true;
  88333. };
  88334. this._raySelectionPredicate = function (mesh) {
  88335. if (_this._isTeleportationFloor(mesh) || (mesh.name.indexOf("gazeTracker") === -1
  88336. && mesh.name.indexOf("teleportationTarget") === -1
  88337. && mesh.name.indexOf("torusTeleportation") === -1
  88338. && mesh.name.indexOf("laserPointer") === -1)) {
  88339. return _this.raySelectionPredicate(mesh);
  88340. }
  88341. return false;
  88342. };
  88343. this._interactionsEnabled = true;
  88344. }
  88345. };
  88346. VRExperienceHelper.prototype._isTeleportationFloor = function (mesh) {
  88347. for (var i = 0; i < this._floorMeshesCollection.length; i++) {
  88348. if (this._floorMeshesCollection[i].id === mesh.id) {
  88349. return true;
  88350. }
  88351. }
  88352. if (this._floorMeshName && mesh.name === this._floorMeshName) {
  88353. return true;
  88354. }
  88355. return false;
  88356. };
  88357. /**
  88358. * Adds a floor mesh to be used for teleportation.
  88359. * @param floorMesh the mesh to be used for teleportation.
  88360. */
  88361. VRExperienceHelper.prototype.addFloorMesh = function (floorMesh) {
  88362. if (!this._floorMeshesCollection) {
  88363. return;
  88364. }
  88365. if (this._floorMeshesCollection.indexOf(floorMesh) > -1) {
  88366. return;
  88367. }
  88368. this._floorMeshesCollection.push(floorMesh);
  88369. };
  88370. /**
  88371. * Removes a floor mesh from being used for teleportation.
  88372. * @param floorMesh the mesh to be removed.
  88373. */
  88374. VRExperienceHelper.prototype.removeFloorMesh = function (floorMesh) {
  88375. if (!this._floorMeshesCollection) {
  88376. return;
  88377. }
  88378. var meshIndex = this._floorMeshesCollection.indexOf(floorMesh);
  88379. if (meshIndex !== -1) {
  88380. this._floorMeshesCollection.splice(meshIndex, 1);
  88381. }
  88382. };
  88383. /**
  88384. * Enables interactions and teleportation using the VR controllers and gaze.
  88385. * @param vrTeleportationOptions options to modify teleportation behavior.
  88386. */
  88387. VRExperienceHelper.prototype.enableTeleportation = function (vrTeleportationOptions) {
  88388. if (vrTeleportationOptions === void 0) { vrTeleportationOptions = {}; }
  88389. if (!this._teleportationInitialized) {
  88390. this._teleportationRequested = true;
  88391. this.enableInteractions();
  88392. if (vrTeleportationOptions.floorMeshName) {
  88393. this._floorMeshName = vrTeleportationOptions.floorMeshName;
  88394. }
  88395. if (vrTeleportationOptions.floorMeshes) {
  88396. this._floorMeshesCollection = vrTeleportationOptions.floorMeshes;
  88397. }
  88398. if (this.leftController != null) {
  88399. this._enableTeleportationOnController(this.leftController);
  88400. }
  88401. if (this.rightController != null) {
  88402. this._enableTeleportationOnController(this.rightController);
  88403. }
  88404. // Creates an image processing post process for the vignette not relying
  88405. // on the main scene configuration for image processing to reduce setup and spaces
  88406. // (gamma/linear) conflicts.
  88407. var imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  88408. imageProcessingConfiguration.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  88409. imageProcessingConfiguration.vignetteEnabled = true;
  88410. this._postProcessMove = new BABYLON.ImageProcessingPostProcess("postProcessMove", 1.0, this._webVRCamera, undefined, undefined, undefined, undefined, imageProcessingConfiguration);
  88411. this._webVRCamera.detachPostProcess(this._postProcessMove);
  88412. this._teleportationInitialized = true;
  88413. if (this._isDefaultTeleportationTarget) {
  88414. this._createTeleportationCircles();
  88415. this._teleportationTarget.scaling.scaleInPlace(this._webVRCamera.deviceScaleFactor);
  88416. }
  88417. }
  88418. };
  88419. VRExperienceHelper.prototype._enableInteractionOnController = function (controller) {
  88420. var _this = this;
  88421. var controllerMesh = controller.webVRController.mesh;
  88422. if (controllerMesh) {
  88423. controller._interactionsEnabled = true;
  88424. controller._activatePointer();
  88425. controller.webVRController.onMainButtonStateChangedObservable.add(function (stateObject) {
  88426. // Enabling / disabling laserPointer
  88427. if (_this._displayLaserPointer && stateObject.value === 1) {
  88428. if (controller._activePointer) {
  88429. controller._deactivatePointer();
  88430. }
  88431. else {
  88432. controller._activatePointer();
  88433. }
  88434. if (_this.displayGaze) {
  88435. controller._gazeTracker.isVisible = controller._activePointer;
  88436. }
  88437. }
  88438. });
  88439. controller.webVRController.onTriggerStateChangedObservable.add(function (stateObject) {
  88440. if (!controller._pointerDownOnMeshAsked) {
  88441. if (stateObject.value > _this._padSensibilityUp) {
  88442. controller._selectionPointerDown();
  88443. }
  88444. }
  88445. else if (stateObject.value < _this._padSensibilityDown) {
  88446. controller._selectionPointerUp();
  88447. }
  88448. });
  88449. }
  88450. };
  88451. VRExperienceHelper.prototype._checkTeleportWithRay = function (stateObject, gazer) {
  88452. // Dont teleport if another gaze already requested teleportation
  88453. if (this._teleportationRequestInitiated && !gazer._teleportationRequestInitiated) {
  88454. return;
  88455. }
  88456. if (!gazer._teleportationRequestInitiated) {
  88457. if (stateObject.y < -this._padSensibilityUp && gazer._dpadPressed) {
  88458. gazer._activatePointer();
  88459. gazer._teleportationRequestInitiated = true;
  88460. }
  88461. }
  88462. else {
  88463. // Listening to the proper controller values changes to confirm teleportation
  88464. if (Math.sqrt(stateObject.y * stateObject.y + stateObject.x * stateObject.x) < this._padSensibilityDown) {
  88465. if (this._teleportActive) {
  88466. this._teleportCamera(this._haloCenter);
  88467. }
  88468. gazer._teleportationRequestInitiated = false;
  88469. }
  88470. }
  88471. };
  88472. VRExperienceHelper.prototype._checkRotate = function (stateObject, gazer) {
  88473. // Only rotate when user is not currently selecting a teleportation location
  88474. if (gazer._teleportationRequestInitiated) {
  88475. return;
  88476. }
  88477. if (!this._rotationLeftAsked) {
  88478. if (stateObject.x < -this._padSensibilityUp && gazer._dpadPressed) {
  88479. this._rotationLeftAsked = true;
  88480. if (this._rotationAllowed) {
  88481. this._rotateCamera(false);
  88482. }
  88483. }
  88484. }
  88485. else {
  88486. if (stateObject.x > -this._padSensibilityDown) {
  88487. this._rotationLeftAsked = false;
  88488. }
  88489. }
  88490. if (!this._rotationRightAsked) {
  88491. if (stateObject.x > this._padSensibilityUp && gazer._dpadPressed) {
  88492. this._rotationRightAsked = true;
  88493. if (this._rotationAllowed) {
  88494. this._rotateCamera(true);
  88495. }
  88496. }
  88497. }
  88498. else {
  88499. if (stateObject.x < this._padSensibilityDown) {
  88500. this._rotationRightAsked = false;
  88501. }
  88502. }
  88503. };
  88504. VRExperienceHelper.prototype._checkTeleportBackwards = function (stateObject, gazer) {
  88505. // Only teleport backwards when user is not currently selecting a teleportation location
  88506. if (gazer._teleportationRequestInitiated) {
  88507. return;
  88508. }
  88509. // Teleport backwards
  88510. if (stateObject.y > this._padSensibilityUp && gazer._dpadPressed) {
  88511. if (!gazer._teleportationBackRequestInitiated) {
  88512. if (!this.currentVRCamera) {
  88513. return;
  88514. }
  88515. // Get rotation and position of the current camera
  88516. var rotation = BABYLON.Quaternion.FromRotationMatrix(this.currentVRCamera.getWorldMatrix().getRotationMatrix());
  88517. var position = this.currentVRCamera.position;
  88518. // If the camera has device position, use that instead
  88519. if (this.currentVRCamera.devicePosition && this.currentVRCamera.deviceRotationQuaternion) {
  88520. rotation = this.currentVRCamera.deviceRotationQuaternion;
  88521. position = this.currentVRCamera.devicePosition;
  88522. }
  88523. // Get matrix with only the y rotation of the device rotation
  88524. rotation.toEulerAnglesToRef(this._workingVector);
  88525. this._workingVector.z = 0;
  88526. this._workingVector.x = 0;
  88527. BABYLON.Quaternion.RotationYawPitchRollToRef(this._workingVector.y, this._workingVector.x, this._workingVector.z, this._workingQuaternion);
  88528. this._workingQuaternion.toRotationMatrix(this._workingMatrix);
  88529. // Rotate backwards ray by device rotation to cast at the ground behind the user
  88530. BABYLON.Vector3.TransformCoordinatesToRef(this._teleportBackwardsVector, this._workingMatrix, this._workingVector);
  88531. // Teleport if ray hit the ground and is not to far away eg. backwards off a cliff
  88532. var ray = new BABYLON.Ray(position, this._workingVector);
  88533. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  88534. if (hit && hit.pickedPoint && hit.pickedMesh && this._isTeleportationFloor(hit.pickedMesh) && hit.distance < 5) {
  88535. this._teleportCamera(hit.pickedPoint);
  88536. }
  88537. gazer._teleportationBackRequestInitiated = true;
  88538. }
  88539. }
  88540. else {
  88541. gazer._teleportationBackRequestInitiated = false;
  88542. }
  88543. };
  88544. VRExperienceHelper.prototype._enableTeleportationOnController = function (controller) {
  88545. var _this = this;
  88546. var controllerMesh = controller.webVRController.mesh;
  88547. if (controllerMesh) {
  88548. if (!controller._interactionsEnabled) {
  88549. this._enableInteractionOnController(controller);
  88550. }
  88551. controller._interactionsEnabled = true;
  88552. controller._teleportationEnabled = true;
  88553. if (controller.webVRController.controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  88554. controller._dpadPressed = false;
  88555. controller.webVRController.onPadStateChangedObservable.add(function (stateObject) {
  88556. controller._dpadPressed = stateObject.pressed;
  88557. if (!controller._dpadPressed) {
  88558. _this._rotationLeftAsked = false;
  88559. _this._rotationRightAsked = false;
  88560. controller._teleportationBackRequestInitiated = false;
  88561. }
  88562. });
  88563. }
  88564. controller.webVRController.onPadValuesChangedObservable.add(function (stateObject) {
  88565. if (_this.teleportationEnabled) {
  88566. _this._checkTeleportBackwards(stateObject, controller);
  88567. _this._checkTeleportWithRay(stateObject, controller);
  88568. }
  88569. _this._checkRotate(stateObject, controller);
  88570. });
  88571. }
  88572. };
  88573. VRExperienceHelper.prototype._createTeleportationCircles = function () {
  88574. this._teleportationTarget = BABYLON.Mesh.CreateGround("teleportationTarget", 2, 2, 2, this._scene);
  88575. this._teleportationTarget.isPickable = false;
  88576. var length = 512;
  88577. var dynamicTexture = new BABYLON.DynamicTexture("DynamicTexture", length, this._scene, true);
  88578. dynamicTexture.hasAlpha = true;
  88579. var context = dynamicTexture.getContext();
  88580. var centerX = length / 2;
  88581. var centerY = length / 2;
  88582. var radius = 200;
  88583. context.beginPath();
  88584. context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
  88585. context.fillStyle = this._teleportationFillColor;
  88586. context.fill();
  88587. context.lineWidth = 10;
  88588. context.strokeStyle = this._teleportationBorderColor;
  88589. context.stroke();
  88590. context.closePath();
  88591. dynamicTexture.update();
  88592. var teleportationCircleMaterial = new BABYLON.StandardMaterial("TextPlaneMaterial", this._scene);
  88593. teleportationCircleMaterial.diffuseTexture = dynamicTexture;
  88594. this._teleportationTarget.material = teleportationCircleMaterial;
  88595. var torus = BABYLON.Mesh.CreateTorus("torusTeleportation", 0.75, 0.1, 25, this._scene, false);
  88596. torus.isPickable = false;
  88597. torus.parent = this._teleportationTarget;
  88598. var animationInnerCircle = new BABYLON.Animation("animationInnerCircle", "position.y", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  88599. var keys = [];
  88600. keys.push({
  88601. frame: 0,
  88602. value: 0
  88603. });
  88604. keys.push({
  88605. frame: 30,
  88606. value: 0.4
  88607. });
  88608. keys.push({
  88609. frame: 60,
  88610. value: 0
  88611. });
  88612. animationInnerCircle.setKeys(keys);
  88613. var easingFunction = new BABYLON.SineEase();
  88614. easingFunction.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  88615. animationInnerCircle.setEasingFunction(easingFunction);
  88616. torus.animations = [];
  88617. torus.animations.push(animationInnerCircle);
  88618. this._scene.beginAnimation(torus, 0, 60, true);
  88619. this._hideTeleportationTarget();
  88620. };
  88621. VRExperienceHelper.prototype._displayTeleportationTarget = function () {
  88622. this._teleportActive = true;
  88623. if (this._teleportationInitialized) {
  88624. this._teleportationTarget.isVisible = true;
  88625. if (this._isDefaultTeleportationTarget) {
  88626. this._teleportationTarget.getChildren()[0].isVisible = true;
  88627. }
  88628. }
  88629. };
  88630. VRExperienceHelper.prototype._hideTeleportationTarget = function () {
  88631. this._teleportActive = false;
  88632. if (this._teleportationInitialized) {
  88633. this._teleportationTarget.isVisible = false;
  88634. if (this._isDefaultTeleportationTarget) {
  88635. this._teleportationTarget.getChildren()[0].isVisible = false;
  88636. }
  88637. }
  88638. };
  88639. VRExperienceHelper.prototype._rotateCamera = function (right) {
  88640. var _this = this;
  88641. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  88642. return;
  88643. }
  88644. if (right) {
  88645. this._rotationAngle++;
  88646. }
  88647. else {
  88648. this._rotationAngle--;
  88649. }
  88650. this.currentVRCamera.animations = [];
  88651. var target = BABYLON.Quaternion.FromRotationMatrix(BABYLON.Matrix.RotationY(Math.PI / 4 * this._rotationAngle));
  88652. var animationRotation = new BABYLON.Animation("animationRotation", "rotationQuaternion", 90, BABYLON.Animation.ANIMATIONTYPE_QUATERNION, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  88653. var animationRotationKeys = [];
  88654. animationRotationKeys.push({
  88655. frame: 0,
  88656. value: this.currentVRCamera.rotationQuaternion
  88657. });
  88658. animationRotationKeys.push({
  88659. frame: 6,
  88660. value: target
  88661. });
  88662. animationRotation.setKeys(animationRotationKeys);
  88663. animationRotation.setEasingFunction(this._circleEase);
  88664. this.currentVRCamera.animations.push(animationRotation);
  88665. this._postProcessMove.animations = [];
  88666. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  88667. var vignetteWeightKeys = [];
  88668. vignetteWeightKeys.push({
  88669. frame: 0,
  88670. value: 0
  88671. });
  88672. vignetteWeightKeys.push({
  88673. frame: 3,
  88674. value: 4
  88675. });
  88676. vignetteWeightKeys.push({
  88677. frame: 6,
  88678. value: 0
  88679. });
  88680. animationPP.setKeys(vignetteWeightKeys);
  88681. animationPP.setEasingFunction(this._circleEase);
  88682. this._postProcessMove.animations.push(animationPP);
  88683. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  88684. var vignetteStretchKeys = [];
  88685. vignetteStretchKeys.push({
  88686. frame: 0,
  88687. value: 0
  88688. });
  88689. vignetteStretchKeys.push({
  88690. frame: 3,
  88691. value: 10
  88692. });
  88693. vignetteStretchKeys.push({
  88694. frame: 6,
  88695. value: 0
  88696. });
  88697. animationPP2.setKeys(vignetteStretchKeys);
  88698. animationPP2.setEasingFunction(this._circleEase);
  88699. this._postProcessMove.animations.push(animationPP2);
  88700. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  88701. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  88702. this._postProcessMove.samples = 4;
  88703. this._webVRCamera.attachPostProcess(this._postProcessMove);
  88704. this._scene.beginAnimation(this._postProcessMove, 0, 6, false, 1, function () {
  88705. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  88706. });
  88707. this._scene.beginAnimation(this.currentVRCamera, 0, 6, false, 1);
  88708. };
  88709. VRExperienceHelper.prototype._moveTeleportationSelectorTo = function (hit, gazer) {
  88710. if (hit.pickedPoint) {
  88711. if (gazer._teleportationRequestInitiated) {
  88712. this._displayTeleportationTarget();
  88713. this._haloCenter.copyFrom(hit.pickedPoint);
  88714. this._teleportationTarget.position.copyFrom(hit.pickedPoint);
  88715. }
  88716. var pickNormal = hit.getNormal(true, false);
  88717. if (pickNormal) {
  88718. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  88719. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  88720. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, this._teleportationTarget.rotation);
  88721. }
  88722. this._teleportationTarget.position.y += 0.1;
  88723. }
  88724. };
  88725. VRExperienceHelper.prototype._teleportCamera = function (location) {
  88726. var _this = this;
  88727. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  88728. return;
  88729. }
  88730. // Teleport the hmd to where the user is looking by moving the anchor to where they are looking minus the
  88731. // offset of the headset from the anchor.
  88732. if (this.webVRCamera.leftCamera) {
  88733. this._workingVector.copyFrom(this.webVRCamera.leftCamera.globalPosition);
  88734. this._workingVector.subtractInPlace(this.webVRCamera.position);
  88735. location.subtractToRef(this._workingVector, this._workingVector);
  88736. }
  88737. else {
  88738. this._workingVector.copyFrom(location);
  88739. }
  88740. // Add height to account for user's height offset
  88741. if (this.isInVRMode) {
  88742. this._workingVector.y += this.webVRCamera.deviceDistanceToRoomGround() * this._webVRCamera.deviceScaleFactor;
  88743. }
  88744. else {
  88745. this._workingVector.y += this._defaultHeight;
  88746. }
  88747. this.onBeforeCameraTeleport.notifyObservers(this._workingVector);
  88748. // Create animation from the camera's position to the new location
  88749. this.currentVRCamera.animations = [];
  88750. var animationCameraTeleportation = new BABYLON.Animation("animationCameraTeleportation", "position", 90, BABYLON.Animation.ANIMATIONTYPE_VECTOR3, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  88751. var animationCameraTeleportationKeys = [{
  88752. frame: 0,
  88753. value: this.currentVRCamera.position
  88754. },
  88755. {
  88756. frame: 11,
  88757. value: this._workingVector
  88758. }
  88759. ];
  88760. animationCameraTeleportation.setKeys(animationCameraTeleportationKeys);
  88761. animationCameraTeleportation.setEasingFunction(this._circleEase);
  88762. this.currentVRCamera.animations.push(animationCameraTeleportation);
  88763. this._postProcessMove.animations = [];
  88764. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  88765. var vignetteWeightKeys = [];
  88766. vignetteWeightKeys.push({
  88767. frame: 0,
  88768. value: 0
  88769. });
  88770. vignetteWeightKeys.push({
  88771. frame: 5,
  88772. value: 8
  88773. });
  88774. vignetteWeightKeys.push({
  88775. frame: 11,
  88776. value: 0
  88777. });
  88778. animationPP.setKeys(vignetteWeightKeys);
  88779. this._postProcessMove.animations.push(animationPP);
  88780. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  88781. var vignetteStretchKeys = [];
  88782. vignetteStretchKeys.push({
  88783. frame: 0,
  88784. value: 0
  88785. });
  88786. vignetteStretchKeys.push({
  88787. frame: 5,
  88788. value: 10
  88789. });
  88790. vignetteStretchKeys.push({
  88791. frame: 11,
  88792. value: 0
  88793. });
  88794. animationPP2.setKeys(vignetteStretchKeys);
  88795. this._postProcessMove.animations.push(animationPP2);
  88796. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  88797. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  88798. this._webVRCamera.attachPostProcess(this._postProcessMove);
  88799. this._scene.beginAnimation(this._postProcessMove, 0, 11, false, 1, function () {
  88800. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  88801. });
  88802. this._scene.beginAnimation(this.currentVRCamera, 0, 11, false, 1, function () {
  88803. _this.onAfterCameraTeleport.notifyObservers(_this._workingVector);
  88804. });
  88805. this._hideTeleportationTarget();
  88806. };
  88807. VRExperienceHelper.prototype._castRayAndSelectObject = function (gazer) {
  88808. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  88809. return;
  88810. }
  88811. var hit = this._scene.pickWithRay(gazer._getForwardRay(this._rayLength), this._raySelectionPredicate);
  88812. // Moving the gazeTracker on the mesh face targetted
  88813. if (hit && hit.pickedPoint) {
  88814. if (this._displayGaze) {
  88815. var multiplier = 1;
  88816. gazer._gazeTracker.isVisible = true;
  88817. if (gazer._isActionableMesh) {
  88818. multiplier = 3;
  88819. }
  88820. gazer._gazeTracker.scaling.x = hit.distance * multiplier;
  88821. gazer._gazeTracker.scaling.y = hit.distance * multiplier;
  88822. gazer._gazeTracker.scaling.z = hit.distance * multiplier;
  88823. var pickNormal = hit.getNormal();
  88824. // To avoid z-fighting
  88825. var deltaFighting = 0.002;
  88826. if (pickNormal) {
  88827. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  88828. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  88829. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, gazer._gazeTracker.rotation);
  88830. }
  88831. gazer._gazeTracker.position.copyFrom(hit.pickedPoint);
  88832. if (gazer._gazeTracker.position.x < 0) {
  88833. gazer._gazeTracker.position.x += deltaFighting;
  88834. }
  88835. else {
  88836. gazer._gazeTracker.position.x -= deltaFighting;
  88837. }
  88838. if (gazer._gazeTracker.position.y < 0) {
  88839. gazer._gazeTracker.position.y += deltaFighting;
  88840. }
  88841. else {
  88842. gazer._gazeTracker.position.y -= deltaFighting;
  88843. }
  88844. if (gazer._gazeTracker.position.z < 0) {
  88845. gazer._gazeTracker.position.z += deltaFighting;
  88846. }
  88847. else {
  88848. gazer._gazeTracker.position.z -= deltaFighting;
  88849. }
  88850. }
  88851. // Changing the size of the laser pointer based on the distance from the targetted point
  88852. gazer._updatePointerDistance(hit.distance);
  88853. }
  88854. else {
  88855. gazer._gazeTracker.isVisible = false;
  88856. }
  88857. if (hit && hit.pickedMesh) {
  88858. gazer._currentHit = hit;
  88859. if (gazer._pointerDownOnMeshAsked) {
  88860. this._scene.simulatePointerMove(gazer._currentHit, { pointerId: gazer._id });
  88861. }
  88862. // The object selected is the floor, we're in a teleportation scenario
  88863. if (this._teleportationInitialized && this._isTeleportationFloor(hit.pickedMesh) && hit.pickedPoint) {
  88864. // Moving the teleportation area to this targetted point
  88865. //Raise onSelectedMeshUnselected observable if ray collided floor mesh/meshes and a non floor mesh was previously selected
  88866. if (gazer._currentMeshSelected && !this._isTeleportationFloor(gazer._currentMeshSelected)) {
  88867. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  88868. }
  88869. gazer._currentMeshSelected = null;
  88870. if (gazer._teleportationRequestInitiated) {
  88871. this._moveTeleportationSelectorTo(hit, gazer);
  88872. }
  88873. return;
  88874. }
  88875. // If not, we're in a selection scenario
  88876. //this._teleportationAllowed = false;
  88877. if (hit.pickedMesh !== gazer._currentMeshSelected) {
  88878. if (this.meshSelectionPredicate(hit.pickedMesh)) {
  88879. this.onNewMeshPicked.notifyObservers(hit);
  88880. gazer._currentMeshSelected = hit.pickedMesh;
  88881. if (hit.pickedMesh.isPickable && hit.pickedMesh.actionManager) {
  88882. this.changeGazeColor(new BABYLON.Color3(0, 0, 1));
  88883. this.changeLaserColor(new BABYLON.Color3(0.2, 0.2, 1));
  88884. gazer._isActionableMesh = true;
  88885. }
  88886. else {
  88887. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  88888. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  88889. gazer._isActionableMesh = false;
  88890. }
  88891. try {
  88892. this.onNewMeshSelected.notifyObservers(hit.pickedMesh);
  88893. }
  88894. catch (err) {
  88895. BABYLON.Tools.Warn("Error in your custom logic onNewMeshSelected: " + err);
  88896. }
  88897. }
  88898. else {
  88899. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  88900. gazer._currentMeshSelected = null;
  88901. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  88902. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  88903. }
  88904. }
  88905. }
  88906. else {
  88907. gazer._currentHit = null;
  88908. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  88909. gazer._currentMeshSelected = null;
  88910. //this._teleportationAllowed = false;
  88911. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  88912. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  88913. }
  88914. };
  88915. VRExperienceHelper.prototype._notifySelectedMeshUnselected = function (mesh) {
  88916. if (mesh) {
  88917. this.onSelectedMeshUnselected.notifyObservers(mesh);
  88918. }
  88919. };
  88920. /**
  88921. * Sets the color of the laser ray from the vr controllers.
  88922. * @param color new color for the ray.
  88923. */
  88924. VRExperienceHelper.prototype.changeLaserColor = function (color) {
  88925. if (this.leftController) {
  88926. this.leftController._setLaserPointerColor(color);
  88927. }
  88928. if (this.rightController) {
  88929. this.rightController._setLaserPointerColor(color);
  88930. }
  88931. };
  88932. /**
  88933. * Sets the color of the ray from the vr headsets gaze.
  88934. * @param color new color for the ray.
  88935. */
  88936. VRExperienceHelper.prototype.changeGazeColor = function (color) {
  88937. if (!this._cameraGazer._gazeTracker.material) {
  88938. return;
  88939. }
  88940. this._cameraGazer._gazeTracker.material.emissiveColor = color;
  88941. if (this.leftController) {
  88942. this.leftController._gazeTracker.material.emissiveColor = color;
  88943. }
  88944. if (this.rightController) {
  88945. this.rightController._gazeTracker.material.emissiveColor = color;
  88946. }
  88947. };
  88948. /**
  88949. * Exits VR and disposes of the vr experience helper
  88950. */
  88951. VRExperienceHelper.prototype.dispose = function () {
  88952. if (this.isInVRMode) {
  88953. this.exitVR();
  88954. }
  88955. if (this._postProcessMove) {
  88956. this._postProcessMove.dispose();
  88957. }
  88958. if (this._webVRCamera) {
  88959. this._webVRCamera.dispose();
  88960. }
  88961. if (this._vrDeviceOrientationCamera) {
  88962. this._vrDeviceOrientationCamera.dispose();
  88963. }
  88964. if (!this._useCustomVRButton && this._btnVR.parentNode) {
  88965. document.body.removeChild(this._btnVR);
  88966. }
  88967. if (this._deviceOrientationCamera && (this._scene.activeCamera != this._deviceOrientationCamera)) {
  88968. this._deviceOrientationCamera.dispose();
  88969. }
  88970. if (this._cameraGazer) {
  88971. this._cameraGazer.dispose();
  88972. }
  88973. if (this.leftController) {
  88974. this.leftController.dispose();
  88975. }
  88976. if (this.rightController) {
  88977. this.rightController.dispose();
  88978. }
  88979. if (this._teleportationTarget) {
  88980. this._teleportationTarget.dispose();
  88981. }
  88982. this._floorMeshesCollection = [];
  88983. document.removeEventListener("keydown", this._onKeyDown);
  88984. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  88985. window.removeEventListener("resize", this._onResize);
  88986. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  88987. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  88988. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  88989. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  88990. this._scene.getEngine().onVRDisplayChangedObservable.removeCallback(this._onVRDisplayChanged);
  88991. this._scene.getEngine().onVRRequestPresentStart.removeCallback(this._onVRRequestPresentStart);
  88992. this._scene.getEngine().onVRRequestPresentComplete.removeCallback(this._onVRRequestPresentComplete);
  88993. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  88994. this._scene.gamepadManager.onGamepadConnectedObservable.removeCallback(this._onNewGamepadConnected);
  88995. this._scene.gamepadManager.onGamepadDisconnectedObservable.removeCallback(this._onNewGamepadDisconnected);
  88996. this._scene.unregisterBeforeRender(this.beforeRender);
  88997. };
  88998. /**
  88999. * Gets the name of the VRExperienceHelper class
  89000. * @returns "VRExperienceHelper"
  89001. */
  89002. VRExperienceHelper.prototype.getClassName = function () {
  89003. return "VRExperienceHelper";
  89004. };
  89005. return VRExperienceHelper;
  89006. }());
  89007. BABYLON.VRExperienceHelper = VRExperienceHelper;
  89008. })(BABYLON || (BABYLON = {}));
  89009. //# sourceMappingURL=babylon.vrExperienceHelper.js.map
  89010. // Mainly based on these 2 articles :
  89011. // 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
  89012. // & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/
  89013. var BABYLON;
  89014. (function (BABYLON) {
  89015. /**
  89016. * Defines the potential axis of a Joystick
  89017. */
  89018. var JoystickAxis;
  89019. (function (JoystickAxis) {
  89020. /** X axis */
  89021. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  89022. /** Y axis */
  89023. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  89024. /** Z axis */
  89025. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  89026. })(JoystickAxis = BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  89027. /**
  89028. * Class used to define virtual joystick (used in touch mode)
  89029. */
  89030. var VirtualJoystick = /** @class */ (function () {
  89031. /**
  89032. * Creates a new virtual joystick
  89033. * @param leftJoystick defines that the joystick is for left hand (false by default)
  89034. */
  89035. function VirtualJoystick(leftJoystick) {
  89036. var _this = this;
  89037. if (leftJoystick) {
  89038. this._leftJoystick = true;
  89039. }
  89040. else {
  89041. this._leftJoystick = false;
  89042. }
  89043. VirtualJoystick._globalJoystickIndex++;
  89044. // By default left & right arrow keys are moving the X
  89045. // and up & down keys are moving the Y
  89046. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  89047. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  89048. this.reverseLeftRight = false;
  89049. this.reverseUpDown = false;
  89050. // collections of pointers
  89051. this._touches = new BABYLON.StringDictionary();
  89052. this.deltaPosition = BABYLON.Vector3.Zero();
  89053. this._joystickSensibility = 25;
  89054. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  89055. this._onResize = function (evt) {
  89056. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  89057. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  89058. if (VirtualJoystick.vjCanvas) {
  89059. VirtualJoystick.vjCanvas.width = VirtualJoystick.vjCanvasWidth;
  89060. VirtualJoystick.vjCanvas.height = VirtualJoystick.vjCanvasHeight;
  89061. }
  89062. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  89063. };
  89064. // injecting a canvas element on top of the canvas 3D game
  89065. if (!VirtualJoystick.vjCanvas) {
  89066. window.addEventListener("resize", this._onResize, false);
  89067. VirtualJoystick.vjCanvas = document.createElement("canvas");
  89068. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  89069. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  89070. VirtualJoystick.vjCanvas.width = window.innerWidth;
  89071. VirtualJoystick.vjCanvas.height = window.innerHeight;
  89072. VirtualJoystick.vjCanvas.style.width = "100%";
  89073. VirtualJoystick.vjCanvas.style.height = "100%";
  89074. VirtualJoystick.vjCanvas.style.position = "absolute";
  89075. VirtualJoystick.vjCanvas.style.backgroundColor = "transparent";
  89076. VirtualJoystick.vjCanvas.style.top = "0px";
  89077. VirtualJoystick.vjCanvas.style.left = "0px";
  89078. VirtualJoystick.vjCanvas.style.zIndex = "5";
  89079. VirtualJoystick.vjCanvas.style.msTouchAction = "none";
  89080. // Support for jQuery PEP polyfill
  89081. VirtualJoystick.vjCanvas.setAttribute("touch-action", "none");
  89082. var context = VirtualJoystick.vjCanvas.getContext('2d');
  89083. if (!context) {
  89084. throw new Error("Unable to create canvas for virtual joystick");
  89085. }
  89086. VirtualJoystick.vjCanvasContext = context;
  89087. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  89088. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  89089. document.body.appendChild(VirtualJoystick.vjCanvas);
  89090. }
  89091. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvas.width / 2;
  89092. this.pressed = false;
  89093. // default joystick color
  89094. this._joystickColor = "cyan";
  89095. this._joystickPointerID = -1;
  89096. // current joystick position
  89097. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  89098. this._joystickPreviousPointerPos = new BABYLON.Vector2(0, 0);
  89099. // origin joystick position
  89100. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  89101. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  89102. this._onPointerDownHandlerRef = function (evt) {
  89103. _this._onPointerDown(evt);
  89104. };
  89105. this._onPointerMoveHandlerRef = function (evt) {
  89106. _this._onPointerMove(evt);
  89107. };
  89108. this._onPointerUpHandlerRef = function (evt) {
  89109. _this._onPointerUp(evt);
  89110. };
  89111. VirtualJoystick.vjCanvas.addEventListener('pointerdown', this._onPointerDownHandlerRef, false);
  89112. VirtualJoystick.vjCanvas.addEventListener('pointermove', this._onPointerMoveHandlerRef, false);
  89113. VirtualJoystick.vjCanvas.addEventListener('pointerup', this._onPointerUpHandlerRef, false);
  89114. VirtualJoystick.vjCanvas.addEventListener('pointerout', this._onPointerUpHandlerRef, false);
  89115. VirtualJoystick.vjCanvas.addEventListener("contextmenu", function (evt) {
  89116. evt.preventDefault(); // Disables system menu
  89117. }, false);
  89118. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  89119. }
  89120. /**
  89121. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  89122. * @param newJoystickSensibility defines the new sensibility
  89123. */
  89124. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  89125. this._joystickSensibility = newJoystickSensibility;
  89126. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  89127. };
  89128. VirtualJoystick.prototype._onPointerDown = function (e) {
  89129. var positionOnScreenCondition;
  89130. e.preventDefault();
  89131. if (this._leftJoystick === true) {
  89132. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  89133. }
  89134. else {
  89135. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  89136. }
  89137. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  89138. // First contact will be dedicated to the virtual joystick
  89139. this._joystickPointerID = e.pointerId;
  89140. this._joystickPointerStartPos.x = e.clientX;
  89141. this._joystickPointerStartPos.y = e.clientY;
  89142. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  89143. this._joystickPreviousPointerPos = this._joystickPointerStartPos.clone();
  89144. this._deltaJoystickVector.x = 0;
  89145. this._deltaJoystickVector.y = 0;
  89146. this.pressed = true;
  89147. this._touches.add(e.pointerId.toString(), e);
  89148. }
  89149. else {
  89150. // You can only trigger the action buttons with a joystick declared
  89151. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  89152. this._action();
  89153. this._touches.add(e.pointerId.toString(), { x: e.clientX, y: e.clientY, prevX: e.clientX, prevY: e.clientY });
  89154. }
  89155. }
  89156. };
  89157. VirtualJoystick.prototype._onPointerMove = function (e) {
  89158. // If the current pointer is the one associated to the joystick (first touch contact)
  89159. if (this._joystickPointerID == e.pointerId) {
  89160. this._joystickPointerPos.x = e.clientX;
  89161. this._joystickPointerPos.y = e.clientY;
  89162. this._deltaJoystickVector = this._joystickPointerPos.clone();
  89163. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  89164. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  89165. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  89166. switch (this._axisTargetedByLeftAndRight) {
  89167. case JoystickAxis.X:
  89168. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  89169. break;
  89170. case JoystickAxis.Y:
  89171. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  89172. break;
  89173. case JoystickAxis.Z:
  89174. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  89175. break;
  89176. }
  89177. var directionUpDown = this.reverseUpDown ? 1 : -1;
  89178. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  89179. switch (this._axisTargetedByUpAndDown) {
  89180. case JoystickAxis.X:
  89181. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  89182. break;
  89183. case JoystickAxis.Y:
  89184. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  89185. break;
  89186. case JoystickAxis.Z:
  89187. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  89188. break;
  89189. }
  89190. }
  89191. else {
  89192. var data = this._touches.get(e.pointerId.toString());
  89193. if (data) {
  89194. data.x = e.clientX;
  89195. data.y = e.clientY;
  89196. }
  89197. }
  89198. };
  89199. VirtualJoystick.prototype._onPointerUp = function (e) {
  89200. if (this._joystickPointerID == e.pointerId) {
  89201. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPointerStartPos.x - 64, this._joystickPointerStartPos.y - 64, 128, 128);
  89202. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPreviousPointerPos.x - 42, this._joystickPreviousPointerPos.y - 42, 84, 84);
  89203. this._joystickPointerID = -1;
  89204. this.pressed = false;
  89205. }
  89206. else {
  89207. var touch = this._touches.get(e.pointerId.toString());
  89208. if (touch) {
  89209. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  89210. }
  89211. }
  89212. this._deltaJoystickVector.x = 0;
  89213. this._deltaJoystickVector.y = 0;
  89214. this._touches.remove(e.pointerId.toString());
  89215. };
  89216. /**
  89217. * Change the color of the virtual joystick
  89218. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  89219. */
  89220. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  89221. this._joystickColor = newColor;
  89222. };
  89223. /**
  89224. * Defines a callback to call when the joystick is touched
  89225. * @param action defines the callback
  89226. */
  89227. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  89228. this._action = action;
  89229. };
  89230. /**
  89231. * Defines which axis you'd like to control for left & right
  89232. * @param axis defines the axis to use
  89233. */
  89234. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  89235. switch (axis) {
  89236. case JoystickAxis.X:
  89237. case JoystickAxis.Y:
  89238. case JoystickAxis.Z:
  89239. this._axisTargetedByLeftAndRight = axis;
  89240. break;
  89241. default:
  89242. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  89243. break;
  89244. }
  89245. };
  89246. /**
  89247. * Defines which axis you'd like to control for up & down
  89248. * @param axis defines the axis to use
  89249. */
  89250. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  89251. switch (axis) {
  89252. case JoystickAxis.X:
  89253. case JoystickAxis.Y:
  89254. case JoystickAxis.Z:
  89255. this._axisTargetedByUpAndDown = axis;
  89256. break;
  89257. default:
  89258. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  89259. break;
  89260. }
  89261. };
  89262. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  89263. var _this = this;
  89264. if (this.pressed) {
  89265. this._touches.forEach(function (key, touch) {
  89266. if (touch.pointerId === _this._joystickPointerID) {
  89267. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPointerStartPos.x - 64, _this._joystickPointerStartPos.y - 64, 128, 128);
  89268. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPreviousPointerPos.x - 42, _this._joystickPreviousPointerPos.y - 42, 84, 84);
  89269. VirtualJoystick.vjCanvasContext.beginPath();
  89270. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  89271. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  89272. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  89273. VirtualJoystick.vjCanvasContext.stroke();
  89274. VirtualJoystick.vjCanvasContext.closePath();
  89275. VirtualJoystick.vjCanvasContext.beginPath();
  89276. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  89277. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  89278. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  89279. VirtualJoystick.vjCanvasContext.stroke();
  89280. VirtualJoystick.vjCanvasContext.closePath();
  89281. VirtualJoystick.vjCanvasContext.beginPath();
  89282. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  89283. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  89284. VirtualJoystick.vjCanvasContext.stroke();
  89285. VirtualJoystick.vjCanvasContext.closePath();
  89286. _this._joystickPreviousPointerPos = _this._joystickPointerPos.clone();
  89287. }
  89288. else {
  89289. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  89290. VirtualJoystick.vjCanvasContext.beginPath();
  89291. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  89292. VirtualJoystick.vjCanvasContext.beginPath();
  89293. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  89294. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  89295. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  89296. VirtualJoystick.vjCanvasContext.stroke();
  89297. VirtualJoystick.vjCanvasContext.closePath();
  89298. touch.prevX = touch.x;
  89299. touch.prevY = touch.y;
  89300. }
  89301. ;
  89302. });
  89303. }
  89304. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  89305. };
  89306. /**
  89307. * Release internal HTML canvas
  89308. */
  89309. VirtualJoystick.prototype.releaseCanvas = function () {
  89310. if (VirtualJoystick.vjCanvas) {
  89311. VirtualJoystick.vjCanvas.removeEventListener('pointerdown', this._onPointerDownHandlerRef);
  89312. VirtualJoystick.vjCanvas.removeEventListener('pointermove', this._onPointerMoveHandlerRef);
  89313. VirtualJoystick.vjCanvas.removeEventListener('pointerup', this._onPointerUpHandlerRef);
  89314. VirtualJoystick.vjCanvas.removeEventListener('pointerout', this._onPointerUpHandlerRef);
  89315. window.removeEventListener("resize", this._onResize);
  89316. document.body.removeChild(VirtualJoystick.vjCanvas);
  89317. VirtualJoystick.vjCanvas = null;
  89318. }
  89319. };
  89320. // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas
  89321. VirtualJoystick._globalJoystickIndex = 0;
  89322. return VirtualJoystick;
  89323. }());
  89324. BABYLON.VirtualJoystick = VirtualJoystick;
  89325. })(BABYLON || (BABYLON = {}));
  89326. //# sourceMappingURL=babylon.virtualJoystick.js.map
  89327. var BABYLON;
  89328. (function (BABYLON) {
  89329. // We're mainly based on the logic defined into the FreeCamera code
  89330. var VirtualJoysticksCamera = /** @class */ (function (_super) {
  89331. __extends(VirtualJoysticksCamera, _super);
  89332. function VirtualJoysticksCamera(name, position, scene) {
  89333. var _this = _super.call(this, name, position, scene) || this;
  89334. _this.inputs.addVirtualJoystick();
  89335. return _this;
  89336. }
  89337. VirtualJoysticksCamera.prototype.getClassName = function () {
  89338. return "VirtualJoysticksCamera";
  89339. };
  89340. return VirtualJoysticksCamera;
  89341. }(BABYLON.FreeCamera));
  89342. BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
  89343. })(BABYLON || (BABYLON = {}));
  89344. //# sourceMappingURL=babylon.virtualJoysticksCamera.js.map
  89345. var BABYLON;
  89346. (function (BABYLON) {
  89347. var FreeCameraVirtualJoystickInput = /** @class */ (function () {
  89348. function FreeCameraVirtualJoystickInput() {
  89349. }
  89350. FreeCameraVirtualJoystickInput.prototype.getLeftJoystick = function () {
  89351. return this._leftjoystick;
  89352. };
  89353. FreeCameraVirtualJoystickInput.prototype.getRightJoystick = function () {
  89354. return this._rightjoystick;
  89355. };
  89356. FreeCameraVirtualJoystickInput.prototype.checkInputs = function () {
  89357. if (this._leftjoystick) {
  89358. var camera = this.camera;
  89359. var speed = camera._computeLocalCameraSpeed() * 50;
  89360. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, 0);
  89361. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(this._leftjoystick.deltaPosition.x * speed, this._leftjoystick.deltaPosition.y * speed, this._leftjoystick.deltaPosition.z * speed), cameraTransform);
  89362. camera.cameraDirection = camera.cameraDirection.add(deltaTransform);
  89363. camera.cameraRotation = camera.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
  89364. if (!this._leftjoystick.pressed) {
  89365. this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
  89366. }
  89367. if (!this._rightjoystick.pressed) {
  89368. this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
  89369. }
  89370. }
  89371. };
  89372. FreeCameraVirtualJoystickInput.prototype.attachControl = function (element, noPreventDefault) {
  89373. this._leftjoystick = new BABYLON.VirtualJoystick(true);
  89374. this._leftjoystick.setAxisForUpDown(BABYLON.JoystickAxis.Z);
  89375. this._leftjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.X);
  89376. this._leftjoystick.setJoystickSensibility(0.15);
  89377. this._rightjoystick = new BABYLON.VirtualJoystick(false);
  89378. this._rightjoystick.setAxisForUpDown(BABYLON.JoystickAxis.X);
  89379. this._rightjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.Y);
  89380. this._rightjoystick.reverseUpDown = true;
  89381. this._rightjoystick.setJoystickSensibility(0.05);
  89382. this._rightjoystick.setJoystickColor("yellow");
  89383. };
  89384. FreeCameraVirtualJoystickInput.prototype.detachControl = function (element) {
  89385. this._leftjoystick.releaseCanvas();
  89386. this._rightjoystick.releaseCanvas();
  89387. };
  89388. FreeCameraVirtualJoystickInput.prototype.getClassName = function () {
  89389. return "FreeCameraVirtualJoystickInput";
  89390. };
  89391. FreeCameraVirtualJoystickInput.prototype.getSimpleName = function () {
  89392. return "virtualJoystick";
  89393. };
  89394. return FreeCameraVirtualJoystickInput;
  89395. }());
  89396. BABYLON.FreeCameraVirtualJoystickInput = FreeCameraVirtualJoystickInput;
  89397. BABYLON.CameraInputTypes["FreeCameraVirtualJoystickInput"] = FreeCameraVirtualJoystickInput;
  89398. })(BABYLON || (BABYLON = {}));
  89399. //# sourceMappingURL=babylon.freeCameraVirtualJoystickInput.js.map
  89400. var BABYLON;
  89401. (function (BABYLON) {
  89402. var SimplificationSettings = /** @class */ (function () {
  89403. function SimplificationSettings(quality, distance, optimizeMesh) {
  89404. this.quality = quality;
  89405. this.distance = distance;
  89406. this.optimizeMesh = optimizeMesh;
  89407. }
  89408. return SimplificationSettings;
  89409. }());
  89410. BABYLON.SimplificationSettings = SimplificationSettings;
  89411. var SimplificationQueue = /** @class */ (function () {
  89412. function SimplificationQueue() {
  89413. this.running = false;
  89414. this._simplificationArray = [];
  89415. }
  89416. SimplificationQueue.prototype.addTask = function (task) {
  89417. this._simplificationArray.push(task);
  89418. };
  89419. SimplificationQueue.prototype.executeNext = function () {
  89420. var task = this._simplificationArray.pop();
  89421. if (task) {
  89422. this.running = true;
  89423. this.runSimplification(task);
  89424. }
  89425. else {
  89426. this.running = false;
  89427. }
  89428. };
  89429. SimplificationQueue.prototype.runSimplification = function (task) {
  89430. var _this = this;
  89431. if (task.parallelProcessing) {
  89432. //parallel simplifier
  89433. task.settings.forEach(function (setting) {
  89434. var simplifier = _this.getSimplifier(task);
  89435. simplifier.simplify(setting, function (newMesh) {
  89436. task.mesh.addLODLevel(setting.distance, newMesh);
  89437. newMesh.isVisible = true;
  89438. //check if it is the last
  89439. if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {
  89440. //all done, run the success callback.
  89441. task.successCallback();
  89442. }
  89443. _this.executeNext();
  89444. });
  89445. });
  89446. }
  89447. else {
  89448. //single simplifier.
  89449. var simplifier = this.getSimplifier(task);
  89450. var runDecimation = function (setting, callback) {
  89451. simplifier.simplify(setting, function (newMesh) {
  89452. task.mesh.addLODLevel(setting.distance, newMesh);
  89453. newMesh.isVisible = true;
  89454. //run the next quality level
  89455. callback();
  89456. });
  89457. };
  89458. BABYLON.AsyncLoop.Run(task.settings.length, function (loop) {
  89459. runDecimation(task.settings[loop.index], function () {
  89460. loop.executeNext();
  89461. });
  89462. }, function () {
  89463. //execution ended, run the success callback.
  89464. if (task.successCallback) {
  89465. task.successCallback();
  89466. }
  89467. _this.executeNext();
  89468. });
  89469. }
  89470. };
  89471. SimplificationQueue.prototype.getSimplifier = function (task) {
  89472. switch (task.simplificationType) {
  89473. case SimplificationType.QUADRATIC:
  89474. default:
  89475. return new QuadraticErrorSimplification(task.mesh);
  89476. }
  89477. };
  89478. return SimplificationQueue;
  89479. }());
  89480. BABYLON.SimplificationQueue = SimplificationQueue;
  89481. /**
  89482. * The implemented types of simplification
  89483. * At the moment only Quadratic Error Decimation is implemented
  89484. */
  89485. var SimplificationType;
  89486. (function (SimplificationType) {
  89487. /** Quadratic error decimation */
  89488. SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC";
  89489. })(SimplificationType = BABYLON.SimplificationType || (BABYLON.SimplificationType = {}));
  89490. var DecimationTriangle = /** @class */ (function () {
  89491. function DecimationTriangle(vertices) {
  89492. this.vertices = vertices;
  89493. this.error = new Array(4);
  89494. this.deleted = false;
  89495. this.isDirty = false;
  89496. this.deletePending = false;
  89497. this.borderFactor = 0;
  89498. }
  89499. return DecimationTriangle;
  89500. }());
  89501. BABYLON.DecimationTriangle = DecimationTriangle;
  89502. var DecimationVertex = /** @class */ (function () {
  89503. function DecimationVertex(position, id) {
  89504. this.position = position;
  89505. this.id = id;
  89506. this.isBorder = true;
  89507. this.q = new QuadraticMatrix();
  89508. this.triangleCount = 0;
  89509. this.triangleStart = 0;
  89510. this.originalOffsets = [];
  89511. }
  89512. DecimationVertex.prototype.updatePosition = function (newPosition) {
  89513. this.position.copyFrom(newPosition);
  89514. };
  89515. return DecimationVertex;
  89516. }());
  89517. BABYLON.DecimationVertex = DecimationVertex;
  89518. var QuadraticMatrix = /** @class */ (function () {
  89519. function QuadraticMatrix(data) {
  89520. this.data = new Array(10);
  89521. for (var i = 0; i < 10; ++i) {
  89522. if (data && data[i]) {
  89523. this.data[i] = data[i];
  89524. }
  89525. else {
  89526. this.data[i] = 0;
  89527. }
  89528. }
  89529. }
  89530. QuadraticMatrix.prototype.det = function (a11, a12, a13, a21, a22, a23, a31, a32, a33) {
  89531. var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] +
  89532. this.data[a12] * this.data[a23] * this.data[a31] - this.data[a13] * this.data[a22] * this.data[a31] -
  89533. this.data[a11] * this.data[a23] * this.data[a32] - this.data[a12] * this.data[a21] * this.data[a33];
  89534. return det;
  89535. };
  89536. QuadraticMatrix.prototype.addInPlace = function (matrix) {
  89537. for (var i = 0; i < 10; ++i) {
  89538. this.data[i] += matrix.data[i];
  89539. }
  89540. };
  89541. QuadraticMatrix.prototype.addArrayInPlace = function (data) {
  89542. for (var i = 0; i < 10; ++i) {
  89543. this.data[i] += data[i];
  89544. }
  89545. };
  89546. QuadraticMatrix.prototype.add = function (matrix) {
  89547. var m = new QuadraticMatrix();
  89548. for (var i = 0; i < 10; ++i) {
  89549. m.data[i] = this.data[i] + matrix.data[i];
  89550. }
  89551. return m;
  89552. };
  89553. QuadraticMatrix.FromData = function (a, b, c, d) {
  89554. return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
  89555. };
  89556. //returning an array to avoid garbage collection
  89557. QuadraticMatrix.DataFromNumbers = function (a, b, c, d) {
  89558. return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
  89559. };
  89560. return QuadraticMatrix;
  89561. }());
  89562. BABYLON.QuadraticMatrix = QuadraticMatrix;
  89563. var Reference = /** @class */ (function () {
  89564. function Reference(vertexId, triangleId) {
  89565. this.vertexId = vertexId;
  89566. this.triangleId = triangleId;
  89567. }
  89568. return Reference;
  89569. }());
  89570. BABYLON.Reference = Reference;
  89571. /**
  89572. * An implementation of the Quadratic Error simplification algorithm.
  89573. * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
  89574. * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
  89575. * @author RaananW
  89576. */
  89577. var QuadraticErrorSimplification = /** @class */ (function () {
  89578. function QuadraticErrorSimplification(_mesh) {
  89579. this._mesh = _mesh;
  89580. this.syncIterations = 5000;
  89581. this.aggressiveness = 7;
  89582. this.decimationIterations = 100;
  89583. this.boundingBoxEpsilon = BABYLON.Epsilon;
  89584. }
  89585. QuadraticErrorSimplification.prototype.simplify = function (settings, successCallback) {
  89586. var _this = this;
  89587. this.initDecimatedMesh();
  89588. //iterating through the submeshes array, one after the other.
  89589. BABYLON.AsyncLoop.Run(this._mesh.subMeshes.length, function (loop) {
  89590. _this.initWithMesh(loop.index, function () {
  89591. _this.runDecimation(settings, loop.index, function () {
  89592. loop.executeNext();
  89593. });
  89594. }, settings.optimizeMesh);
  89595. }, function () {
  89596. setTimeout(function () {
  89597. successCallback(_this._reconstructedMesh);
  89598. }, 0);
  89599. });
  89600. };
  89601. QuadraticErrorSimplification.prototype.runDecimation = function (settings, submeshIndex, successCallback) {
  89602. var _this = this;
  89603. var targetCount = ~~(this.triangles.length * settings.quality);
  89604. var deletedTriangles = 0;
  89605. var triangleCount = this.triangles.length;
  89606. var iterationFunction = function (iteration, callback) {
  89607. setTimeout(function () {
  89608. if (iteration % 5 === 0) {
  89609. _this.updateMesh(iteration === 0);
  89610. }
  89611. for (var i = 0; i < _this.triangles.length; ++i) {
  89612. _this.triangles[i].isDirty = false;
  89613. }
  89614. var threshold = 0.000000001 * Math.pow((iteration + 3), _this.aggressiveness);
  89615. var trianglesIterator = function (i) {
  89616. var tIdx = ~~(((_this.triangles.length / 2) + i) % _this.triangles.length);
  89617. var t = _this.triangles[tIdx];
  89618. if (!t)
  89619. return;
  89620. if (t.error[3] > threshold || t.deleted || t.isDirty) {
  89621. return;
  89622. }
  89623. for (var j = 0; j < 3; ++j) {
  89624. if (t.error[j] < threshold) {
  89625. var deleted0 = [];
  89626. var deleted1 = [];
  89627. var v0 = t.vertices[j];
  89628. var v1 = t.vertices[(j + 1) % 3];
  89629. if (v0.isBorder || v1.isBorder)
  89630. continue;
  89631. var p = BABYLON.Vector3.Zero();
  89632. var n = BABYLON.Vector3.Zero();
  89633. var uv = BABYLON.Vector2.Zero();
  89634. var color = new BABYLON.Color4(0, 0, 0, 1);
  89635. _this.calculateError(v0, v1, p, n, uv, color);
  89636. var delTr = new Array();
  89637. if (_this.isFlipped(v0, v1, p, deleted0, t.borderFactor, delTr))
  89638. continue;
  89639. if (_this.isFlipped(v1, v0, p, deleted1, t.borderFactor, delTr))
  89640. continue;
  89641. if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0)
  89642. continue;
  89643. var uniqueArray = new Array();
  89644. delTr.forEach(function (deletedT) {
  89645. if (uniqueArray.indexOf(deletedT) === -1) {
  89646. deletedT.deletePending = true;
  89647. uniqueArray.push(deletedT);
  89648. }
  89649. });
  89650. if (uniqueArray.length % 2 !== 0) {
  89651. continue;
  89652. }
  89653. v0.q = v1.q.add(v0.q);
  89654. v0.updatePosition(p);
  89655. var tStart = _this.references.length;
  89656. deletedTriangles = _this.updateTriangles(v0, v0, deleted0, deletedTriangles);
  89657. deletedTriangles = _this.updateTriangles(v0, v1, deleted1, deletedTriangles);
  89658. var tCount = _this.references.length - tStart;
  89659. if (tCount <= v0.triangleCount) {
  89660. if (tCount) {
  89661. for (var c = 0; c < tCount; c++) {
  89662. _this.references[v0.triangleStart + c] = _this.references[tStart + c];
  89663. }
  89664. }
  89665. }
  89666. else {
  89667. v0.triangleStart = tStart;
  89668. }
  89669. v0.triangleCount = tCount;
  89670. break;
  89671. }
  89672. }
  89673. };
  89674. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, trianglesIterator, callback, function () { return (triangleCount - deletedTriangles <= targetCount); });
  89675. }, 0);
  89676. };
  89677. BABYLON.AsyncLoop.Run(this.decimationIterations, function (loop) {
  89678. if (triangleCount - deletedTriangles <= targetCount)
  89679. loop.breakLoop();
  89680. else {
  89681. iterationFunction(loop.index, function () {
  89682. loop.executeNext();
  89683. });
  89684. }
  89685. }, function () {
  89686. setTimeout(function () {
  89687. //reconstruct this part of the mesh
  89688. _this.reconstructMesh(submeshIndex);
  89689. successCallback();
  89690. }, 0);
  89691. });
  89692. };
  89693. QuadraticErrorSimplification.prototype.initWithMesh = function (submeshIndex, callback, optimizeMesh) {
  89694. var _this = this;
  89695. this.vertices = [];
  89696. this.triangles = [];
  89697. var positionData = this._mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  89698. var indices = this._mesh.getIndices();
  89699. var submesh = this._mesh.subMeshes[submeshIndex];
  89700. var findInVertices = function (positionToSearch) {
  89701. if (optimizeMesh) {
  89702. for (var ii = 0; ii < _this.vertices.length; ++ii) {
  89703. if (_this.vertices[ii].position.equals(positionToSearch)) {
  89704. return _this.vertices[ii];
  89705. }
  89706. }
  89707. }
  89708. return null;
  89709. };
  89710. var vertexReferences = [];
  89711. var vertexInit = function (i) {
  89712. if (!positionData) {
  89713. return;
  89714. }
  89715. var offset = i + submesh.verticesStart;
  89716. var position = BABYLON.Vector3.FromArray(positionData, offset * 3);
  89717. var vertex = findInVertices(position) || new DecimationVertex(position, _this.vertices.length);
  89718. vertex.originalOffsets.push(offset);
  89719. if (vertex.id === _this.vertices.length) {
  89720. _this.vertices.push(vertex);
  89721. }
  89722. vertexReferences.push(vertex.id);
  89723. };
  89724. //var totalVertices = mesh.getTotalVertices();
  89725. var totalVertices = submesh.verticesCount;
  89726. BABYLON.AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, function () {
  89727. var indicesInit = function (i) {
  89728. if (!indices) {
  89729. return;
  89730. }
  89731. var offset = (submesh.indexStart / 3) + i;
  89732. var pos = (offset * 3);
  89733. var i0 = indices[pos + 0];
  89734. var i1 = indices[pos + 1];
  89735. var i2 = indices[pos + 2];
  89736. var v0 = _this.vertices[vertexReferences[i0 - submesh.verticesStart]];
  89737. var v1 = _this.vertices[vertexReferences[i1 - submesh.verticesStart]];
  89738. var v2 = _this.vertices[vertexReferences[i2 - submesh.verticesStart]];
  89739. var triangle = new DecimationTriangle([v0, v1, v2]);
  89740. triangle.originalOffset = pos;
  89741. _this.triangles.push(triangle);
  89742. };
  89743. BABYLON.AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, _this.syncIterations, indicesInit, function () {
  89744. _this.init(callback);
  89745. });
  89746. });
  89747. };
  89748. QuadraticErrorSimplification.prototype.init = function (callback) {
  89749. var _this = this;
  89750. var triangleInit1 = function (i) {
  89751. var t = _this.triangles[i];
  89752. t.normal = BABYLON.Vector3.Cross(t.vertices[1].position.subtract(t.vertices[0].position), t.vertices[2].position.subtract(t.vertices[0].position)).normalize();
  89753. for (var j = 0; j < 3; j++) {
  89754. 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))));
  89755. }
  89756. };
  89757. BABYLON.AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, function () {
  89758. var triangleInit2 = function (i) {
  89759. var t = _this.triangles[i];
  89760. for (var j = 0; j < 3; ++j) {
  89761. t.error[j] = _this.calculateError(t.vertices[j], t.vertices[(j + 1) % 3]);
  89762. }
  89763. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  89764. };
  89765. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, triangleInit2, function () {
  89766. callback();
  89767. });
  89768. });
  89769. };
  89770. QuadraticErrorSimplification.prototype.reconstructMesh = function (submeshIndex) {
  89771. var newTriangles = [];
  89772. var i;
  89773. for (i = 0; i < this.vertices.length; ++i) {
  89774. this.vertices[i].triangleCount = 0;
  89775. }
  89776. var t;
  89777. var j;
  89778. for (i = 0; i < this.triangles.length; ++i) {
  89779. if (!this.triangles[i].deleted) {
  89780. t = this.triangles[i];
  89781. for (j = 0; j < 3; ++j) {
  89782. t.vertices[j].triangleCount = 1;
  89783. }
  89784. newTriangles.push(t);
  89785. }
  89786. }
  89787. var newPositionData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []);
  89788. var newNormalData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []);
  89789. var newUVsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind) || []);
  89790. var newColorsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.ColorKind) || []);
  89791. var normalData = this._mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  89792. var uvs = this._mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  89793. var colorsData = this._mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  89794. var vertexCount = 0;
  89795. for (i = 0; i < this.vertices.length; ++i) {
  89796. var vertex = this.vertices[i];
  89797. vertex.id = vertexCount;
  89798. if (vertex.triangleCount) {
  89799. vertex.originalOffsets.forEach(function (originalOffset) {
  89800. if (!normalData) {
  89801. return;
  89802. }
  89803. newPositionData.push(vertex.position.x);
  89804. newPositionData.push(vertex.position.y);
  89805. newPositionData.push(vertex.position.z);
  89806. newNormalData.push(normalData[originalOffset * 3]);
  89807. newNormalData.push(normalData[(originalOffset * 3) + 1]);
  89808. newNormalData.push(normalData[(originalOffset * 3) + 2]);
  89809. if (uvs && uvs.length) {
  89810. newUVsData.push(uvs[(originalOffset * 2)]);
  89811. newUVsData.push(uvs[(originalOffset * 2) + 1]);
  89812. }
  89813. else if (colorsData && colorsData.length) {
  89814. newColorsData.push(colorsData[(originalOffset * 4)]);
  89815. newColorsData.push(colorsData[(originalOffset * 4) + 1]);
  89816. newColorsData.push(colorsData[(originalOffset * 4) + 2]);
  89817. newColorsData.push(colorsData[(originalOffset * 4) + 3]);
  89818. }
  89819. ++vertexCount;
  89820. });
  89821. }
  89822. }
  89823. var startingIndex = this._reconstructedMesh.getTotalIndices();
  89824. var startingVertex = this._reconstructedMesh.getTotalVertices();
  89825. var submeshesArray = this._reconstructedMesh.subMeshes;
  89826. this._reconstructedMesh.subMeshes = [];
  89827. var newIndicesArray = this._reconstructedMesh.getIndices(); //[];
  89828. var originalIndices = this._mesh.getIndices();
  89829. for (i = 0; i < newTriangles.length; ++i) {
  89830. t = newTriangles[i]; //now get the new referencing point for each vertex
  89831. [0, 1, 2].forEach(function (idx) {
  89832. var id = originalIndices[t.originalOffset + idx];
  89833. var offset = t.vertices[idx].originalOffsets.indexOf(id);
  89834. if (offset < 0)
  89835. offset = 0;
  89836. newIndicesArray.push(t.vertices[idx].id + offset + startingVertex);
  89837. });
  89838. }
  89839. //overwriting the old vertex buffers and indices.
  89840. this._reconstructedMesh.setIndices(newIndicesArray);
  89841. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, newPositionData);
  89842. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, newNormalData);
  89843. if (newUVsData.length > 0)
  89844. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.UVKind, newUVsData);
  89845. if (newColorsData.length > 0)
  89846. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, newColorsData);
  89847. //create submesh
  89848. var originalSubmesh = this._mesh.subMeshes[submeshIndex];
  89849. if (submeshIndex > 0) {
  89850. this._reconstructedMesh.subMeshes = [];
  89851. submeshesArray.forEach(function (submesh) {
  89852. BABYLON.SubMesh.AddToMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount, /* 0, newPositionData.length/3, */ submesh.indexStart, submesh.indexCount, submesh.getMesh());
  89853. });
  89854. BABYLON.SubMesh.AddToMesh(originalSubmesh.materialIndex, startingVertex, vertexCount, /* 0, newPositionData.length / 3, */ startingIndex, newTriangles.length * 3, this._reconstructedMesh);
  89855. }
  89856. };
  89857. QuadraticErrorSimplification.prototype.initDecimatedMesh = function () {
  89858. this._reconstructedMesh = new BABYLON.Mesh(this._mesh.name + "Decimated", this._mesh.getScene());
  89859. this._reconstructedMesh.material = this._mesh.material;
  89860. this._reconstructedMesh.parent = this._mesh.parent;
  89861. this._reconstructedMesh.isVisible = false;
  89862. this._reconstructedMesh.renderingGroupId = this._mesh.renderingGroupId;
  89863. };
  89864. QuadraticErrorSimplification.prototype.isFlipped = function (vertex1, vertex2, point, deletedArray, borderFactor, delTr) {
  89865. for (var i = 0; i < vertex1.triangleCount; ++i) {
  89866. var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId];
  89867. if (t.deleted)
  89868. continue;
  89869. var s = this.references[vertex1.triangleStart + i].vertexId;
  89870. var v1 = t.vertices[(s + 1) % 3];
  89871. var v2 = t.vertices[(s + 2) % 3];
  89872. if ((v1 === vertex2 || v2 === vertex2)) {
  89873. deletedArray[i] = true;
  89874. delTr.push(t);
  89875. continue;
  89876. }
  89877. var d1 = v1.position.subtract(point);
  89878. d1 = d1.normalize();
  89879. var d2 = v2.position.subtract(point);
  89880. d2 = d2.normalize();
  89881. if (Math.abs(BABYLON.Vector3.Dot(d1, d2)) > 0.999)
  89882. return true;
  89883. var normal = BABYLON.Vector3.Cross(d1, d2).normalize();
  89884. deletedArray[i] = false;
  89885. if (BABYLON.Vector3.Dot(normal, t.normal) < 0.2)
  89886. return true;
  89887. }
  89888. return false;
  89889. };
  89890. QuadraticErrorSimplification.prototype.updateTriangles = function (origVertex, vertex, deletedArray, deletedTriangles) {
  89891. var newDeleted = deletedTriangles;
  89892. for (var i = 0; i < vertex.triangleCount; ++i) {
  89893. var ref = this.references[vertex.triangleStart + i];
  89894. var t = this.triangles[ref.triangleId];
  89895. if (t.deleted)
  89896. continue;
  89897. if (deletedArray[i] && t.deletePending) {
  89898. t.deleted = true;
  89899. newDeleted++;
  89900. continue;
  89901. }
  89902. t.vertices[ref.vertexId] = origVertex;
  89903. t.isDirty = true;
  89904. t.error[0] = this.calculateError(t.vertices[0], t.vertices[1]) + (t.borderFactor / 2);
  89905. t.error[1] = this.calculateError(t.vertices[1], t.vertices[2]) + (t.borderFactor / 2);
  89906. t.error[2] = this.calculateError(t.vertices[2], t.vertices[0]) + (t.borderFactor / 2);
  89907. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  89908. this.references.push(ref);
  89909. }
  89910. return newDeleted;
  89911. };
  89912. QuadraticErrorSimplification.prototype.identifyBorder = function () {
  89913. for (var i = 0; i < this.vertices.length; ++i) {
  89914. var vCount = [];
  89915. var vId = [];
  89916. var v = this.vertices[i];
  89917. var j;
  89918. for (j = 0; j < v.triangleCount; ++j) {
  89919. var triangle = this.triangles[this.references[v.triangleStart + j].triangleId];
  89920. for (var ii = 0; ii < 3; ii++) {
  89921. var ofs = 0;
  89922. var vv = triangle.vertices[ii];
  89923. while (ofs < vCount.length) {
  89924. if (vId[ofs] === vv.id)
  89925. break;
  89926. ++ofs;
  89927. }
  89928. if (ofs === vCount.length) {
  89929. vCount.push(1);
  89930. vId.push(vv.id);
  89931. }
  89932. else {
  89933. vCount[ofs]++;
  89934. }
  89935. }
  89936. }
  89937. for (j = 0; j < vCount.length; ++j) {
  89938. if (vCount[j] === 1) {
  89939. this.vertices[vId[j]].isBorder = true;
  89940. }
  89941. else {
  89942. this.vertices[vId[j]].isBorder = false;
  89943. }
  89944. }
  89945. }
  89946. };
  89947. QuadraticErrorSimplification.prototype.updateMesh = function (identifyBorders) {
  89948. if (identifyBorders === void 0) { identifyBorders = false; }
  89949. var i;
  89950. if (!identifyBorders) {
  89951. var newTrianglesVector = [];
  89952. for (i = 0; i < this.triangles.length; ++i) {
  89953. if (!this.triangles[i].deleted) {
  89954. newTrianglesVector.push(this.triangles[i]);
  89955. }
  89956. }
  89957. this.triangles = newTrianglesVector;
  89958. }
  89959. for (i = 0; i < this.vertices.length; ++i) {
  89960. this.vertices[i].triangleCount = 0;
  89961. this.vertices[i].triangleStart = 0;
  89962. }
  89963. var t;
  89964. var j;
  89965. var v;
  89966. for (i = 0; i < this.triangles.length; ++i) {
  89967. t = this.triangles[i];
  89968. for (j = 0; j < 3; ++j) {
  89969. v = t.vertices[j];
  89970. v.triangleCount++;
  89971. }
  89972. }
  89973. var tStart = 0;
  89974. for (i = 0; i < this.vertices.length; ++i) {
  89975. this.vertices[i].triangleStart = tStart;
  89976. tStart += this.vertices[i].triangleCount;
  89977. this.vertices[i].triangleCount = 0;
  89978. }
  89979. var newReferences = new Array(this.triangles.length * 3);
  89980. for (i = 0; i < this.triangles.length; ++i) {
  89981. t = this.triangles[i];
  89982. for (j = 0; j < 3; ++j) {
  89983. v = t.vertices[j];
  89984. newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);
  89985. v.triangleCount++;
  89986. }
  89987. }
  89988. this.references = newReferences;
  89989. if (identifyBorders) {
  89990. this.identifyBorder();
  89991. }
  89992. };
  89993. QuadraticErrorSimplification.prototype.vertexError = function (q, point) {
  89994. var x = point.x;
  89995. var y = point.y;
  89996. var z = point.z;
  89997. 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
  89998. + 2 * q.data[5] * y * z + 2 * q.data[6] * y + q.data[7] * z * z + 2 * q.data[8] * z + q.data[9];
  89999. };
  90000. QuadraticErrorSimplification.prototype.calculateError = function (vertex1, vertex2, pointResult, normalResult, uvResult, colorResult) {
  90001. var q = vertex1.q.add(vertex2.q);
  90002. var border = vertex1.isBorder && vertex2.isBorder;
  90003. var error = 0;
  90004. var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
  90005. if (qDet !== 0 && !border) {
  90006. if (!pointResult) {
  90007. pointResult = BABYLON.Vector3.Zero();
  90008. }
  90009. pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8));
  90010. pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8));
  90011. pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8));
  90012. error = this.vertexError(q, pointResult);
  90013. }
  90014. else {
  90015. var p3 = (vertex1.position.add(vertex2.position)).divide(new BABYLON.Vector3(2, 2, 2));
  90016. //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();
  90017. var error1 = this.vertexError(q, vertex1.position);
  90018. var error2 = this.vertexError(q, vertex2.position);
  90019. var error3 = this.vertexError(q, p3);
  90020. error = Math.min(error1, error2, error3);
  90021. if (error === error1) {
  90022. if (pointResult) {
  90023. pointResult.copyFrom(vertex1.position);
  90024. }
  90025. }
  90026. else if (error === error2) {
  90027. if (pointResult) {
  90028. pointResult.copyFrom(vertex2.position);
  90029. }
  90030. }
  90031. else {
  90032. if (pointResult) {
  90033. pointResult.copyFrom(p3);
  90034. }
  90035. }
  90036. }
  90037. return error;
  90038. };
  90039. return QuadraticErrorSimplification;
  90040. }());
  90041. BABYLON.QuadraticErrorSimplification = QuadraticErrorSimplification;
  90042. })(BABYLON || (BABYLON = {}));
  90043. //# sourceMappingURL=babylon.meshSimplification.js.map
  90044. var BABYLON;
  90045. (function (BABYLON) {
  90046. var MeshLODLevel = /** @class */ (function () {
  90047. function MeshLODLevel(distance, mesh) {
  90048. this.distance = distance;
  90049. this.mesh = mesh;
  90050. }
  90051. return MeshLODLevel;
  90052. }());
  90053. BABYLON.MeshLODLevel = MeshLODLevel;
  90054. })(BABYLON || (BABYLON = {}));
  90055. //# sourceMappingURL=babylon.meshLODLevel.js.map
  90056. var BABYLON;
  90057. (function (BABYLON) {
  90058. /**
  90059. * Defines the root class used to create scene optimization to use with SceneOptimizer
  90060. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  90061. */
  90062. var SceneOptimization = /** @class */ (function () {
  90063. /**
  90064. * Creates the SceneOptimization object
  90065. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  90066. * @param desc defines the description associated with the optimization
  90067. */
  90068. function SceneOptimization(
  90069. /**
  90070. * Defines the priority of this optimization (0 by default which means first in the list)
  90071. */
  90072. priority) {
  90073. if (priority === void 0) { priority = 0; }
  90074. this.priority = priority;
  90075. }
  90076. /**
  90077. * Gets a string describing the action executed by the current optimization
  90078. * @returns description string
  90079. */
  90080. SceneOptimization.prototype.getDescription = function () {
  90081. return "";
  90082. };
  90083. /**
  90084. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  90085. * @param scene defines the current scene where to apply this optimization
  90086. * @param optimizer defines the current optimizer
  90087. * @returns true if everything that can be done was applied
  90088. */
  90089. SceneOptimization.prototype.apply = function (scene, optimizer) {
  90090. return true;
  90091. };
  90092. ;
  90093. return SceneOptimization;
  90094. }());
  90095. BABYLON.SceneOptimization = SceneOptimization;
  90096. /**
  90097. * Defines an optimization used to reduce the size of render target textures
  90098. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  90099. */
  90100. var TextureOptimization = /** @class */ (function (_super) {
  90101. __extends(TextureOptimization, _super);
  90102. /**
  90103. * Creates the TextureOptimization object
  90104. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  90105. * @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
  90106. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  90107. */
  90108. function TextureOptimization(
  90109. /**
  90110. * Defines the priority of this optimization (0 by default which means first in the list)
  90111. */
  90112. priority,
  90113. /**
  90114. * 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
  90115. */
  90116. maximumSize,
  90117. /**
  90118. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  90119. */
  90120. step) {
  90121. if (priority === void 0) { priority = 0; }
  90122. if (maximumSize === void 0) { maximumSize = 1024; }
  90123. if (step === void 0) { step = 0.5; }
  90124. var _this = _super.call(this, priority) || this;
  90125. _this.priority = priority;
  90126. _this.maximumSize = maximumSize;
  90127. _this.step = step;
  90128. return _this;
  90129. }
  90130. /**
  90131. * Gets a string describing the action executed by the current optimization
  90132. * @returns description string
  90133. */
  90134. TextureOptimization.prototype.getDescription = function () {
  90135. return "Reducing render target texture size to " + this.maximumSize;
  90136. };
  90137. /**
  90138. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  90139. * @param scene defines the current scene where to apply this optimization
  90140. * @param optimizer defines the current optimizer
  90141. * @returns true if everything that can be done was applied
  90142. */
  90143. TextureOptimization.prototype.apply = function (scene, optimizer) {
  90144. var allDone = true;
  90145. for (var index = 0; index < scene.textures.length; index++) {
  90146. var texture = scene.textures[index];
  90147. if (!texture.canRescale || texture.getContext) {
  90148. continue;
  90149. }
  90150. var currentSize = texture.getSize();
  90151. var maxDimension = Math.max(currentSize.width, currentSize.height);
  90152. if (maxDimension > this.maximumSize) {
  90153. texture.scale(this.step);
  90154. allDone = false;
  90155. }
  90156. }
  90157. return allDone;
  90158. };
  90159. return TextureOptimization;
  90160. }(SceneOptimization));
  90161. BABYLON.TextureOptimization = TextureOptimization;
  90162. /**
  90163. * Defines an optimization used to increase or decrease the rendering resolution
  90164. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  90165. */
  90166. var HardwareScalingOptimization = /** @class */ (function (_super) {
  90167. __extends(HardwareScalingOptimization, _super);
  90168. /**
  90169. * Creates the HardwareScalingOptimization object
  90170. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  90171. * @param maximumScale defines the maximum scale to use (2 by default)
  90172. * @param step defines the step to use between two passes (0.5 by default)
  90173. */
  90174. function HardwareScalingOptimization(
  90175. /**
  90176. * Defines the priority of this optimization (0 by default which means first in the list)
  90177. */
  90178. priority,
  90179. /**
  90180. * Defines the maximum scale to use (2 by default)
  90181. */
  90182. maximumScale,
  90183. /**
  90184. * Defines the step to use between two passes (0.5 by default)
  90185. */
  90186. step) {
  90187. if (priority === void 0) { priority = 0; }
  90188. if (maximumScale === void 0) { maximumScale = 2; }
  90189. if (step === void 0) { step = 0.25; }
  90190. var _this = _super.call(this, priority) || this;
  90191. _this.priority = priority;
  90192. _this.maximumScale = maximumScale;
  90193. _this.step = step;
  90194. _this._currentScale = -1;
  90195. _this._directionOffset = 1;
  90196. return _this;
  90197. }
  90198. /**
  90199. * Gets a string describing the action executed by the current optimization
  90200. * @return description string
  90201. */
  90202. HardwareScalingOptimization.prototype.getDescription = function () {
  90203. return "Setting hardware scaling level to " + this._currentScale;
  90204. };
  90205. /**
  90206. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  90207. * @param scene defines the current scene where to apply this optimization
  90208. * @param optimizer defines the current optimizer
  90209. * @returns true if everything that can be done was applied
  90210. */
  90211. HardwareScalingOptimization.prototype.apply = function (scene, optimizer) {
  90212. if (this._currentScale === -1) {
  90213. this._currentScale = scene.getEngine().getHardwareScalingLevel();
  90214. if (this._currentScale > this.maximumScale) {
  90215. this._directionOffset = -1;
  90216. }
  90217. }
  90218. this._currentScale += this._directionOffset * this.step;
  90219. scene.getEngine().setHardwareScalingLevel(this._currentScale);
  90220. return this._directionOffset === 1 ? this._currentScale >= this.maximumScale : this._currentScale <= this.maximumScale;
  90221. };
  90222. ;
  90223. return HardwareScalingOptimization;
  90224. }(SceneOptimization));
  90225. BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
  90226. /**
  90227. * Defines an optimization used to remove shadows
  90228. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  90229. */
  90230. var ShadowsOptimization = /** @class */ (function (_super) {
  90231. __extends(ShadowsOptimization, _super);
  90232. function ShadowsOptimization() {
  90233. return _super !== null && _super.apply(this, arguments) || this;
  90234. }
  90235. /**
  90236. * Gets a string describing the action executed by the current optimization
  90237. * @return description string
  90238. */
  90239. ShadowsOptimization.prototype.getDescription = function () {
  90240. return "Turning shadows on/off";
  90241. };
  90242. /**
  90243. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  90244. * @param scene defines the current scene where to apply this optimization
  90245. * @param optimizer defines the current optimizer
  90246. * @returns true if everything that can be done was applied
  90247. */
  90248. ShadowsOptimization.prototype.apply = function (scene, optimizer) {
  90249. scene.shadowsEnabled = optimizer.isInImprovementMode;
  90250. return true;
  90251. };
  90252. ;
  90253. return ShadowsOptimization;
  90254. }(SceneOptimization));
  90255. BABYLON.ShadowsOptimization = ShadowsOptimization;
  90256. /**
  90257. * Defines an optimization used to turn post-processes off
  90258. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  90259. */
  90260. var PostProcessesOptimization = /** @class */ (function (_super) {
  90261. __extends(PostProcessesOptimization, _super);
  90262. function PostProcessesOptimization() {
  90263. return _super !== null && _super.apply(this, arguments) || this;
  90264. }
  90265. /**
  90266. * Gets a string describing the action executed by the current optimization
  90267. * @return description string
  90268. */
  90269. PostProcessesOptimization.prototype.getDescription = function () {
  90270. return "Turning post-processes on/off";
  90271. };
  90272. /**
  90273. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  90274. * @param scene defines the current scene where to apply this optimization
  90275. * @param optimizer defines the current optimizer
  90276. * @returns true if everything that can be done was applied
  90277. */
  90278. PostProcessesOptimization.prototype.apply = function (scene, optimizer) {
  90279. scene.postProcessesEnabled = optimizer.isInImprovementMode;
  90280. return true;
  90281. };
  90282. ;
  90283. return PostProcessesOptimization;
  90284. }(SceneOptimization));
  90285. BABYLON.PostProcessesOptimization = PostProcessesOptimization;
  90286. /**
  90287. * Defines an optimization used to turn lens flares off
  90288. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  90289. */
  90290. var LensFlaresOptimization = /** @class */ (function (_super) {
  90291. __extends(LensFlaresOptimization, _super);
  90292. function LensFlaresOptimization() {
  90293. return _super !== null && _super.apply(this, arguments) || this;
  90294. }
  90295. /**
  90296. * Gets a string describing the action executed by the current optimization
  90297. * @return description string
  90298. */
  90299. LensFlaresOptimization.prototype.getDescription = function () {
  90300. return "Turning lens flares on/off";
  90301. };
  90302. /**
  90303. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  90304. * @param scene defines the current scene where to apply this optimization
  90305. * @param optimizer defines the current optimizer
  90306. * @returns true if everything that can be done was applied
  90307. */
  90308. LensFlaresOptimization.prototype.apply = function (scene, optimizer) {
  90309. scene.lensFlaresEnabled = optimizer.isInImprovementMode;
  90310. return true;
  90311. };
  90312. ;
  90313. return LensFlaresOptimization;
  90314. }(SceneOptimization));
  90315. BABYLON.LensFlaresOptimization = LensFlaresOptimization;
  90316. /**
  90317. * Defines an optimization based on user defined callback.
  90318. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  90319. */
  90320. var CustomOptimization = /** @class */ (function (_super) {
  90321. __extends(CustomOptimization, _super);
  90322. function CustomOptimization() {
  90323. return _super !== null && _super.apply(this, arguments) || this;
  90324. }
  90325. /**
  90326. * Gets a string describing the action executed by the current optimization
  90327. * @returns description string
  90328. */
  90329. CustomOptimization.prototype.getDescription = function () {
  90330. if (this.onGetDescription) {
  90331. return this.onGetDescription();
  90332. }
  90333. return "Running user defined callback";
  90334. };
  90335. /**
  90336. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  90337. * @param scene defines the current scene where to apply this optimization
  90338. * @param optimizer defines the current optimizer
  90339. * @returns true if everything that can be done was applied
  90340. */
  90341. CustomOptimization.prototype.apply = function (scene, optimizer) {
  90342. if (this.onApply) {
  90343. return this.onApply(scene, optimizer);
  90344. }
  90345. return true;
  90346. };
  90347. ;
  90348. return CustomOptimization;
  90349. }(SceneOptimization));
  90350. BABYLON.CustomOptimization = CustomOptimization;
  90351. /**
  90352. * Defines an optimization used to turn particles off
  90353. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  90354. */
  90355. var ParticlesOptimization = /** @class */ (function (_super) {
  90356. __extends(ParticlesOptimization, _super);
  90357. function ParticlesOptimization() {
  90358. return _super !== null && _super.apply(this, arguments) || this;
  90359. }
  90360. /**
  90361. * Gets a string describing the action executed by the current optimization
  90362. * @return description string
  90363. */
  90364. ParticlesOptimization.prototype.getDescription = function () {
  90365. return "Turning particles on/off";
  90366. };
  90367. /**
  90368. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  90369. * @param scene defines the current scene where to apply this optimization
  90370. * @param optimizer defines the current optimizer
  90371. * @returns true if everything that can be done was applied
  90372. */
  90373. ParticlesOptimization.prototype.apply = function (scene, optimizer) {
  90374. scene.particlesEnabled = optimizer.isInImprovementMode;
  90375. return true;
  90376. };
  90377. ;
  90378. return ParticlesOptimization;
  90379. }(SceneOptimization));
  90380. BABYLON.ParticlesOptimization = ParticlesOptimization;
  90381. /**
  90382. * Defines an optimization used to turn render targets off
  90383. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  90384. */
  90385. var RenderTargetsOptimization = /** @class */ (function (_super) {
  90386. __extends(RenderTargetsOptimization, _super);
  90387. function RenderTargetsOptimization() {
  90388. return _super !== null && _super.apply(this, arguments) || this;
  90389. }
  90390. /**
  90391. * Gets a string describing the action executed by the current optimization
  90392. * @return description string
  90393. */
  90394. RenderTargetsOptimization.prototype.getDescription = function () {
  90395. return "Turning render targets off";
  90396. };
  90397. /**
  90398. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  90399. * @param scene defines the current scene where to apply this optimization
  90400. * @param optimizer defines the current optimizer
  90401. * @returns true if everything that can be done was applied
  90402. */
  90403. RenderTargetsOptimization.prototype.apply = function (scene, optimizer) {
  90404. scene.renderTargetsEnabled = optimizer.isInImprovementMode;
  90405. return true;
  90406. };
  90407. ;
  90408. return RenderTargetsOptimization;
  90409. }(SceneOptimization));
  90410. BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
  90411. /**
  90412. * Defines an optimization used to merge meshes with compatible materials
  90413. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  90414. */
  90415. var MergeMeshesOptimization = /** @class */ (function (_super) {
  90416. __extends(MergeMeshesOptimization, _super);
  90417. function MergeMeshesOptimization() {
  90418. var _this = _super !== null && _super.apply(this, arguments) || this;
  90419. _this._canBeMerged = function (abstractMesh) {
  90420. if (!(abstractMesh instanceof BABYLON.Mesh)) {
  90421. return false;
  90422. }
  90423. var mesh = abstractMesh;
  90424. if (!mesh.isVisible || !mesh.isEnabled()) {
  90425. return false;
  90426. }
  90427. if (mesh.instances.length > 0) {
  90428. return false;
  90429. }
  90430. if (mesh.skeleton || mesh.hasLODLevels) {
  90431. return false;
  90432. }
  90433. if (mesh.parent) {
  90434. return false;
  90435. }
  90436. return true;
  90437. };
  90438. return _this;
  90439. }
  90440. Object.defineProperty(MergeMeshesOptimization, "UpdateSelectionTree", {
  90441. /**
  90442. * Gets or sets a boolean which defines if optimization octree has to be updated
  90443. */
  90444. get: function () {
  90445. return MergeMeshesOptimization._UpdateSelectionTree;
  90446. },
  90447. /**
  90448. * Gets or sets a boolean which defines if optimization octree has to be updated
  90449. */
  90450. set: function (value) {
  90451. MergeMeshesOptimization._UpdateSelectionTree = value;
  90452. },
  90453. enumerable: true,
  90454. configurable: true
  90455. });
  90456. /**
  90457. * Gets a string describing the action executed by the current optimization
  90458. * @return description string
  90459. */
  90460. MergeMeshesOptimization.prototype.getDescription = function () {
  90461. return "Merging similar meshes together";
  90462. };
  90463. /**
  90464. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  90465. * @param scene defines the current scene where to apply this optimization
  90466. * @param optimizer defines the current optimizer
  90467. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  90468. * @returns true if everything that can be done was applied
  90469. */
  90470. MergeMeshesOptimization.prototype.apply = function (scene, optimizer, updateSelectionTree) {
  90471. var globalPool = scene.meshes.slice(0);
  90472. var globalLength = globalPool.length;
  90473. for (var index = 0; index < globalLength; index++) {
  90474. var currentPool = new Array();
  90475. var current = globalPool[index];
  90476. // Checks
  90477. if (!this._canBeMerged(current)) {
  90478. continue;
  90479. }
  90480. currentPool.push(current);
  90481. // Find compatible meshes
  90482. for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
  90483. var otherMesh = globalPool[subIndex];
  90484. if (!this._canBeMerged(otherMesh)) {
  90485. continue;
  90486. }
  90487. if (otherMesh.material !== current.material) {
  90488. continue;
  90489. }
  90490. if (otherMesh.checkCollisions !== current.checkCollisions) {
  90491. continue;
  90492. }
  90493. currentPool.push(otherMesh);
  90494. globalLength--;
  90495. globalPool.splice(subIndex, 1);
  90496. subIndex--;
  90497. }
  90498. if (currentPool.length < 2) {
  90499. continue;
  90500. }
  90501. // Merge meshes
  90502. BABYLON.Mesh.MergeMeshes(currentPool);
  90503. }
  90504. if (updateSelectionTree != undefined) {
  90505. if (updateSelectionTree) {
  90506. scene.createOrUpdateSelectionOctree();
  90507. }
  90508. }
  90509. else if (MergeMeshesOptimization.UpdateSelectionTree) {
  90510. scene.createOrUpdateSelectionOctree();
  90511. }
  90512. return true;
  90513. };
  90514. ;
  90515. MergeMeshesOptimization._UpdateSelectionTree = false;
  90516. return MergeMeshesOptimization;
  90517. }(SceneOptimization));
  90518. BABYLON.MergeMeshesOptimization = MergeMeshesOptimization;
  90519. /**
  90520. * Defines a list of options used by SceneOptimizer
  90521. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  90522. */
  90523. var SceneOptimizerOptions = /** @class */ (function () {
  90524. /**
  90525. * Creates a new list of options used by SceneOptimizer
  90526. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  90527. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  90528. */
  90529. function SceneOptimizerOptions(
  90530. /**
  90531. * Defines the target frame rate to reach (60 by default)
  90532. */
  90533. targetFrameRate,
  90534. /**
  90535. * Defines the interval between two checkes (2000ms by default)
  90536. */
  90537. trackerDuration) {
  90538. if (targetFrameRate === void 0) { targetFrameRate = 60; }
  90539. if (trackerDuration === void 0) { trackerDuration = 2000; }
  90540. this.targetFrameRate = targetFrameRate;
  90541. this.trackerDuration = trackerDuration;
  90542. /**
  90543. * Gets the list of optimizations to apply
  90544. */
  90545. this.optimizations = new Array();
  90546. }
  90547. /**
  90548. * Add a new optimization
  90549. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  90550. * @returns the current SceneOptimizerOptions
  90551. */
  90552. SceneOptimizerOptions.prototype.addOptimization = function (optimization) {
  90553. this.optimizations.push(optimization);
  90554. return this;
  90555. };
  90556. /**
  90557. * Add a new custom optimization
  90558. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  90559. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  90560. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  90561. * @returns the current SceneOptimizerOptions
  90562. */
  90563. SceneOptimizerOptions.prototype.addCustomOptimization = function (onApply, onGetDescription, priority) {
  90564. if (priority === void 0) { priority = 0; }
  90565. var optimization = new CustomOptimization(priority);
  90566. optimization.onApply = onApply;
  90567. optimization.onGetDescription = onGetDescription;
  90568. this.optimizations.push(optimization);
  90569. return this;
  90570. };
  90571. /**
  90572. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  90573. * @param targetFrameRate defines the target frame rate (60 by default)
  90574. * @returns a SceneOptimizerOptions object
  90575. */
  90576. SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
  90577. var result = new SceneOptimizerOptions(targetFrameRate);
  90578. var priority = 0;
  90579. result.addOptimization(new MergeMeshesOptimization(priority));
  90580. result.addOptimization(new ShadowsOptimization(priority));
  90581. result.addOptimization(new LensFlaresOptimization(priority));
  90582. // Next priority
  90583. priority++;
  90584. result.addOptimization(new PostProcessesOptimization(priority));
  90585. result.addOptimization(new ParticlesOptimization(priority));
  90586. // Next priority
  90587. priority++;
  90588. result.addOptimization(new TextureOptimization(priority, 1024));
  90589. return result;
  90590. };
  90591. /**
  90592. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  90593. * @param targetFrameRate defines the target frame rate (60 by default)
  90594. * @returns a SceneOptimizerOptions object
  90595. */
  90596. SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
  90597. var result = new SceneOptimizerOptions(targetFrameRate);
  90598. var priority = 0;
  90599. result.addOptimization(new MergeMeshesOptimization(priority));
  90600. result.addOptimization(new ShadowsOptimization(priority));
  90601. result.addOptimization(new LensFlaresOptimization(priority));
  90602. // Next priority
  90603. priority++;
  90604. result.addOptimization(new PostProcessesOptimization(priority));
  90605. result.addOptimization(new ParticlesOptimization(priority));
  90606. // Next priority
  90607. priority++;
  90608. result.addOptimization(new TextureOptimization(priority, 512));
  90609. // Next priority
  90610. priority++;
  90611. result.addOptimization(new RenderTargetsOptimization(priority));
  90612. // Next priority
  90613. priority++;
  90614. result.addOptimization(new HardwareScalingOptimization(priority, 2));
  90615. return result;
  90616. };
  90617. /**
  90618. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  90619. * @param targetFrameRate defines the target frame rate (60 by default)
  90620. * @returns a SceneOptimizerOptions object
  90621. */
  90622. SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
  90623. var result = new SceneOptimizerOptions(targetFrameRate);
  90624. var priority = 0;
  90625. result.addOptimization(new MergeMeshesOptimization(priority));
  90626. result.addOptimization(new ShadowsOptimization(priority));
  90627. result.addOptimization(new LensFlaresOptimization(priority));
  90628. // Next priority
  90629. priority++;
  90630. result.addOptimization(new PostProcessesOptimization(priority));
  90631. result.addOptimization(new ParticlesOptimization(priority));
  90632. // Next priority
  90633. priority++;
  90634. result.addOptimization(new TextureOptimization(priority, 256));
  90635. // Next priority
  90636. priority++;
  90637. result.addOptimization(new RenderTargetsOptimization(priority));
  90638. // Next priority
  90639. priority++;
  90640. result.addOptimization(new HardwareScalingOptimization(priority, 4));
  90641. return result;
  90642. };
  90643. return SceneOptimizerOptions;
  90644. }());
  90645. BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
  90646. /**
  90647. * Class used to run optimizations in order to reach a target frame rate
  90648. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  90649. */
  90650. var SceneOptimizer = /** @class */ (function () {
  90651. /**
  90652. * Creates a new SceneOptimizer
  90653. * @param scene defines the scene to work on
  90654. * @param options defines the options to use with the SceneOptimizer
  90655. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  90656. * @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)
  90657. */
  90658. function SceneOptimizer(scene, options, autoGeneratePriorities, improvementMode) {
  90659. if (autoGeneratePriorities === void 0) { autoGeneratePriorities = true; }
  90660. if (improvementMode === void 0) { improvementMode = false; }
  90661. var _this = this;
  90662. this._isRunning = false;
  90663. this._currentPriorityLevel = 0;
  90664. this._targetFrameRate = 60;
  90665. this._trackerDuration = 2000;
  90666. this._currentFrameRate = 0;
  90667. this._improvementMode = false;
  90668. /**
  90669. * Defines an observable called when the optimizer reaches the target frame rate
  90670. */
  90671. this.onSuccessObservable = new BABYLON.Observable();
  90672. /**
  90673. * Defines an observable called when the optimizer enables an optimization
  90674. */
  90675. this.onNewOptimizationAppliedObservable = new BABYLON.Observable();
  90676. /**
  90677. * Defines an observable called when the optimizer is not able to reach the target frame rate
  90678. */
  90679. this.onFailureObservable = new BABYLON.Observable();
  90680. if (!options) {
  90681. this._options = new SceneOptimizerOptions();
  90682. }
  90683. else {
  90684. this._options = options;
  90685. }
  90686. if (this._options.targetFrameRate) {
  90687. this._targetFrameRate = this._options.targetFrameRate;
  90688. }
  90689. if (this._options.trackerDuration) {
  90690. this._trackerDuration = this._options.trackerDuration;
  90691. }
  90692. if (autoGeneratePriorities) {
  90693. var priority = 0;
  90694. for (var _i = 0, _a = this._options.optimizations; _i < _a.length; _i++) {
  90695. var optim = _a[_i];
  90696. optim.priority = priority++;
  90697. }
  90698. }
  90699. this._improvementMode = improvementMode;
  90700. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  90701. this._sceneDisposeObserver = this._scene.onDisposeObservable.add(function () {
  90702. _this._sceneDisposeObserver = null;
  90703. _this.dispose();
  90704. });
  90705. }
  90706. Object.defineProperty(SceneOptimizer.prototype, "isInImprovementMode", {
  90707. /**
  90708. * Gets a boolean indicating if the optimizer is in improvement mode
  90709. */
  90710. get: function () {
  90711. return this._improvementMode;
  90712. },
  90713. enumerable: true,
  90714. configurable: true
  90715. });
  90716. Object.defineProperty(SceneOptimizer.prototype, "currentPriorityLevel", {
  90717. /**
  90718. * Gets the current priority level (0 at start)
  90719. */
  90720. get: function () {
  90721. return this._currentPriorityLevel;
  90722. },
  90723. enumerable: true,
  90724. configurable: true
  90725. });
  90726. Object.defineProperty(SceneOptimizer.prototype, "currentFrameRate", {
  90727. /**
  90728. * Gets the current frame rate checked by the SceneOptimizer
  90729. */
  90730. get: function () {
  90731. return this._currentFrameRate;
  90732. },
  90733. enumerable: true,
  90734. configurable: true
  90735. });
  90736. Object.defineProperty(SceneOptimizer.prototype, "targetFrameRate", {
  90737. /**
  90738. * Gets or sets the current target frame rate (60 by default)
  90739. */
  90740. get: function () {
  90741. return this._targetFrameRate;
  90742. },
  90743. /**
  90744. * Gets or sets the current target frame rate (60 by default)
  90745. */
  90746. set: function (value) {
  90747. this._targetFrameRate = value;
  90748. },
  90749. enumerable: true,
  90750. configurable: true
  90751. });
  90752. Object.defineProperty(SceneOptimizer.prototype, "trackerDuration", {
  90753. /**
  90754. * Gets or sets the current interval between two checks (every 2000ms by default)
  90755. */
  90756. get: function () {
  90757. return this._trackerDuration;
  90758. },
  90759. /**
  90760. * Gets or sets the current interval between two checks (every 2000ms by default)
  90761. */
  90762. set: function (value) {
  90763. this._trackerDuration = value;
  90764. },
  90765. enumerable: true,
  90766. configurable: true
  90767. });
  90768. Object.defineProperty(SceneOptimizer.prototype, "optimizations", {
  90769. /**
  90770. * Gets the list of active optimizations
  90771. */
  90772. get: function () {
  90773. return this._options.optimizations;
  90774. },
  90775. enumerable: true,
  90776. configurable: true
  90777. });
  90778. /**
  90779. * Stops the current optimizer
  90780. */
  90781. SceneOptimizer.prototype.stop = function () {
  90782. this._isRunning = false;
  90783. };
  90784. /**
  90785. * Reset the optimizer to initial step (current priority level = 0)
  90786. */
  90787. SceneOptimizer.prototype.reset = function () {
  90788. this._currentPriorityLevel = 0;
  90789. };
  90790. /**
  90791. * Start the optimizer. By default it will try to reach a specific framerate
  90792. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  90793. */
  90794. SceneOptimizer.prototype.start = function () {
  90795. var _this = this;
  90796. if (this._isRunning) {
  90797. return;
  90798. }
  90799. this._isRunning = true;
  90800. // Let's wait for the scene to be ready before running our check
  90801. this._scene.executeWhenReady(function () {
  90802. setTimeout(function () {
  90803. _this._checkCurrentState();
  90804. }, _this._trackerDuration);
  90805. });
  90806. };
  90807. SceneOptimizer.prototype._checkCurrentState = function () {
  90808. var _this = this;
  90809. if (!this._isRunning) {
  90810. return;
  90811. }
  90812. var scene = this._scene;
  90813. var options = this._options;
  90814. this._currentFrameRate = Math.round(scene.getEngine().getFps());
  90815. if (this._improvementMode && this._currentFrameRate <= this._targetFrameRate ||
  90816. !this._improvementMode && this._currentFrameRate >= this._targetFrameRate) {
  90817. this._isRunning = false;
  90818. this.onSuccessObservable.notifyObservers(this);
  90819. return;
  90820. }
  90821. // Apply current level of optimizations
  90822. var allDone = true;
  90823. var noOptimizationApplied = true;
  90824. for (var index = 0; index < options.optimizations.length; index++) {
  90825. var optimization = options.optimizations[index];
  90826. if (optimization.priority === this._currentPriorityLevel) {
  90827. noOptimizationApplied = false;
  90828. allDone = allDone && optimization.apply(scene, this);
  90829. this.onNewOptimizationAppliedObservable.notifyObservers(optimization);
  90830. }
  90831. }
  90832. // If no optimization was applied, this is a failure :(
  90833. if (noOptimizationApplied) {
  90834. this._isRunning = false;
  90835. this.onFailureObservable.notifyObservers(this);
  90836. return;
  90837. }
  90838. // If all optimizations were done, move to next level
  90839. if (allDone) {
  90840. this._currentPriorityLevel++;
  90841. }
  90842. // Let's the system running for a specific amount of time before checking FPS
  90843. scene.executeWhenReady(function () {
  90844. setTimeout(function () {
  90845. _this._checkCurrentState();
  90846. }, _this._trackerDuration);
  90847. });
  90848. };
  90849. /**
  90850. * Release all resources
  90851. */
  90852. SceneOptimizer.prototype.dispose = function () {
  90853. this.stop();
  90854. this.onSuccessObservable.clear();
  90855. this.onFailureObservable.clear();
  90856. this.onNewOptimizationAppliedObservable.clear();
  90857. if (this._sceneDisposeObserver) {
  90858. this._scene.onDisposeObservable.remove(this._sceneDisposeObserver);
  90859. }
  90860. };
  90861. /**
  90862. * Helper function to create a SceneOptimizer with one single line of code
  90863. * @param scene defines the scene to work on
  90864. * @param options defines the options to use with the SceneOptimizer
  90865. * @param onSuccess defines a callback to call on success
  90866. * @param onFailure defines a callback to call on failure
  90867. * @returns the new SceneOptimizer object
  90868. */
  90869. SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
  90870. var optimizer = new SceneOptimizer(scene, options || SceneOptimizerOptions.ModerateDegradationAllowed(), false);
  90871. if (onSuccess) {
  90872. optimizer.onSuccessObservable.add(function () {
  90873. onSuccess();
  90874. });
  90875. }
  90876. if (onFailure) {
  90877. optimizer.onFailureObservable.add(function () {
  90878. onFailure();
  90879. });
  90880. }
  90881. optimizer.start();
  90882. return optimizer;
  90883. };
  90884. return SceneOptimizer;
  90885. }());
  90886. BABYLON.SceneOptimizer = SceneOptimizer;
  90887. })(BABYLON || (BABYLON = {}));
  90888. //# sourceMappingURL=babylon.sceneOptimizer.js.map
  90889. var BABYLON;
  90890. (function (BABYLON) {
  90891. var OutlineRenderer = /** @class */ (function () {
  90892. function OutlineRenderer(scene) {
  90893. this.zOffset = 1;
  90894. this._scene = scene;
  90895. }
  90896. OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) {
  90897. var _this = this;
  90898. if (useOverlay === void 0) { useOverlay = false; }
  90899. var scene = this._scene;
  90900. var engine = this._scene.getEngine();
  90901. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  90902. if (!this.isReady(subMesh, hardwareInstancedRendering)) {
  90903. return;
  90904. }
  90905. var mesh = subMesh.getRenderingMesh();
  90906. var material = subMesh.getMaterial();
  90907. if (!material || !scene.activeCamera) {
  90908. return;
  90909. }
  90910. engine.enableEffect(this._effect);
  90911. // Logarithmic depth
  90912. if (material.useLogarithmicDepth) {
  90913. this._effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  90914. }
  90915. this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth);
  90916. this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : material.alpha);
  90917. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  90918. // Bones
  90919. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  90920. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  90921. }
  90922. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  90923. // Alpha test
  90924. if (material && material.needAlphaTesting()) {
  90925. var alphaTexture = material.getAlphaTestTexture();
  90926. if (alphaTexture) {
  90927. this._effect.setTexture("diffuseSampler", alphaTexture);
  90928. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  90929. }
  90930. }
  90931. engine.setZOffset(-this.zOffset);
  90932. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { _this._effect.setMatrix("world", world); });
  90933. engine.setZOffset(0);
  90934. };
  90935. OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
  90936. var defines = [];
  90937. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  90938. var mesh = subMesh.getMesh();
  90939. var material = subMesh.getMaterial();
  90940. if (material) {
  90941. // Alpha test
  90942. if (material.needAlphaTesting()) {
  90943. defines.push("#define ALPHATEST");
  90944. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  90945. attribs.push(BABYLON.VertexBuffer.UVKind);
  90946. defines.push("#define UV1");
  90947. }
  90948. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  90949. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  90950. defines.push("#define UV2");
  90951. }
  90952. }
  90953. //Logarithmic depth
  90954. if (material.useLogarithmicDepth) {
  90955. defines.push("#define LOGARITHMICDEPTH");
  90956. }
  90957. }
  90958. // Bones
  90959. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  90960. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  90961. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  90962. if (mesh.numBoneInfluencers > 4) {
  90963. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  90964. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  90965. }
  90966. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  90967. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  90968. }
  90969. else {
  90970. defines.push("#define NUM_BONE_INFLUENCERS 0");
  90971. }
  90972. // Instances
  90973. if (useInstances) {
  90974. defines.push("#define INSTANCES");
  90975. attribs.push("world0");
  90976. attribs.push("world1");
  90977. attribs.push("world2");
  90978. attribs.push("world3");
  90979. }
  90980. // Get correct effect
  90981. var join = defines.join("\n");
  90982. if (this._cachedDefines !== join) {
  90983. this._cachedDefines = join;
  90984. this._effect = this._scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color", "logarithmicDepthConstant"], ["diffuseSampler"], join);
  90985. }
  90986. return this._effect.isReady();
  90987. };
  90988. return OutlineRenderer;
  90989. }());
  90990. BABYLON.OutlineRenderer = OutlineRenderer;
  90991. })(BABYLON || (BABYLON = {}));
  90992. //# sourceMappingURL=babylon.outlineRenderer.js.map
  90993. var BABYLON;
  90994. (function (BABYLON) {
  90995. var FaceAdjacencies = /** @class */ (function () {
  90996. function FaceAdjacencies() {
  90997. this.edges = new Array();
  90998. this.edgesConnectedCount = 0;
  90999. }
  91000. return FaceAdjacencies;
  91001. }());
  91002. var EdgesRenderer = /** @class */ (function () {
  91003. // Beware when you use this class with complex objects as the adjacencies computation can be really long
  91004. function EdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices) {
  91005. if (epsilon === void 0) { epsilon = 0.95; }
  91006. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  91007. this.edgesWidthScalerForOrthographic = 1000.0;
  91008. this.edgesWidthScalerForPerspective = 50.0;
  91009. this._linesPositions = new Array();
  91010. this._linesNormals = new Array();
  91011. this._linesIndices = new Array();
  91012. this._buffers = {};
  91013. this._checkVerticesInsteadOfIndices = false;
  91014. this._source = source;
  91015. this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;
  91016. this._epsilon = epsilon;
  91017. this._prepareRessources();
  91018. this._generateEdgesLines();
  91019. }
  91020. EdgesRenderer.prototype._prepareRessources = function () {
  91021. if (this._lineShader) {
  91022. return;
  91023. }
  91024. this._lineShader = new BABYLON.ShaderMaterial("lineShader", this._source.getScene(), "line", {
  91025. attributes: ["position", "normal"],
  91026. uniforms: ["worldViewProjection", "color", "width", "aspectRatio"]
  91027. });
  91028. this._lineShader.disableDepthWrite = true;
  91029. this._lineShader.backFaceCulling = false;
  91030. };
  91031. EdgesRenderer.prototype._rebuild = function () {
  91032. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  91033. if (buffer) {
  91034. buffer._rebuild();
  91035. }
  91036. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  91037. if (buffer) {
  91038. buffer._rebuild();
  91039. }
  91040. var scene = this._source.getScene();
  91041. var engine = scene.getEngine();
  91042. this._ib = engine.createIndexBuffer(this._linesIndices);
  91043. };
  91044. EdgesRenderer.prototype.dispose = function () {
  91045. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  91046. if (buffer) {
  91047. buffer.dispose();
  91048. this._buffers[BABYLON.VertexBuffer.PositionKind] = null;
  91049. }
  91050. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  91051. if (buffer) {
  91052. buffer.dispose();
  91053. this._buffers[BABYLON.VertexBuffer.NormalKind] = null;
  91054. }
  91055. this._source.getScene().getEngine()._releaseBuffer(this._ib);
  91056. this._lineShader.dispose();
  91057. };
  91058. EdgesRenderer.prototype._processEdgeForAdjacencies = function (pa, pb, p0, p1, p2) {
  91059. if (pa === p0 && pb === p1 || pa === p1 && pb === p0) {
  91060. return 0;
  91061. }
  91062. if (pa === p1 && pb === p2 || pa === p2 && pb === p1) {
  91063. return 1;
  91064. }
  91065. if (pa === p2 && pb === p0 || pa === p0 && pb === p2) {
  91066. return 2;
  91067. }
  91068. return -1;
  91069. };
  91070. EdgesRenderer.prototype._processEdgeForAdjacenciesWithVertices = function (pa, pb, p0, p1, p2) {
  91071. if (pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p1) || pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p0)) {
  91072. return 0;
  91073. }
  91074. if (pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p2) || pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p1)) {
  91075. return 1;
  91076. }
  91077. if (pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p0) || pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p2)) {
  91078. return 2;
  91079. }
  91080. return -1;
  91081. };
  91082. EdgesRenderer.prototype._checkEdge = function (faceIndex, edge, faceNormals, p0, p1) {
  91083. var needToCreateLine;
  91084. if (edge === undefined) {
  91085. needToCreateLine = true;
  91086. }
  91087. else {
  91088. var dotProduct = BABYLON.Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);
  91089. needToCreateLine = dotProduct < this._epsilon;
  91090. }
  91091. if (needToCreateLine) {
  91092. var offset = this._linesPositions.length / 3;
  91093. var normal = p0.subtract(p1);
  91094. normal.normalize();
  91095. // Positions
  91096. this._linesPositions.push(p0.x);
  91097. this._linesPositions.push(p0.y);
  91098. this._linesPositions.push(p0.z);
  91099. this._linesPositions.push(p0.x);
  91100. this._linesPositions.push(p0.y);
  91101. this._linesPositions.push(p0.z);
  91102. this._linesPositions.push(p1.x);
  91103. this._linesPositions.push(p1.y);
  91104. this._linesPositions.push(p1.z);
  91105. this._linesPositions.push(p1.x);
  91106. this._linesPositions.push(p1.y);
  91107. this._linesPositions.push(p1.z);
  91108. // Normals
  91109. this._linesNormals.push(p1.x);
  91110. this._linesNormals.push(p1.y);
  91111. this._linesNormals.push(p1.z);
  91112. this._linesNormals.push(-1);
  91113. this._linesNormals.push(p1.x);
  91114. this._linesNormals.push(p1.y);
  91115. this._linesNormals.push(p1.z);
  91116. this._linesNormals.push(1);
  91117. this._linesNormals.push(p0.x);
  91118. this._linesNormals.push(p0.y);
  91119. this._linesNormals.push(p0.z);
  91120. this._linesNormals.push(-1);
  91121. this._linesNormals.push(p0.x);
  91122. this._linesNormals.push(p0.y);
  91123. this._linesNormals.push(p0.z);
  91124. this._linesNormals.push(1);
  91125. // Indices
  91126. this._linesIndices.push(offset);
  91127. this._linesIndices.push(offset + 1);
  91128. this._linesIndices.push(offset + 2);
  91129. this._linesIndices.push(offset);
  91130. this._linesIndices.push(offset + 2);
  91131. this._linesIndices.push(offset + 3);
  91132. }
  91133. };
  91134. EdgesRenderer.prototype._generateEdgesLines = function () {
  91135. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  91136. var indices = this._source.getIndices();
  91137. if (!indices || !positions) {
  91138. return;
  91139. }
  91140. // First let's find adjacencies
  91141. var adjacencies = new Array();
  91142. var faceNormals = new Array();
  91143. var index;
  91144. var faceAdjacencies;
  91145. // Prepare faces
  91146. for (index = 0; index < indices.length; index += 3) {
  91147. faceAdjacencies = new FaceAdjacencies();
  91148. var p0Index = indices[index];
  91149. var p1Index = indices[index + 1];
  91150. var p2Index = indices[index + 2];
  91151. faceAdjacencies.p0 = new BABYLON.Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);
  91152. faceAdjacencies.p1 = new BABYLON.Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);
  91153. faceAdjacencies.p2 = new BABYLON.Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);
  91154. var faceNormal = BABYLON.Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));
  91155. faceNormal.normalize();
  91156. faceNormals.push(faceNormal);
  91157. adjacencies.push(faceAdjacencies);
  91158. }
  91159. // Scan
  91160. for (index = 0; index < adjacencies.length; index++) {
  91161. faceAdjacencies = adjacencies[index];
  91162. for (var otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {
  91163. var otherFaceAdjacencies = adjacencies[otherIndex];
  91164. if (faceAdjacencies.edgesConnectedCount === 3) { // Full
  91165. break;
  91166. }
  91167. if (otherFaceAdjacencies.edgesConnectedCount === 3) { // Full
  91168. continue;
  91169. }
  91170. var otherP0 = indices[otherIndex * 3];
  91171. var otherP1 = indices[otherIndex * 3 + 1];
  91172. var otherP2 = indices[otherIndex * 3 + 2];
  91173. for (var edgeIndex = 0; edgeIndex < 3; edgeIndex++) {
  91174. var otherEdgeIndex = 0;
  91175. if (faceAdjacencies.edges[edgeIndex] !== undefined) {
  91176. continue;
  91177. }
  91178. switch (edgeIndex) {
  91179. case 0:
  91180. if (this._checkVerticesInsteadOfIndices) {
  91181. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p0, faceAdjacencies.p1, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  91182. }
  91183. else {
  91184. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);
  91185. }
  91186. break;
  91187. case 1:
  91188. if (this._checkVerticesInsteadOfIndices) {
  91189. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p1, faceAdjacencies.p2, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  91190. }
  91191. else {
  91192. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);
  91193. }
  91194. break;
  91195. case 2:
  91196. if (this._checkVerticesInsteadOfIndices) {
  91197. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p2, faceAdjacencies.p0, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  91198. }
  91199. else {
  91200. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);
  91201. }
  91202. break;
  91203. }
  91204. if (otherEdgeIndex === -1) {
  91205. continue;
  91206. }
  91207. faceAdjacencies.edges[edgeIndex] = otherIndex;
  91208. otherFaceAdjacencies.edges[otherEdgeIndex] = index;
  91209. faceAdjacencies.edgesConnectedCount++;
  91210. otherFaceAdjacencies.edgesConnectedCount++;
  91211. if (faceAdjacencies.edgesConnectedCount === 3) {
  91212. break;
  91213. }
  91214. }
  91215. }
  91216. }
  91217. // Create lines
  91218. for (index = 0; index < adjacencies.length; index++) {
  91219. // 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
  91220. var current = adjacencies[index];
  91221. this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);
  91222. this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);
  91223. this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);
  91224. }
  91225. // Merge into a single mesh
  91226. var engine = this._source.getScene().getEngine();
  91227. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  91228. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  91229. this._ib = engine.createIndexBuffer(this._linesIndices);
  91230. this._indicesCount = this._linesIndices.length;
  91231. };
  91232. EdgesRenderer.prototype.render = function () {
  91233. var scene = this._source.getScene();
  91234. if (!this._lineShader.isReady() || !scene.activeCamera) {
  91235. return;
  91236. }
  91237. var engine = scene.getEngine();
  91238. this._lineShader._preBind();
  91239. // VBOs
  91240. engine.bindBuffers(this._buffers, this._ib, this._lineShader.getEffect());
  91241. scene.resetCachedMaterial();
  91242. this._lineShader.setColor4("color", this._source.edgesColor);
  91243. if (scene.activeCamera.mode === BABYLON.Camera.ORTHOGRAPHIC_CAMERA) {
  91244. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);
  91245. }
  91246. else {
  91247. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForPerspective);
  91248. }
  91249. this._lineShader.setFloat("aspectRatio", engine.getAspectRatio(scene.activeCamera));
  91250. this._lineShader.bind(this._source.getWorldMatrix());
  91251. // Draw order
  91252. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._indicesCount);
  91253. this._lineShader.unbind();
  91254. engine.setDepthWrite(true);
  91255. };
  91256. return EdgesRenderer;
  91257. }());
  91258. BABYLON.EdgesRenderer = EdgesRenderer;
  91259. })(BABYLON || (BABYLON = {}));
  91260. //# sourceMappingURL=babylon.edgesRenderer.js.map
  91261. var __assign = (this && this.__assign) || Object.assign || function(t) {
  91262. for (var s, i = 1, n = arguments.length; i < n; i++) {
  91263. s = arguments[i];
  91264. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  91265. t[p] = s[p];
  91266. }
  91267. return t;
  91268. };
  91269. var BABYLON;
  91270. (function (BABYLON) {
  91271. /**
  91272. * The effect layer Helps adding post process effect blended with the main pass.
  91273. *
  91274. * This can be for instance use to generate glow or higlight effects on the scene.
  91275. *
  91276. * The effect layer class can not be used directly and is intented to inherited from to be
  91277. * customized per effects.
  91278. */
  91279. var EffectLayer = /** @class */ (function () {
  91280. /**
  91281. * Instantiates a new effect Layer and references it in the scene.
  91282. * @param name The name of the layer
  91283. * @param scene The scene to use the layer in
  91284. */
  91285. function EffectLayer(
  91286. /** The Friendly of the effect in the scene */
  91287. name, scene) {
  91288. this._vertexBuffers = {};
  91289. this._maxSize = 0;
  91290. this._mainTextureDesiredSize = { width: 0, height: 0 };
  91291. this._shouldRender = true;
  91292. this._postProcesses = [];
  91293. this._textures = [];
  91294. this._emissiveTextureAndColor = { texture: null, color: new BABYLON.Color4() };
  91295. /**
  91296. * The clear color of the texture used to generate the glow map.
  91297. */
  91298. this.neutralColor = new BABYLON.Color4();
  91299. /**
  91300. * Specifies wether the highlight layer is enabled or not.
  91301. */
  91302. this.isEnabled = true;
  91303. /**
  91304. * An event triggered when the effect layer has been disposed.
  91305. */
  91306. this.onDisposeObservable = new BABYLON.Observable();
  91307. /**
  91308. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  91309. */
  91310. this.onBeforeRenderMainTextureObservable = new BABYLON.Observable();
  91311. /**
  91312. * An event triggered when the generated texture is being merged in the scene.
  91313. */
  91314. this.onBeforeComposeObservable = new BABYLON.Observable();
  91315. /**
  91316. * An event triggered when the generated texture has been merged in the scene.
  91317. */
  91318. this.onAfterComposeObservable = new BABYLON.Observable();
  91319. /**
  91320. * An event triggered when the efffect layer changes its size.
  91321. */
  91322. this.onSizeChangedObservable = new BABYLON.Observable();
  91323. this.name = name;
  91324. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  91325. this._engine = scene.getEngine();
  91326. this._maxSize = this._engine.getCaps().maxTextureSize;
  91327. this._scene.effectLayers.push(this);
  91328. // Generate Buffers
  91329. this._generateIndexBuffer();
  91330. this._genrateVertexBuffer();
  91331. }
  91332. Object.defineProperty(EffectLayer.prototype, "camera", {
  91333. /**
  91334. * Gets the camera attached to the layer.
  91335. */
  91336. get: function () {
  91337. return this._effectLayerOptions.camera;
  91338. },
  91339. enumerable: true,
  91340. configurable: true
  91341. });
  91342. /**
  91343. * Initializes the effect layer with the required options.
  91344. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  91345. */
  91346. EffectLayer.prototype._init = function (options) {
  91347. // Adapt options
  91348. this._effectLayerOptions = __assign({ mainTextureRatio: 0.5, alphaBlendingMode: BABYLON.Engine.ALPHA_COMBINE, camera: null }, options);
  91349. this._setMainTextureSize();
  91350. this._createMainTexture();
  91351. this._createTextureAndPostProcesses();
  91352. this._mergeEffect = this._createMergeEffect();
  91353. };
  91354. /**
  91355. * Generates the index buffer of the full screen quad blending to the main canvas.
  91356. */
  91357. EffectLayer.prototype._generateIndexBuffer = function () {
  91358. // Indices
  91359. var indices = [];
  91360. indices.push(0);
  91361. indices.push(1);
  91362. indices.push(2);
  91363. indices.push(0);
  91364. indices.push(2);
  91365. indices.push(3);
  91366. this._indexBuffer = this._engine.createIndexBuffer(indices);
  91367. };
  91368. /**
  91369. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  91370. */
  91371. EffectLayer.prototype._genrateVertexBuffer = function () {
  91372. // VBO
  91373. var vertices = [];
  91374. vertices.push(1, 1);
  91375. vertices.push(-1, 1);
  91376. vertices.push(-1, -1);
  91377. vertices.push(1, -1);
  91378. var vertexBuffer = new BABYLON.VertexBuffer(this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  91379. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  91380. };
  91381. /**
  91382. * Sets the main texture desired size which is the closest power of two
  91383. * of the engine canvas size.
  91384. */
  91385. EffectLayer.prototype._setMainTextureSize = function () {
  91386. if (this._effectLayerOptions.mainTextureFixedSize) {
  91387. this._mainTextureDesiredSize.width = this._effectLayerOptions.mainTextureFixedSize;
  91388. this._mainTextureDesiredSize.height = this._effectLayerOptions.mainTextureFixedSize;
  91389. }
  91390. else {
  91391. this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._effectLayerOptions.mainTextureRatio;
  91392. this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._effectLayerOptions.mainTextureRatio;
  91393. this._mainTextureDesiredSize.width = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize) : this._mainTextureDesiredSize.width;
  91394. this._mainTextureDesiredSize.height = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize) : this._mainTextureDesiredSize.height;
  91395. }
  91396. this._mainTextureDesiredSize.width = Math.floor(this._mainTextureDesiredSize.width);
  91397. this._mainTextureDesiredSize.height = Math.floor(this._mainTextureDesiredSize.height);
  91398. };
  91399. /**
  91400. * Creates the main texture for the effect layer.
  91401. */
  91402. EffectLayer.prototype._createMainTexture = function () {
  91403. var _this = this;
  91404. this._mainTexture = new BABYLON.RenderTargetTexture("HighlightLayerMainRTT", {
  91405. width: this._mainTextureDesiredSize.width,
  91406. height: this._mainTextureDesiredSize.height
  91407. }, this._scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  91408. this._mainTexture.activeCamera = this._effectLayerOptions.camera;
  91409. this._mainTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91410. this._mainTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91411. this._mainTexture.anisotropicFilteringLevel = 1;
  91412. this._mainTexture.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  91413. this._mainTexture.renderParticles = false;
  91414. this._mainTexture.renderList = null;
  91415. this._mainTexture.ignoreCameraViewport = true;
  91416. // Custom render function
  91417. this._mainTexture.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  91418. _this.onBeforeRenderMainTextureObservable.notifyObservers(_this);
  91419. var index;
  91420. var engine = _this._scene.getEngine();
  91421. if (depthOnlySubMeshes.length) {
  91422. engine.setColorWrite(false);
  91423. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  91424. _this._renderSubMesh(depthOnlySubMeshes.data[index]);
  91425. }
  91426. engine.setColorWrite(true);
  91427. }
  91428. for (index = 0; index < opaqueSubMeshes.length; index++) {
  91429. _this._renderSubMesh(opaqueSubMeshes.data[index]);
  91430. }
  91431. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  91432. _this._renderSubMesh(alphaTestSubMeshes.data[index]);
  91433. }
  91434. for (index = 0; index < transparentSubMeshes.length; index++) {
  91435. _this._renderSubMesh(transparentSubMeshes.data[index]);
  91436. }
  91437. };
  91438. this._mainTexture.onClearObservable.add(function (engine) {
  91439. engine.clear(_this.neutralColor, true, true, true);
  91440. });
  91441. };
  91442. /**
  91443. * Checks for the readiness of the element composing the layer.
  91444. * @param subMesh the mesh to check for
  91445. * @param useInstances specify wether or not to use instances to render the mesh
  91446. * @param emissiveTexture the associated emissive texture used to generate the glow
  91447. * @return true if ready otherwise, false
  91448. */
  91449. EffectLayer.prototype._isReady = function (subMesh, useInstances, emissiveTexture) {
  91450. var material = subMesh.getMaterial();
  91451. if (!material) {
  91452. return false;
  91453. }
  91454. if (!material.isReady(subMesh.getMesh(), useInstances)) {
  91455. return false;
  91456. }
  91457. var defines = [];
  91458. var attribs = [BABYLON.VertexBuffer.PositionKind];
  91459. var mesh = subMesh.getMesh();
  91460. var uv1 = false;
  91461. var uv2 = false;
  91462. // Alpha test
  91463. if (material && material.needAlphaTesting()) {
  91464. var alphaTexture = material.getAlphaTestTexture();
  91465. if (alphaTexture) {
  91466. defines.push("#define ALPHATEST");
  91467. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  91468. alphaTexture.coordinatesIndex === 1) {
  91469. defines.push("#define DIFFUSEUV2");
  91470. uv2 = true;
  91471. }
  91472. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  91473. defines.push("#define DIFFUSEUV1");
  91474. uv1 = true;
  91475. }
  91476. }
  91477. }
  91478. // Emissive
  91479. if (emissiveTexture) {
  91480. defines.push("#define EMISSIVE");
  91481. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  91482. emissiveTexture.coordinatesIndex === 1) {
  91483. defines.push("#define EMISSIVEUV2");
  91484. uv2 = true;
  91485. }
  91486. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  91487. defines.push("#define EMISSIVEUV1");
  91488. uv1 = true;
  91489. }
  91490. }
  91491. if (uv1) {
  91492. attribs.push(BABYLON.VertexBuffer.UVKind);
  91493. defines.push("#define UV1");
  91494. }
  91495. if (uv2) {
  91496. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  91497. defines.push("#define UV2");
  91498. }
  91499. // Bones
  91500. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  91501. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  91502. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  91503. if (mesh.numBoneInfluencers > 4) {
  91504. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  91505. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  91506. }
  91507. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  91508. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  91509. }
  91510. else {
  91511. defines.push("#define NUM_BONE_INFLUENCERS 0");
  91512. }
  91513. // Morph targets
  91514. var manager = mesh.morphTargetManager;
  91515. var morphInfluencers = 0;
  91516. if (manager) {
  91517. if (manager.numInfluencers > 0) {
  91518. defines.push("#define MORPHTARGETS");
  91519. morphInfluencers = manager.numInfluencers;
  91520. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  91521. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  91522. }
  91523. }
  91524. // Instances
  91525. if (useInstances) {
  91526. defines.push("#define INSTANCES");
  91527. attribs.push("world0");
  91528. attribs.push("world1");
  91529. attribs.push("world2");
  91530. attribs.push("world3");
  91531. }
  91532. // Get correct effect
  91533. var join = defines.join("\n");
  91534. if (this._cachedDefines !== join) {
  91535. this._cachedDefines = join;
  91536. this._effectLayerMapGenerationEffect = this._scene.getEngine().createEffect("glowMapGeneration", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "color", "emissiveMatrix", "morphTargetInfluences"], ["diffuseSampler", "emissiveSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  91537. }
  91538. return this._effectLayerMapGenerationEffect.isReady();
  91539. };
  91540. /**
  91541. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  91542. */
  91543. EffectLayer.prototype.render = function () {
  91544. var currentEffect = this._mergeEffect;
  91545. // Check
  91546. if (!currentEffect.isReady())
  91547. return;
  91548. for (var i = 0; i < this._postProcesses.length; i++) {
  91549. if (!this._postProcesses[i].isReady()) {
  91550. return;
  91551. }
  91552. }
  91553. var engine = this._scene.getEngine();
  91554. this.onBeforeComposeObservable.notifyObservers(this);
  91555. // Render
  91556. engine.enableEffect(currentEffect);
  91557. engine.setState(false);
  91558. // VBOs
  91559. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  91560. // Cache
  91561. var previousAlphaMode = engine.getAlphaMode();
  91562. // Go Blend.
  91563. engine.setAlphaMode(this._effectLayerOptions.alphaBlendingMode);
  91564. // Blends the map on the main canvas.
  91565. this._internalRender(currentEffect);
  91566. // Restore Alpha
  91567. engine.setAlphaMode(previousAlphaMode);
  91568. this.onAfterComposeObservable.notifyObservers(this);
  91569. // Handle size changes.
  91570. var size = this._mainTexture.getSize();
  91571. this._setMainTextureSize();
  91572. if (size.width !== this._mainTextureDesiredSize.width || size.height !== this._mainTextureDesiredSize.height) {
  91573. // Recreate RTT and post processes on size change.
  91574. this.onSizeChangedObservable.notifyObservers(this);
  91575. this._disposeTextureAndPostProcesses();
  91576. this._createMainTexture();
  91577. this._createTextureAndPostProcesses();
  91578. }
  91579. };
  91580. /**
  91581. * Determine if a given mesh will be used in the current effect.
  91582. * @param mesh mesh to test
  91583. * @returns true if the mesh will be used
  91584. */
  91585. EffectLayer.prototype.hasMesh = function (mesh) {
  91586. return true;
  91587. };
  91588. /**
  91589. * Returns true if the layer contains information to display, otherwise false.
  91590. * @returns true if the glow layer should be rendered
  91591. */
  91592. EffectLayer.prototype.shouldRender = function () {
  91593. return this.isEnabled && this._shouldRender;
  91594. };
  91595. /**
  91596. * Returns true if the mesh should render, otherwise false.
  91597. * @param mesh The mesh to render
  91598. * @returns true if it should render otherwise false
  91599. */
  91600. EffectLayer.prototype._shouldRenderMesh = function (mesh) {
  91601. return true;
  91602. };
  91603. /**
  91604. * Returns true if the mesh should render, otherwise false.
  91605. * @param mesh The mesh to render
  91606. * @returns true if it should render otherwise false
  91607. */
  91608. EffectLayer.prototype._shouldRenderEmissiveTextureForMesh = function (mesh) {
  91609. return true;
  91610. };
  91611. /**
  91612. * Renders the submesh passed in parameter to the generation map.
  91613. */
  91614. EffectLayer.prototype._renderSubMesh = function (subMesh) {
  91615. var _this = this;
  91616. if (!this.shouldRender()) {
  91617. return;
  91618. }
  91619. var material = subMesh.getMaterial();
  91620. var mesh = subMesh.getRenderingMesh();
  91621. var scene = this._scene;
  91622. var engine = scene.getEngine();
  91623. if (!material) {
  91624. return;
  91625. }
  91626. // Do not block in blend mode.
  91627. if (material.needAlphaBlendingForMesh(mesh)) {
  91628. return;
  91629. }
  91630. // Culling
  91631. engine.setState(material.backFaceCulling);
  91632. // Managing instances
  91633. var batch = mesh._getInstancesRenderList(subMesh._id);
  91634. if (batch.mustReturn) {
  91635. return;
  91636. }
  91637. // Early Exit per mesh
  91638. if (!this._shouldRenderMesh(mesh)) {
  91639. return;
  91640. }
  91641. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  91642. this._setEmissiveTextureAndColor(mesh, subMesh, material);
  91643. if (this._isReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {
  91644. engine.enableEffect(this._effectLayerMapGenerationEffect);
  91645. mesh._bind(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode);
  91646. this._effectLayerMapGenerationEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  91647. this._effectLayerMapGenerationEffect.setFloat4("color", this._emissiveTextureAndColor.color.r, this._emissiveTextureAndColor.color.g, this._emissiveTextureAndColor.color.b, this._emissiveTextureAndColor.color.a);
  91648. // Alpha test
  91649. if (material && material.needAlphaTesting()) {
  91650. var alphaTexture = material.getAlphaTestTexture();
  91651. if (alphaTexture) {
  91652. this._effectLayerMapGenerationEffect.setTexture("diffuseSampler", alphaTexture);
  91653. var textureMatrix = alphaTexture.getTextureMatrix();
  91654. if (textureMatrix) {
  91655. this._effectLayerMapGenerationEffect.setMatrix("diffuseMatrix", textureMatrix);
  91656. }
  91657. }
  91658. }
  91659. // Glow emissive only
  91660. if (this._emissiveTextureAndColor.texture) {
  91661. this._effectLayerMapGenerationEffect.setTexture("emissiveSampler", this._emissiveTextureAndColor.texture);
  91662. this._effectLayerMapGenerationEffect.setMatrix("emissiveMatrix", this._emissiveTextureAndColor.texture.getTextureMatrix());
  91663. }
  91664. // Bones
  91665. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  91666. this._effectLayerMapGenerationEffect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  91667. }
  91668. // Morph targets
  91669. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effectLayerMapGenerationEffect);
  91670. // Draw
  91671. mesh._processRendering(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effectLayerMapGenerationEffect.setMatrix("world", world); });
  91672. }
  91673. else {
  91674. // Need to reset refresh rate of the shadowMap
  91675. this._mainTexture.resetRefreshCounter();
  91676. }
  91677. };
  91678. /**
  91679. * Rebuild the required buffers.
  91680. * @hidden Internal use only.
  91681. */
  91682. EffectLayer.prototype._rebuild = function () {
  91683. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  91684. if (vb) {
  91685. vb._rebuild();
  91686. }
  91687. this._generateIndexBuffer();
  91688. };
  91689. /**
  91690. * Dispose only the render target textures and post process.
  91691. */
  91692. EffectLayer.prototype._disposeTextureAndPostProcesses = function () {
  91693. this._mainTexture.dispose();
  91694. for (var i = 0; i < this._postProcesses.length; i++) {
  91695. if (this._postProcesses[i]) {
  91696. this._postProcesses[i].dispose();
  91697. }
  91698. }
  91699. this._postProcesses = [];
  91700. for (var i = 0; i < this._textures.length; i++) {
  91701. if (this._textures[i]) {
  91702. this._textures[i].dispose();
  91703. }
  91704. }
  91705. this._textures = [];
  91706. };
  91707. /**
  91708. * Dispose the highlight layer and free resources.
  91709. */
  91710. EffectLayer.prototype.dispose = function () {
  91711. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  91712. if (vertexBuffer) {
  91713. vertexBuffer.dispose();
  91714. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  91715. }
  91716. if (this._indexBuffer) {
  91717. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  91718. this._indexBuffer = null;
  91719. }
  91720. // Clean textures and post processes
  91721. this._disposeTextureAndPostProcesses();
  91722. // Remove from scene
  91723. var index = this._scene.effectLayers.indexOf(this, 0);
  91724. if (index > -1) {
  91725. this._scene.effectLayers.splice(index, 1);
  91726. }
  91727. // Callback
  91728. this.onDisposeObservable.notifyObservers(this);
  91729. this.onDisposeObservable.clear();
  91730. this.onBeforeRenderMainTextureObservable.clear();
  91731. this.onBeforeComposeObservable.clear();
  91732. this.onAfterComposeObservable.clear();
  91733. this.onSizeChangedObservable.clear();
  91734. };
  91735. /**
  91736. * Gets the class name of the effect layer
  91737. * @returns the string with the class name of the effect layer
  91738. */
  91739. EffectLayer.prototype.getClassName = function () {
  91740. return "EffectLayer";
  91741. };
  91742. /**
  91743. * Creates an effect layer from parsed effect layer data
  91744. * @param parsedEffectLayer defines effect layer data
  91745. * @param scene defines the current scene
  91746. * @param rootUrl defines the root URL containing the effect layer information
  91747. * @returns a parsed effect Layer
  91748. */
  91749. EffectLayer.Parse = function (parsedEffectLayer, scene, rootUrl) {
  91750. var effectLayerType = BABYLON.Tools.Instantiate(parsedEffectLayer.customType);
  91751. return effectLayerType.Parse(parsedEffectLayer, scene, rootUrl);
  91752. };
  91753. __decorate([
  91754. BABYLON.serialize()
  91755. ], EffectLayer.prototype, "name", void 0);
  91756. __decorate([
  91757. BABYLON.serializeAsColor4()
  91758. ], EffectLayer.prototype, "neutralColor", void 0);
  91759. __decorate([
  91760. BABYLON.serialize()
  91761. ], EffectLayer.prototype, "isEnabled", void 0);
  91762. __decorate([
  91763. BABYLON.serializeAsCameraReference()
  91764. ], EffectLayer.prototype, "camera", null);
  91765. return EffectLayer;
  91766. }());
  91767. BABYLON.EffectLayer = EffectLayer;
  91768. })(BABYLON || (BABYLON = {}));
  91769. //# sourceMappingURL=babylon.effectLayer.js.map
  91770. var BABYLON;
  91771. (function (BABYLON) {
  91772. /**
  91773. * Special Glow Blur post process only blurring the alpha channel
  91774. * It enforces keeping the most luminous color in the color channel.
  91775. */
  91776. var GlowBlurPostProcess = /** @class */ (function (_super) {
  91777. __extends(GlowBlurPostProcess, _super);
  91778. function GlowBlurPostProcess(name, direction, kernel, options, camera, samplingMode, engine, reusable) {
  91779. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  91780. var _this = _super.call(this, name, "glowBlurPostProcess", ["screenSize", "direction", "blurWidth"], null, options, camera, samplingMode, engine, reusable) || this;
  91781. _this.direction = direction;
  91782. _this.kernel = kernel;
  91783. _this.onApplyObservable.add(function (effect) {
  91784. effect.setFloat2("screenSize", _this.width, _this.height);
  91785. effect.setVector2("direction", _this.direction);
  91786. effect.setFloat("blurWidth", _this.kernel);
  91787. });
  91788. return _this;
  91789. }
  91790. return GlowBlurPostProcess;
  91791. }(BABYLON.PostProcess));
  91792. /**
  91793. * The highlight layer Helps adding a glow effect around a mesh.
  91794. *
  91795. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  91796. * glowy meshes to your scene.
  91797. *
  91798. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  91799. */
  91800. var HighlightLayer = /** @class */ (function (_super) {
  91801. __extends(HighlightLayer, _super);
  91802. /**
  91803. * Instantiates a new highlight Layer and references it to the scene..
  91804. * @param name The name of the layer
  91805. * @param scene The scene to use the layer in
  91806. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  91807. */
  91808. function HighlightLayer(name, scene, options) {
  91809. var _this = _super.call(this, name, scene) || this;
  91810. _this.name = name;
  91811. /**
  91812. * Specifies whether or not the inner glow is ACTIVE in the layer.
  91813. */
  91814. _this.innerGlow = true;
  91815. /**
  91816. * Specifies whether or not the outer glow is ACTIVE in the layer.
  91817. */
  91818. _this.outerGlow = true;
  91819. /**
  91820. * An event triggered when the highlight layer is being blurred.
  91821. */
  91822. _this.onBeforeBlurObservable = new BABYLON.Observable();
  91823. /**
  91824. * An event triggered when the highlight layer has been blurred.
  91825. */
  91826. _this.onAfterBlurObservable = new BABYLON.Observable();
  91827. _this._instanceGlowingMeshStencilReference = HighlightLayer.GlowingMeshStencilReference++;
  91828. _this._meshes = {};
  91829. _this._excludedMeshes = {};
  91830. _this.neutralColor = HighlightLayer.NeutralColor;
  91831. // Warn on stencil
  91832. if (!_this._engine.isStencilEnable) {
  91833. 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 }");
  91834. }
  91835. // Adapt options
  91836. _this._options = __assign({ mainTextureRatio: 0.5, blurTextureSizeRatio: 0.5, blurHorizontalSize: 1.0, blurVerticalSize: 1.0, alphaBlendingMode: BABYLON.Engine.ALPHA_COMBINE, camera: null }, options);
  91837. // Initialize the layer
  91838. _this._init({
  91839. alphaBlendingMode: _this._options.alphaBlendingMode,
  91840. camera: _this._options.camera,
  91841. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  91842. mainTextureRatio: _this._options.mainTextureRatio
  91843. });
  91844. // Do not render as long as no meshes have been added
  91845. _this._shouldRender = false;
  91846. return _this;
  91847. }
  91848. Object.defineProperty(HighlightLayer.prototype, "blurHorizontalSize", {
  91849. /**
  91850. * Gets the horizontal size of the blur.
  91851. */
  91852. get: function () {
  91853. return this._horizontalBlurPostprocess.kernel;
  91854. },
  91855. /**
  91856. * Specifies the horizontal size of the blur.
  91857. */
  91858. set: function (value) {
  91859. this._horizontalBlurPostprocess.kernel = value;
  91860. },
  91861. enumerable: true,
  91862. configurable: true
  91863. });
  91864. Object.defineProperty(HighlightLayer.prototype, "blurVerticalSize", {
  91865. /**
  91866. * Gets the vertical size of the blur.
  91867. */
  91868. get: function () {
  91869. return this._verticalBlurPostprocess.kernel;
  91870. },
  91871. /**
  91872. * Specifies the vertical size of the blur.
  91873. */
  91874. set: function (value) {
  91875. this._verticalBlurPostprocess.kernel = value;
  91876. },
  91877. enumerable: true,
  91878. configurable: true
  91879. });
  91880. /**
  91881. * Get the effect name of the layer.
  91882. * @return The effect name
  91883. */
  91884. HighlightLayer.prototype.getEffectName = function () {
  91885. return HighlightLayer.EffectName;
  91886. };
  91887. /**
  91888. * Create the merge effect. This is the shader use to blit the information back
  91889. * to the main canvas at the end of the scene rendering.
  91890. */
  91891. HighlightLayer.prototype._createMergeEffect = function () {
  91892. // Effect
  91893. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler"], this._options.isStroke ? "#define STROKE \n" : undefined);
  91894. };
  91895. /**
  91896. * Creates the render target textures and post processes used in the highlight layer.
  91897. */
  91898. HighlightLayer.prototype._createTextureAndPostProcesses = function () {
  91899. var _this = this;
  91900. var blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;
  91901. var blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;
  91902. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  91903. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  91904. this._blurTexture = new BABYLON.RenderTargetTexture("HighlightLayerBlurRTT", {
  91905. width: blurTextureWidth,
  91906. height: blurTextureHeight
  91907. }, this._scene, false, true, BABYLON.Engine.TEXTURETYPE_HALF_FLOAT);
  91908. this._blurTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91909. this._blurTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91910. this._blurTexture.anisotropicFilteringLevel = 16;
  91911. this._blurTexture.updateSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  91912. this._blurTexture.renderParticles = false;
  91913. this._blurTexture.ignoreCameraViewport = true;
  91914. this._textures = [this._blurTexture];
  91915. if (this._options.alphaBlendingMode === BABYLON.Engine.ALPHA_COMBINE) {
  91916. this._downSamplePostprocess = new BABYLON.PassPostProcess("HighlightLayerPPP", this._options.blurTextureSizeRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  91917. this._downSamplePostprocess.onApplyObservable.add(function (effect) {
  91918. effect.setTexture("textureSampler", _this._mainTexture);
  91919. });
  91920. this._horizontalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  91921. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  91922. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  91923. });
  91924. this._verticalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  91925. this._verticalBlurPostprocess.onApplyObservable.add(function (effect) {
  91926. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  91927. });
  91928. this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  91929. }
  91930. else {
  91931. this._horizontalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize / 2, {
  91932. width: blurTextureWidth,
  91933. height: blurTextureHeight
  91934. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_HALF_FLOAT);
  91935. this._horizontalBlurPostprocess.width = blurTextureWidth;
  91936. this._horizontalBlurPostprocess.height = blurTextureHeight;
  91937. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  91938. effect.setTexture("textureSampler", _this._mainTexture);
  91939. });
  91940. this._verticalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize / 2, {
  91941. width: blurTextureWidth,
  91942. height: blurTextureHeight
  91943. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_HALF_FLOAT);
  91944. this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  91945. }
  91946. this._mainTexture.onAfterUnbindObservable.add(function () {
  91947. _this.onBeforeBlurObservable.notifyObservers(_this);
  91948. var internalTexture = _this._blurTexture.getInternalTexture();
  91949. if (internalTexture) {
  91950. _this._scene.postProcessManager.directRender(_this._postProcesses, internalTexture, true);
  91951. }
  91952. _this.onAfterBlurObservable.notifyObservers(_this);
  91953. });
  91954. // Prevent autoClear.
  91955. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  91956. };
  91957. /**
  91958. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  91959. */
  91960. HighlightLayer.prototype.needStencil = function () {
  91961. return true;
  91962. };
  91963. /**
  91964. * Checks for the readiness of the element composing the layer.
  91965. * @param subMesh the mesh to check for
  91966. * @param useInstances specify wether or not to use instances to render the mesh
  91967. * @param emissiveTexture the associated emissive texture used to generate the glow
  91968. * @return true if ready otherwise, false
  91969. */
  91970. HighlightLayer.prototype.isReady = function (subMesh, useInstances) {
  91971. var material = subMesh.getMaterial();
  91972. var mesh = subMesh.getRenderingMesh();
  91973. if (!material || !mesh || !this._meshes) {
  91974. return false;
  91975. }
  91976. var emissiveTexture = null;
  91977. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  91978. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  91979. emissiveTexture = material.emissiveTexture;
  91980. }
  91981. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  91982. };
  91983. /**
  91984. * Implementation specific of rendering the generating effect on the main canvas.
  91985. * @param effect The effect used to render through
  91986. */
  91987. HighlightLayer.prototype._internalRender = function (effect) {
  91988. // Texture
  91989. effect.setTexture("textureSampler", this._blurTexture);
  91990. // Cache
  91991. var engine = this._engine;
  91992. var previousStencilBuffer = engine.getStencilBuffer();
  91993. var previousStencilFunction = engine.getStencilFunction();
  91994. var previousStencilMask = engine.getStencilMask();
  91995. var previousStencilOperationPass = engine.getStencilOperationPass();
  91996. var previousStencilOperationFail = engine.getStencilOperationFail();
  91997. var previousStencilOperationDepthFail = engine.getStencilOperationDepthFail();
  91998. var previousStencilReference = engine.getStencilFunctionReference();
  91999. // Stencil operations
  92000. engine.setStencilOperationPass(BABYLON.Engine.REPLACE);
  92001. engine.setStencilOperationFail(BABYLON.Engine.KEEP);
  92002. engine.setStencilOperationDepthFail(BABYLON.Engine.KEEP);
  92003. // Draw order
  92004. engine.setStencilMask(0x00);
  92005. engine.setStencilBuffer(true);
  92006. engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);
  92007. // 2 passes inner outer
  92008. if (this.outerGlow) {
  92009. effect.setFloat("offset", 0);
  92010. engine.setStencilFunction(BABYLON.Engine.NOTEQUAL);
  92011. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  92012. }
  92013. if (this.innerGlow) {
  92014. effect.setFloat("offset", 1);
  92015. engine.setStencilFunction(BABYLON.Engine.EQUAL);
  92016. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  92017. }
  92018. // Restore Cache
  92019. engine.setStencilFunction(previousStencilFunction);
  92020. engine.setStencilMask(previousStencilMask);
  92021. engine.setStencilBuffer(previousStencilBuffer);
  92022. engine.setStencilOperationPass(previousStencilOperationPass);
  92023. engine.setStencilOperationFail(previousStencilOperationFail);
  92024. engine.setStencilOperationDepthFail(previousStencilOperationDepthFail);
  92025. engine.setStencilFunctionReference(previousStencilReference);
  92026. };
  92027. /**
  92028. * Returns true if the layer contains information to display, otherwise false.
  92029. */
  92030. HighlightLayer.prototype.shouldRender = function () {
  92031. if (_super.prototype.shouldRender.call(this)) {
  92032. return this._meshes ? true : false;
  92033. }
  92034. return false;
  92035. };
  92036. /**
  92037. * Returns true if the mesh should render, otherwise false.
  92038. * @param mesh The mesh to render
  92039. * @returns true if it should render otherwise false
  92040. */
  92041. HighlightLayer.prototype._shouldRenderMesh = function (mesh) {
  92042. // Excluded Mesh
  92043. if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {
  92044. return false;
  92045. }
  92046. ;
  92047. return true;
  92048. };
  92049. /**
  92050. * Sets the required values for both the emissive texture and and the main color.
  92051. */
  92052. HighlightLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  92053. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  92054. if (highlightLayerMesh) {
  92055. this._emissiveTextureAndColor.color.set(highlightLayerMesh.color.r, highlightLayerMesh.color.g, highlightLayerMesh.color.b, 1.0);
  92056. }
  92057. else {
  92058. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  92059. }
  92060. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  92061. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  92062. this._emissiveTextureAndColor.color.set(1.0, 1.0, 1.0, 1.0);
  92063. }
  92064. else {
  92065. this._emissiveTextureAndColor.texture = null;
  92066. }
  92067. };
  92068. /**
  92069. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  92070. * @param mesh The mesh to exclude from the highlight layer
  92071. */
  92072. HighlightLayer.prototype.addExcludedMesh = function (mesh) {
  92073. if (!this._excludedMeshes) {
  92074. return;
  92075. }
  92076. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  92077. if (!meshExcluded) {
  92078. this._excludedMeshes[mesh.uniqueId] = {
  92079. mesh: mesh,
  92080. beforeRender: mesh.onBeforeRenderObservable.add(function (mesh) {
  92081. mesh.getEngine().setStencilBuffer(false);
  92082. }),
  92083. afterRender: mesh.onAfterRenderObservable.add(function (mesh) {
  92084. mesh.getEngine().setStencilBuffer(true);
  92085. }),
  92086. };
  92087. }
  92088. };
  92089. /**
  92090. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  92091. * @param mesh The mesh to highlight
  92092. */
  92093. HighlightLayer.prototype.removeExcludedMesh = function (mesh) {
  92094. if (!this._excludedMeshes) {
  92095. return;
  92096. }
  92097. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  92098. if (meshExcluded) {
  92099. if (meshExcluded.beforeRender) {
  92100. mesh.onBeforeRenderObservable.remove(meshExcluded.beforeRender);
  92101. }
  92102. if (meshExcluded.afterRender) {
  92103. mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);
  92104. }
  92105. }
  92106. this._excludedMeshes[mesh.uniqueId] = null;
  92107. };
  92108. /**
  92109. * Determine if a given mesh will be highlighted by the current HighlightLayer
  92110. * @param mesh mesh to test
  92111. * @returns true if the mesh will be highlighted by the current HighlightLayer
  92112. */
  92113. HighlightLayer.prototype.hasMesh = function (mesh) {
  92114. if (!this._meshes) {
  92115. return false;
  92116. }
  92117. return this._meshes[mesh.uniqueId] !== undefined && this._meshes[mesh.uniqueId] !== null;
  92118. };
  92119. /**
  92120. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  92121. * @param mesh The mesh to highlight
  92122. * @param color The color of the highlight
  92123. * @param glowEmissiveOnly Extract the glow from the emissive texture
  92124. */
  92125. HighlightLayer.prototype.addMesh = function (mesh, color, glowEmissiveOnly) {
  92126. var _this = this;
  92127. if (glowEmissiveOnly === void 0) { glowEmissiveOnly = false; }
  92128. if (!this._meshes) {
  92129. return;
  92130. }
  92131. var meshHighlight = this._meshes[mesh.uniqueId];
  92132. if (meshHighlight) {
  92133. meshHighlight.color = color;
  92134. }
  92135. else {
  92136. this._meshes[mesh.uniqueId] = {
  92137. mesh: mesh,
  92138. color: color,
  92139. // Lambda required for capture due to Observable this context
  92140. observerHighlight: mesh.onBeforeRenderObservable.add(function (mesh) {
  92141. if (_this._excludedMeshes && _this._excludedMeshes[mesh.uniqueId]) {
  92142. _this._defaultStencilReference(mesh);
  92143. }
  92144. else {
  92145. mesh.getScene().getEngine().setStencilFunctionReference(_this._instanceGlowingMeshStencilReference);
  92146. }
  92147. }),
  92148. observerDefault: mesh.onAfterRenderObservable.add(this._defaultStencilReference),
  92149. glowEmissiveOnly: glowEmissiveOnly
  92150. };
  92151. }
  92152. this._shouldRender = true;
  92153. };
  92154. /**
  92155. * Remove a mesh from the highlight layer in order to make it stop glowing.
  92156. * @param mesh The mesh to highlight
  92157. */
  92158. HighlightLayer.prototype.removeMesh = function (mesh) {
  92159. if (!this._meshes) {
  92160. return;
  92161. }
  92162. var meshHighlight = this._meshes[mesh.uniqueId];
  92163. if (meshHighlight) {
  92164. if (meshHighlight.observerHighlight) {
  92165. mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  92166. }
  92167. if (meshHighlight.observerDefault) {
  92168. mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  92169. }
  92170. delete this._meshes[mesh.uniqueId];
  92171. }
  92172. this._shouldRender = false;
  92173. for (var meshHighlightToCheck in this._meshes) {
  92174. if (this._meshes[meshHighlightToCheck]) {
  92175. this._shouldRender = true;
  92176. break;
  92177. }
  92178. }
  92179. };
  92180. /**
  92181. * Force the stencil to the normal expected value for none glowing parts
  92182. */
  92183. HighlightLayer.prototype._defaultStencilReference = function (mesh) {
  92184. mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.NormalMeshStencilReference);
  92185. };
  92186. /**
  92187. * Free any resources and references associated to a mesh.
  92188. * Internal use
  92189. * @param mesh The mesh to free.
  92190. */
  92191. HighlightLayer.prototype._disposeMesh = function (mesh) {
  92192. this.removeMesh(mesh);
  92193. this.removeExcludedMesh(mesh);
  92194. };
  92195. /**
  92196. * Dispose the highlight layer and free resources.
  92197. */
  92198. HighlightLayer.prototype.dispose = function () {
  92199. if (this._meshes) {
  92200. // Clean mesh references
  92201. for (var id in this._meshes) {
  92202. var meshHighlight = this._meshes[id];
  92203. if (meshHighlight && meshHighlight.mesh) {
  92204. if (meshHighlight.observerHighlight) {
  92205. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  92206. }
  92207. if (meshHighlight.observerDefault) {
  92208. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  92209. }
  92210. }
  92211. }
  92212. this._meshes = null;
  92213. }
  92214. if (this._excludedMeshes) {
  92215. for (var id in this._excludedMeshes) {
  92216. var meshHighlight = this._excludedMeshes[id];
  92217. if (meshHighlight) {
  92218. if (meshHighlight.beforeRender) {
  92219. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.beforeRender);
  92220. }
  92221. if (meshHighlight.afterRender) {
  92222. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);
  92223. }
  92224. }
  92225. }
  92226. this._excludedMeshes = null;
  92227. }
  92228. _super.prototype.dispose.call(this);
  92229. };
  92230. /**
  92231. * Gets the class name of the effect layer
  92232. * @returns the string with the class name of the effect layer
  92233. */
  92234. HighlightLayer.prototype.getClassName = function () {
  92235. return "HighlightLayer";
  92236. };
  92237. /**
  92238. * Serializes this Highlight layer
  92239. * @returns a serialized Highlight layer object
  92240. */
  92241. HighlightLayer.prototype.serialize = function () {
  92242. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  92243. serializationObject.customType = "BABYLON.HighlightLayer";
  92244. // Highlighted meshes
  92245. serializationObject.meshes = [];
  92246. if (this._meshes) {
  92247. for (var m in this._meshes) {
  92248. var mesh = this._meshes[m];
  92249. if (mesh) {
  92250. serializationObject.meshes.push({
  92251. glowEmissiveOnly: mesh.glowEmissiveOnly,
  92252. color: mesh.color.asArray(),
  92253. meshId: mesh.mesh.id
  92254. });
  92255. }
  92256. }
  92257. }
  92258. // Excluded meshes
  92259. serializationObject.excludedMeshes = [];
  92260. if (this._excludedMeshes) {
  92261. for (var e in this._excludedMeshes) {
  92262. var excludedMesh = this._excludedMeshes[e];
  92263. if (excludedMesh) {
  92264. serializationObject.excludedMeshes.push(excludedMesh.mesh.id);
  92265. }
  92266. }
  92267. }
  92268. return serializationObject;
  92269. };
  92270. /**
  92271. * Creates a Highlight layer from parsed Highlight layer data
  92272. * @param parsedHightlightLayer defines the Highlight layer data
  92273. * @param scene defines the current scene
  92274. * @param rootUrl defines the root URL containing the Highlight layer information
  92275. * @returns a parsed Highlight layer
  92276. */
  92277. HighlightLayer.Parse = function (parsedHightlightLayer, scene, rootUrl) {
  92278. var hl = BABYLON.SerializationHelper.Parse(function () { return new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options); }, parsedHightlightLayer, scene, rootUrl);
  92279. var index;
  92280. // Excluded meshes
  92281. for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {
  92282. var mesh = scene.getMeshByID(parsedHightlightLayer.excludedMeshes[index]);
  92283. if (mesh) {
  92284. hl.addExcludedMesh(mesh);
  92285. }
  92286. }
  92287. // Included meshes
  92288. for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {
  92289. var highlightedMesh = parsedHightlightLayer.meshes[index];
  92290. var mesh = scene.getMeshByID(highlightedMesh.meshId);
  92291. if (mesh) {
  92292. hl.addMesh(mesh, BABYLON.Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);
  92293. }
  92294. }
  92295. return hl;
  92296. };
  92297. /**
  92298. * Effect Name of the highlight layer.
  92299. */
  92300. HighlightLayer.EffectName = "HighlightLayer";
  92301. /**
  92302. * The neutral color used during the preparation of the glow effect.
  92303. * This is black by default as the blend operation is a blend operation.
  92304. */
  92305. HighlightLayer.NeutralColor = new BABYLON.Color4(0, 0, 0, 0);
  92306. /**
  92307. * Stencil value used for glowing meshes.
  92308. */
  92309. HighlightLayer.GlowingMeshStencilReference = 0x02;
  92310. /**
  92311. * Stencil value used for the other meshes in the scene.
  92312. */
  92313. HighlightLayer.NormalMeshStencilReference = 0x01;
  92314. __decorate([
  92315. BABYLON.serialize()
  92316. ], HighlightLayer.prototype, "innerGlow", void 0);
  92317. __decorate([
  92318. BABYLON.serialize()
  92319. ], HighlightLayer.prototype, "outerGlow", void 0);
  92320. __decorate([
  92321. BABYLON.serialize()
  92322. ], HighlightLayer.prototype, "blurHorizontalSize", null);
  92323. __decorate([
  92324. BABYLON.serialize()
  92325. ], HighlightLayer.prototype, "blurVerticalSize", null);
  92326. __decorate([
  92327. BABYLON.serialize("options")
  92328. ], HighlightLayer.prototype, "_options", void 0);
  92329. return HighlightLayer;
  92330. }(BABYLON.EffectLayer));
  92331. BABYLON.HighlightLayer = HighlightLayer;
  92332. })(BABYLON || (BABYLON = {}));
  92333. //# sourceMappingURL=babylon.highlightLayer.js.map
  92334. var BABYLON;
  92335. (function (BABYLON) {
  92336. /**
  92337. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  92338. *
  92339. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  92340. * glowy meshes to your scene.
  92341. *
  92342. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  92343. */
  92344. var GlowLayer = /** @class */ (function (_super) {
  92345. __extends(GlowLayer, _super);
  92346. /**
  92347. * Instantiates a new glow Layer and references it to the scene.
  92348. * @param name The name of the layer
  92349. * @param scene The scene to use the layer in
  92350. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  92351. */
  92352. function GlowLayer(name, scene, options) {
  92353. var _this = _super.call(this, name, scene) || this;
  92354. _this._intensity = 1.0;
  92355. _this._includedOnlyMeshes = [];
  92356. _this._excludedMeshes = [];
  92357. _this.neutralColor = new BABYLON.Color4(0, 0, 0, 1);
  92358. // Adapt options
  92359. _this._options = __assign({ mainTextureRatio: GlowLayer.DefaultTextureRatio, blurKernelSize: 32, mainTextureFixedSize: undefined, camera: null, mainTextureSamples: 1 }, options);
  92360. // Initialize the layer
  92361. _this._init({
  92362. alphaBlendingMode: BABYLON.Engine.ALPHA_ADD,
  92363. camera: _this._options.camera,
  92364. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  92365. mainTextureRatio: _this._options.mainTextureRatio
  92366. });
  92367. return _this;
  92368. }
  92369. Object.defineProperty(GlowLayer.prototype, "blurKernelSize", {
  92370. /**
  92371. * Gets the kernel size of the blur.
  92372. */
  92373. get: function () {
  92374. return this._horizontalBlurPostprocess1.kernel;
  92375. },
  92376. /**
  92377. * Sets the kernel size of the blur.
  92378. */
  92379. set: function (value) {
  92380. this._horizontalBlurPostprocess1.kernel = value;
  92381. this._verticalBlurPostprocess1.kernel = value;
  92382. this._horizontalBlurPostprocess2.kernel = value;
  92383. this._verticalBlurPostprocess2.kernel = value;
  92384. },
  92385. enumerable: true,
  92386. configurable: true
  92387. });
  92388. Object.defineProperty(GlowLayer.prototype, "intensity", {
  92389. /**
  92390. * Gets the glow intensity.
  92391. */
  92392. get: function () {
  92393. return this._intensity;
  92394. },
  92395. /**
  92396. * Sets the glow intensity.
  92397. */
  92398. set: function (value) {
  92399. this._intensity = value;
  92400. },
  92401. enumerable: true,
  92402. configurable: true
  92403. });
  92404. /**
  92405. * Get the effect name of the layer.
  92406. * @return The effect name
  92407. */
  92408. GlowLayer.prototype.getEffectName = function () {
  92409. return GlowLayer.EffectName;
  92410. };
  92411. /**
  92412. * Create the merge effect. This is the shader use to blit the information back
  92413. * to the main canvas at the end of the scene rendering.
  92414. */
  92415. GlowLayer.prototype._createMergeEffect = function () {
  92416. // Effect
  92417. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler", "textureSampler2"], "#define EMISSIVE \n");
  92418. };
  92419. /**
  92420. * Creates the render target textures and post processes used in the glow layer.
  92421. */
  92422. GlowLayer.prototype._createTextureAndPostProcesses = function () {
  92423. var _this = this;
  92424. var blurTextureWidth = this._mainTextureDesiredSize.width;
  92425. var blurTextureHeight = this._mainTextureDesiredSize.height;
  92426. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  92427. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  92428. var textureType = 0;
  92429. if (this._engine.getCaps().textureHalfFloatRender) {
  92430. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  92431. }
  92432. else {
  92433. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  92434. }
  92435. this._blurTexture1 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT", {
  92436. width: blurTextureWidth,
  92437. height: blurTextureHeight
  92438. }, this._scene, false, true, textureType);
  92439. this._blurTexture1.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  92440. this._blurTexture1.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  92441. this._blurTexture1.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  92442. this._blurTexture1.renderParticles = false;
  92443. this._blurTexture1.ignoreCameraViewport = true;
  92444. var blurTextureWidth2 = Math.floor(blurTextureWidth / 2);
  92445. var blurTextureHeight2 = Math.floor(blurTextureHeight / 2);
  92446. this._blurTexture2 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT2", {
  92447. width: blurTextureWidth2,
  92448. height: blurTextureHeight2
  92449. }, this._scene, false, true, textureType);
  92450. this._blurTexture2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  92451. this._blurTexture2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  92452. this._blurTexture2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  92453. this._blurTexture2.renderParticles = false;
  92454. this._blurTexture2.ignoreCameraViewport = true;
  92455. this._textures = [this._blurTexture1, this._blurTexture2];
  92456. this._horizontalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerHBP1", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  92457. width: blurTextureWidth,
  92458. height: blurTextureHeight
  92459. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  92460. this._horizontalBlurPostprocess1.width = blurTextureWidth;
  92461. this._horizontalBlurPostprocess1.height = blurTextureHeight;
  92462. this._horizontalBlurPostprocess1.onApplyObservable.add(function (effect) {
  92463. effect.setTexture("textureSampler", _this._mainTexture);
  92464. });
  92465. this._verticalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerVBP1", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  92466. width: blurTextureWidth,
  92467. height: blurTextureHeight
  92468. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  92469. this._horizontalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerHBP2", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  92470. width: blurTextureWidth2,
  92471. height: blurTextureHeight2
  92472. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  92473. this._horizontalBlurPostprocess2.width = blurTextureWidth2;
  92474. this._horizontalBlurPostprocess2.height = blurTextureHeight2;
  92475. this._horizontalBlurPostprocess2.onApplyObservable.add(function (effect) {
  92476. effect.setTexture("textureSampler", _this._blurTexture1);
  92477. });
  92478. this._verticalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerVBP2", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  92479. width: blurTextureWidth2,
  92480. height: blurTextureHeight2
  92481. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  92482. this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  92483. this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];
  92484. this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  92485. this._mainTexture.samples = this._options.mainTextureSamples;
  92486. this._mainTexture.onAfterUnbindObservable.add(function () {
  92487. var internalTexture = _this._blurTexture1.getInternalTexture();
  92488. if (internalTexture) {
  92489. _this._scene.postProcessManager.directRender(_this._postProcesses1, internalTexture, true);
  92490. internalTexture = _this._blurTexture2.getInternalTexture();
  92491. if (internalTexture) {
  92492. _this._scene.postProcessManager.directRender(_this._postProcesses2, internalTexture, true);
  92493. }
  92494. }
  92495. });
  92496. // Prevent autoClear.
  92497. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  92498. };
  92499. /**
  92500. * Checks for the readiness of the element composing the layer.
  92501. * @param subMesh the mesh to check for
  92502. * @param useInstances specify wether or not to use instances to render the mesh
  92503. * @param emissiveTexture the associated emissive texture used to generate the glow
  92504. * @return true if ready otherwise, false
  92505. */
  92506. GlowLayer.prototype.isReady = function (subMesh, useInstances) {
  92507. var material = subMesh.getMaterial();
  92508. var mesh = subMesh.getRenderingMesh();
  92509. if (!material || !mesh) {
  92510. return false;
  92511. }
  92512. var emissiveTexture = material.emissiveTexture;
  92513. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  92514. };
  92515. /**
  92516. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  92517. */
  92518. GlowLayer.prototype.needStencil = function () {
  92519. return false;
  92520. };
  92521. /**
  92522. * Implementation specific of rendering the generating effect on the main canvas.
  92523. * @param effect The effect used to render through
  92524. */
  92525. GlowLayer.prototype._internalRender = function (effect) {
  92526. // Texture
  92527. effect.setTexture("textureSampler", this._blurTexture1);
  92528. effect.setTexture("textureSampler2", this._blurTexture2);
  92529. effect.setFloat("offset", this._intensity);
  92530. // Cache
  92531. var engine = this._engine;
  92532. var previousStencilBuffer = engine.getStencilBuffer();
  92533. // Draw order
  92534. engine.setStencilBuffer(false);
  92535. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  92536. // Draw order
  92537. engine.setStencilBuffer(previousStencilBuffer);
  92538. };
  92539. /**
  92540. * Sets the required values for both the emissive texture and and the main color.
  92541. */
  92542. GlowLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  92543. var textureLevel = 1.0;
  92544. if (this.customEmissiveTextureSelector) {
  92545. this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);
  92546. }
  92547. else {
  92548. if (material) {
  92549. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  92550. if (this._emissiveTextureAndColor.texture) {
  92551. textureLevel = this._emissiveTextureAndColor.texture.level;
  92552. }
  92553. }
  92554. else {
  92555. this._emissiveTextureAndColor.texture = null;
  92556. }
  92557. }
  92558. if (this.customEmissiveColorSelector) {
  92559. this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);
  92560. }
  92561. else {
  92562. if (material.emissiveColor) {
  92563. this._emissiveTextureAndColor.color.set(material.emissiveColor.r * textureLevel, material.emissiveColor.g * textureLevel, material.emissiveColor.b * textureLevel, 1.0);
  92564. }
  92565. else {
  92566. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  92567. }
  92568. }
  92569. };
  92570. /**
  92571. * Returns true if the mesh should render, otherwise false.
  92572. * @param mesh The mesh to render
  92573. * @returns true if it should render otherwise false
  92574. */
  92575. GlowLayer.prototype._shouldRenderMesh = function (mesh) {
  92576. return this.hasMesh(mesh);
  92577. };
  92578. /**
  92579. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  92580. * @param mesh The mesh to exclude from the glow layer
  92581. */
  92582. GlowLayer.prototype.addExcludedMesh = function (mesh) {
  92583. if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {
  92584. this._excludedMeshes.push(mesh.uniqueId);
  92585. }
  92586. };
  92587. /**
  92588. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  92589. * @param mesh The mesh to remove
  92590. */
  92591. GlowLayer.prototype.removeExcludedMesh = function (mesh) {
  92592. var index = this._excludedMeshes.indexOf(mesh.uniqueId);
  92593. if (index !== -1) {
  92594. this._excludedMeshes.splice(index, 1);
  92595. }
  92596. };
  92597. /**
  92598. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  92599. * @param mesh The mesh to include in the glow layer
  92600. */
  92601. GlowLayer.prototype.addIncludedOnlyMesh = function (mesh) {
  92602. if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {
  92603. this._includedOnlyMeshes.push(mesh.uniqueId);
  92604. }
  92605. };
  92606. /**
  92607. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  92608. * @param mesh The mesh to remove
  92609. */
  92610. GlowLayer.prototype.removeIncludedOnlyMesh = function (mesh) {
  92611. var index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);
  92612. if (index !== -1) {
  92613. this._includedOnlyMeshes.splice(index, 1);
  92614. }
  92615. };
  92616. /**
  92617. * Determine if a given mesh will be used in the glow layer
  92618. * @param mesh The mesh to test
  92619. * @returns true if the mesh will be highlighted by the current glow layer
  92620. */
  92621. GlowLayer.prototype.hasMesh = function (mesh) {
  92622. // Included Mesh
  92623. if (this._includedOnlyMeshes.length) {
  92624. return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;
  92625. }
  92626. ;
  92627. // Excluded Mesh
  92628. if (this._excludedMeshes.length) {
  92629. return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;
  92630. }
  92631. ;
  92632. return true;
  92633. };
  92634. /**
  92635. * Free any resources and references associated to a mesh.
  92636. * Internal use
  92637. * @param mesh The mesh to free.
  92638. */
  92639. GlowLayer.prototype._disposeMesh = function (mesh) {
  92640. this.removeIncludedOnlyMesh(mesh);
  92641. this.removeExcludedMesh(mesh);
  92642. };
  92643. /**
  92644. * Gets the class name of the effect layer
  92645. * @returns the string with the class name of the effect layer
  92646. */
  92647. GlowLayer.prototype.getClassName = function () {
  92648. return "GlowLayer";
  92649. };
  92650. /**
  92651. * Serializes this glow layer
  92652. * @returns a serialized glow layer object
  92653. */
  92654. GlowLayer.prototype.serialize = function () {
  92655. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  92656. serializationObject.customType = "BABYLON.GlowLayer";
  92657. var index;
  92658. // Included meshes
  92659. serializationObject.includedMeshes = [];
  92660. if (this._includedOnlyMeshes.length) {
  92661. for (index = 0; index < this._includedOnlyMeshes.length; index++) {
  92662. var mesh = this._scene.getMeshByUniqueID(this._includedOnlyMeshes[index]);
  92663. if (mesh) {
  92664. serializationObject.includedMeshes.push(mesh.id);
  92665. }
  92666. }
  92667. }
  92668. // Excluded meshes
  92669. serializationObject.excludedMeshes = [];
  92670. if (this._excludedMeshes.length) {
  92671. for (index = 0; index < this._excludedMeshes.length; index++) {
  92672. var mesh = this._scene.getMeshByUniqueID(this._excludedMeshes[index]);
  92673. if (mesh) {
  92674. serializationObject.excludedMeshes.push(mesh.id);
  92675. }
  92676. }
  92677. }
  92678. return serializationObject;
  92679. };
  92680. /**
  92681. * Creates a Glow Layer from parsed glow layer data
  92682. * @param parsedGlowLayer defines glow layer data
  92683. * @param scene defines the current scene
  92684. * @param rootUrl defines the root URL containing the glow layer information
  92685. * @returns a parsed Glow Layer
  92686. */
  92687. GlowLayer.Parse = function (parsedGlowLayer, scene, rootUrl) {
  92688. var gl = BABYLON.SerializationHelper.Parse(function () { return new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options); }, parsedGlowLayer, scene, rootUrl);
  92689. var index;
  92690. // Excluded meshes
  92691. for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {
  92692. var mesh = scene.getMeshByID(parsedGlowLayer.excludedMeshes[index]);
  92693. if (mesh) {
  92694. gl.addExcludedMesh(mesh);
  92695. }
  92696. }
  92697. // Included meshes
  92698. for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {
  92699. var mesh = scene.getMeshByID(parsedGlowLayer.includedMeshes[index]);
  92700. if (mesh) {
  92701. gl.addIncludedOnlyMesh(mesh);
  92702. }
  92703. }
  92704. return gl;
  92705. };
  92706. /**
  92707. * Effect Name of the layer.
  92708. */
  92709. GlowLayer.EffectName = "GlowLayer";
  92710. /**
  92711. * The default blur kernel size used for the glow.
  92712. */
  92713. GlowLayer.DefaultBlurKernelSize = 32;
  92714. /**
  92715. * The default texture size ratio used for the glow.
  92716. */
  92717. GlowLayer.DefaultTextureRatio = 0.5;
  92718. __decorate([
  92719. BABYLON.serialize()
  92720. ], GlowLayer.prototype, "blurKernelSize", null);
  92721. __decorate([
  92722. BABYLON.serialize()
  92723. ], GlowLayer.prototype, "intensity", null);
  92724. __decorate([
  92725. BABYLON.serialize("options")
  92726. ], GlowLayer.prototype, "_options", void 0);
  92727. return GlowLayer;
  92728. }(BABYLON.EffectLayer));
  92729. BABYLON.GlowLayer = GlowLayer;
  92730. })(BABYLON || (BABYLON = {}));
  92731. //# sourceMappingURL=babylon.glowLayer.js.map
  92732. var BABYLON;
  92733. (function (BABYLON) {
  92734. /**
  92735. * Defines the list of states available for a task inside a {BABYLON.AssetsManager}
  92736. */
  92737. var AssetTaskState;
  92738. (function (AssetTaskState) {
  92739. /**
  92740. * Initialization
  92741. */
  92742. AssetTaskState[AssetTaskState["INIT"] = 0] = "INIT";
  92743. /**
  92744. * Running
  92745. */
  92746. AssetTaskState[AssetTaskState["RUNNING"] = 1] = "RUNNING";
  92747. /**
  92748. * Done
  92749. */
  92750. AssetTaskState[AssetTaskState["DONE"] = 2] = "DONE";
  92751. /**
  92752. * Error
  92753. */
  92754. AssetTaskState[AssetTaskState["ERROR"] = 3] = "ERROR";
  92755. })(AssetTaskState = BABYLON.AssetTaskState || (BABYLON.AssetTaskState = {}));
  92756. /**
  92757. * Define an abstract asset task used with a {BABYLON.AssetsManager} class to load assets into a scene
  92758. */
  92759. var AbstractAssetTask = /** @class */ (function () {
  92760. /**
  92761. * Creates a new {BABYLON.AssetsManager}
  92762. * @param name defines the name of the task
  92763. */
  92764. function AbstractAssetTask(
  92765. /**
  92766. * Task name
  92767. */ name) {
  92768. this.name = name;
  92769. this._isCompleted = false;
  92770. this._taskState = AssetTaskState.INIT;
  92771. }
  92772. Object.defineProperty(AbstractAssetTask.prototype, "isCompleted", {
  92773. /**
  92774. * Get if the task is completed
  92775. */
  92776. get: function () {
  92777. return this._isCompleted;
  92778. },
  92779. enumerable: true,
  92780. configurable: true
  92781. });
  92782. Object.defineProperty(AbstractAssetTask.prototype, "taskState", {
  92783. /**
  92784. * Gets the current state of the task
  92785. */
  92786. get: function () {
  92787. return this._taskState;
  92788. },
  92789. enumerable: true,
  92790. configurable: true
  92791. });
  92792. Object.defineProperty(AbstractAssetTask.prototype, "errorObject", {
  92793. /**
  92794. * Gets the current error object (if task is in error)
  92795. */
  92796. get: function () {
  92797. return this._errorObject;
  92798. },
  92799. enumerable: true,
  92800. configurable: true
  92801. });
  92802. /**
  92803. * Internal only
  92804. * @hidden
  92805. */
  92806. AbstractAssetTask.prototype._setErrorObject = function (message, exception) {
  92807. if (this._errorObject) {
  92808. return;
  92809. }
  92810. this._errorObject = {
  92811. message: message,
  92812. exception: exception
  92813. };
  92814. };
  92815. /**
  92816. * Execute the current task
  92817. * @param scene defines the scene where you want your assets to be loaded
  92818. * @param onSuccess is a callback called when the task is successfully executed
  92819. * @param onError is a callback called if an error occurs
  92820. */
  92821. AbstractAssetTask.prototype.run = function (scene, onSuccess, onError) {
  92822. var _this = this;
  92823. this._taskState = AssetTaskState.RUNNING;
  92824. this.runTask(scene, function () {
  92825. _this.onDoneCallback(onSuccess, onError);
  92826. }, function (msg, exception) {
  92827. _this.onErrorCallback(onError, msg, exception);
  92828. });
  92829. };
  92830. /**
  92831. * Execute the current task
  92832. * @param scene defines the scene where you want your assets to be loaded
  92833. * @param onSuccess is a callback called when the task is successfully executed
  92834. * @param onError is a callback called if an error occurs
  92835. */
  92836. AbstractAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  92837. throw new Error("runTask is not implemented");
  92838. };
  92839. AbstractAssetTask.prototype.onErrorCallback = function (onError, message, exception) {
  92840. this._taskState = AssetTaskState.ERROR;
  92841. this._errorObject = {
  92842. message: message,
  92843. exception: exception
  92844. };
  92845. if (this.onError) {
  92846. this.onError(this, message, exception);
  92847. }
  92848. onError();
  92849. };
  92850. AbstractAssetTask.prototype.onDoneCallback = function (onSuccess, onError) {
  92851. try {
  92852. this._taskState = AssetTaskState.DONE;
  92853. this._isCompleted = true;
  92854. if (this.onSuccess) {
  92855. this.onSuccess(this);
  92856. }
  92857. onSuccess();
  92858. }
  92859. catch (e) {
  92860. this.onErrorCallback(onError, "Task is done, error executing success callback(s)", e);
  92861. }
  92862. };
  92863. return AbstractAssetTask;
  92864. }());
  92865. BABYLON.AbstractAssetTask = AbstractAssetTask;
  92866. /**
  92867. * Class used to share progress information about assets loading
  92868. */
  92869. var AssetsProgressEvent = /** @class */ (function () {
  92870. /**
  92871. * Creates a {BABYLON.AssetsProgressEvent}
  92872. * @param remainingCount defines the number of remaining tasks to process
  92873. * @param totalCount defines the total number of tasks
  92874. * @param task defines the task that was just processed
  92875. */
  92876. function AssetsProgressEvent(remainingCount, totalCount, task) {
  92877. this.remainingCount = remainingCount;
  92878. this.totalCount = totalCount;
  92879. this.task = task;
  92880. }
  92881. return AssetsProgressEvent;
  92882. }());
  92883. BABYLON.AssetsProgressEvent = AssetsProgressEvent;
  92884. /**
  92885. * Define a task used by {BABYLON.AssetsManager} to load meshes
  92886. */
  92887. var MeshAssetTask = /** @class */ (function (_super) {
  92888. __extends(MeshAssetTask, _super);
  92889. /**
  92890. * Creates a new {BABYLON.MeshAssetTask}
  92891. * @param name defines the name of the task
  92892. * @param meshesNames defines the list of mesh's names you want to load
  92893. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  92894. * @param sceneFilename defines the filename of the scene to load from
  92895. */
  92896. function MeshAssetTask(
  92897. /**
  92898. * Defines the name of the task
  92899. */
  92900. name,
  92901. /**
  92902. * Defines the list of mesh's names you want to load
  92903. */
  92904. meshesNames,
  92905. /**
  92906. * Defines the root url to use as a base to load your meshes and associated resources
  92907. */
  92908. rootUrl,
  92909. /**
  92910. * Defines the filename of the scene to load from
  92911. */
  92912. sceneFilename) {
  92913. var _this = _super.call(this, name) || this;
  92914. _this.name = name;
  92915. _this.meshesNames = meshesNames;
  92916. _this.rootUrl = rootUrl;
  92917. _this.sceneFilename = sceneFilename;
  92918. return _this;
  92919. }
  92920. /**
  92921. * Execute the current task
  92922. * @param scene defines the scene where you want your assets to be loaded
  92923. * @param onSuccess is a callback called when the task is successfully executed
  92924. * @param onError is a callback called if an error occurs
  92925. */
  92926. MeshAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  92927. var _this = this;
  92928. BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
  92929. _this.loadedMeshes = meshes;
  92930. _this.loadedParticleSystems = particleSystems;
  92931. _this.loadedSkeletons = skeletons;
  92932. onSuccess();
  92933. }, null, function (scene, message, exception) {
  92934. onError(message, exception);
  92935. });
  92936. };
  92937. return MeshAssetTask;
  92938. }(AbstractAssetTask));
  92939. BABYLON.MeshAssetTask = MeshAssetTask;
  92940. /**
  92941. * Define a task used by {BABYLON.AssetsManager} to load text content
  92942. */
  92943. var TextFileAssetTask = /** @class */ (function (_super) {
  92944. __extends(TextFileAssetTask, _super);
  92945. /**
  92946. * Creates a new TextFileAssetTask object
  92947. * @param name defines the name of the task
  92948. * @param url defines the location of the file to load
  92949. */
  92950. function TextFileAssetTask(
  92951. /**
  92952. * Defines the name of the task
  92953. */
  92954. name,
  92955. /**
  92956. * Defines the location of the file to load
  92957. */
  92958. url) {
  92959. var _this = _super.call(this, name) || this;
  92960. _this.name = name;
  92961. _this.url = url;
  92962. return _this;
  92963. }
  92964. /**
  92965. * Execute the current task
  92966. * @param scene defines the scene where you want your assets to be loaded
  92967. * @param onSuccess is a callback called when the task is successfully executed
  92968. * @param onError is a callback called if an error occurs
  92969. */
  92970. TextFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  92971. var _this = this;
  92972. scene._loadFile(this.url, function (data) {
  92973. _this.text = data;
  92974. onSuccess();
  92975. }, undefined, false, false, function (request, exception) {
  92976. if (request) {
  92977. onError(request.status + " " + request.statusText, exception);
  92978. }
  92979. });
  92980. };
  92981. return TextFileAssetTask;
  92982. }(AbstractAssetTask));
  92983. BABYLON.TextFileAssetTask = TextFileAssetTask;
  92984. /**
  92985. * Define a task used by {BABYLON.AssetsManager} to load binary data
  92986. */
  92987. var BinaryFileAssetTask = /** @class */ (function (_super) {
  92988. __extends(BinaryFileAssetTask, _super);
  92989. /**
  92990. * Creates a new BinaryFileAssetTask object
  92991. * @param name defines the name of the new task
  92992. * @param url defines the location of the file to load
  92993. */
  92994. function BinaryFileAssetTask(
  92995. /**
  92996. * Defines the name of the task
  92997. */
  92998. name,
  92999. /**
  93000. * Defines the location of the file to load
  93001. */
  93002. url) {
  93003. var _this = _super.call(this, name) || this;
  93004. _this.name = name;
  93005. _this.url = url;
  93006. return _this;
  93007. }
  93008. /**
  93009. * Execute the current task
  93010. * @param scene defines the scene where you want your assets to be loaded
  93011. * @param onSuccess is a callback called when the task is successfully executed
  93012. * @param onError is a callback called if an error occurs
  93013. */
  93014. BinaryFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  93015. var _this = this;
  93016. scene._loadFile(this.url, function (data) {
  93017. _this.data = data;
  93018. onSuccess();
  93019. }, undefined, true, true, function (request, exception) {
  93020. if (request) {
  93021. onError(request.status + " " + request.statusText, exception);
  93022. }
  93023. });
  93024. };
  93025. return BinaryFileAssetTask;
  93026. }(AbstractAssetTask));
  93027. BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
  93028. /**
  93029. * Define a task used by {BABYLON.AssetsManager} to load images
  93030. */
  93031. var ImageAssetTask = /** @class */ (function (_super) {
  93032. __extends(ImageAssetTask, _super);
  93033. /**
  93034. * Creates a new ImageAssetTask
  93035. * @param name defines the name of the task
  93036. * @param url defines the location of the image to load
  93037. */
  93038. function ImageAssetTask(
  93039. /**
  93040. * Defines the name of the task
  93041. */
  93042. name,
  93043. /**
  93044. * Defines the location of the image to load
  93045. */
  93046. url) {
  93047. var _this = _super.call(this, name) || this;
  93048. _this.name = name;
  93049. _this.url = url;
  93050. return _this;
  93051. }
  93052. /**
  93053. * Execute the current task
  93054. * @param scene defines the scene where you want your assets to be loaded
  93055. * @param onSuccess is a callback called when the task is successfully executed
  93056. * @param onError is a callback called if an error occurs
  93057. */
  93058. ImageAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  93059. var _this = this;
  93060. var img = new Image();
  93061. BABYLON.Tools.SetCorsBehavior(this.url, img);
  93062. img.onload = function () {
  93063. _this.image = img;
  93064. onSuccess();
  93065. };
  93066. img.onerror = function (err) {
  93067. onError("Error loading image", err);
  93068. };
  93069. img.src = this.url;
  93070. };
  93071. return ImageAssetTask;
  93072. }(AbstractAssetTask));
  93073. BABYLON.ImageAssetTask = ImageAssetTask;
  93074. /**
  93075. * Define a task used by {BABYLON.AssetsManager} to load 2D textures
  93076. */
  93077. var TextureAssetTask = /** @class */ (function (_super) {
  93078. __extends(TextureAssetTask, _super);
  93079. /**
  93080. * Creates a new TextureAssetTask object
  93081. * @param name defines the name of the task
  93082. * @param url defines the location of the file to load
  93083. * @param noMipmap defines if mipmap should not be generated (default is false)
  93084. * @param invertY defines if texture must be inverted on Y axis (default is false)
  93085. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  93086. */
  93087. function TextureAssetTask(
  93088. /**
  93089. * Defines the name of the task
  93090. */
  93091. name,
  93092. /**
  93093. * Defines the location of the file to load
  93094. */
  93095. url,
  93096. /**
  93097. * Defines if mipmap should not be generated (default is false)
  93098. */
  93099. noMipmap,
  93100. /**
  93101. * Defines if texture must be inverted on Y axis (default is false)
  93102. */
  93103. invertY,
  93104. /**
  93105. * Defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  93106. */
  93107. samplingMode) {
  93108. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  93109. var _this = _super.call(this, name) || this;
  93110. _this.name = name;
  93111. _this.url = url;
  93112. _this.noMipmap = noMipmap;
  93113. _this.invertY = invertY;
  93114. _this.samplingMode = samplingMode;
  93115. return _this;
  93116. }
  93117. /**
  93118. * Execute the current task
  93119. * @param scene defines the scene where you want your assets to be loaded
  93120. * @param onSuccess is a callback called when the task is successfully executed
  93121. * @param onError is a callback called if an error occurs
  93122. */
  93123. TextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  93124. var onload = function () {
  93125. onSuccess();
  93126. };
  93127. var onerror = function (message, exception) {
  93128. onError(message, exception);
  93129. };
  93130. this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onerror);
  93131. };
  93132. return TextureAssetTask;
  93133. }(AbstractAssetTask));
  93134. BABYLON.TextureAssetTask = TextureAssetTask;
  93135. /**
  93136. * Define a task used by {BABYLON.AssetsManager} to load cube textures
  93137. */
  93138. var CubeTextureAssetTask = /** @class */ (function (_super) {
  93139. __extends(CubeTextureAssetTask, _super);
  93140. /**
  93141. * Creates a new CubeTextureAssetTask
  93142. * @param name defines the name of the task
  93143. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  93144. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  93145. * @param noMipmap defines if mipmaps should not be generated (default is false)
  93146. * @param files defines the explicit list of files (undefined by default)
  93147. */
  93148. function CubeTextureAssetTask(
  93149. /**
  93150. * Defines the name of the task
  93151. */
  93152. name,
  93153. /**
  93154. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  93155. */
  93156. url,
  93157. /**
  93158. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  93159. */
  93160. extensions,
  93161. /**
  93162. * Defines if mipmaps should not be generated (default is false)
  93163. */
  93164. noMipmap,
  93165. /**
  93166. * Defines the explicit list of files (undefined by default)
  93167. */
  93168. files) {
  93169. var _this = _super.call(this, name) || this;
  93170. _this.name = name;
  93171. _this.url = url;
  93172. _this.extensions = extensions;
  93173. _this.noMipmap = noMipmap;
  93174. _this.files = files;
  93175. return _this;
  93176. }
  93177. /**
  93178. * Execute the current task
  93179. * @param scene defines the scene where you want your assets to be loaded
  93180. * @param onSuccess is a callback called when the task is successfully executed
  93181. * @param onError is a callback called if an error occurs
  93182. */
  93183. CubeTextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  93184. var onload = function () {
  93185. onSuccess();
  93186. };
  93187. var onerror = function (message, exception) {
  93188. onError(message, exception);
  93189. };
  93190. this.texture = new BABYLON.CubeTexture(this.url, scene, this.extensions, this.noMipmap, this.files, onload, onerror);
  93191. };
  93192. return CubeTextureAssetTask;
  93193. }(AbstractAssetTask));
  93194. BABYLON.CubeTextureAssetTask = CubeTextureAssetTask;
  93195. /**
  93196. * Define a task used by {BABYLON.AssetsManager} to load HDR cube textures
  93197. */
  93198. var HDRCubeTextureAssetTask = /** @class */ (function (_super) {
  93199. __extends(HDRCubeTextureAssetTask, _super);
  93200. /**
  93201. * Creates a new HDRCubeTextureAssetTask object
  93202. * @param name defines the name of the task
  93203. * @param url defines the location of the file to load
  93204. * @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.
  93205. * @param noMipmap defines if mipmaps should not be generated (default is false)
  93206. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  93207. * @param useInGammaSpace 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)
  93208. * @param usePMREMGenerator specifies whether or not to generate the CubeMap through CubeMapGen to avoid seams issue at run time (default is false)
  93209. */
  93210. function HDRCubeTextureAssetTask(
  93211. /**
  93212. * Defines the name of the task
  93213. */
  93214. name,
  93215. /**
  93216. * Defines the location of the file to load
  93217. */
  93218. url,
  93219. /**
  93220. * 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.
  93221. */
  93222. size,
  93223. /**
  93224. * Defines if mipmaps should not be generated (default is false)
  93225. */
  93226. noMipmap,
  93227. /**
  93228. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  93229. */
  93230. generateHarmonics,
  93231. /**
  93232. * 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)
  93233. */
  93234. useInGammaSpace,
  93235. /**
  93236. * Specifies whether or not to generate the CubeMap through CubeMapGen to avoid seams issue at run time (default is false)
  93237. */
  93238. usePMREMGenerator) {
  93239. if (noMipmap === void 0) { noMipmap = false; }
  93240. if (generateHarmonics === void 0) { generateHarmonics = true; }
  93241. if (useInGammaSpace === void 0) { useInGammaSpace = false; }
  93242. if (usePMREMGenerator === void 0) { usePMREMGenerator = false; }
  93243. var _this = _super.call(this, name) || this;
  93244. _this.name = name;
  93245. _this.url = url;
  93246. _this.size = size;
  93247. _this.noMipmap = noMipmap;
  93248. _this.generateHarmonics = generateHarmonics;
  93249. _this.useInGammaSpace = useInGammaSpace;
  93250. _this.usePMREMGenerator = usePMREMGenerator;
  93251. return _this;
  93252. }
  93253. /**
  93254. * Execute the current task
  93255. * @param scene defines the scene where you want your assets to be loaded
  93256. * @param onSuccess is a callback called when the task is successfully executed
  93257. * @param onError is a callback called if an error occurs
  93258. */
  93259. HDRCubeTextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
  93260. var onload = function () {
  93261. onSuccess();
  93262. };
  93263. var onerror = function (message, exception) {
  93264. onError(message, exception);
  93265. };
  93266. this.texture = new BABYLON.HDRCubeTexture(this.url, scene, this.size, this.noMipmap, this.generateHarmonics, this.useInGammaSpace, this.usePMREMGenerator, onload, onerror);
  93267. };
  93268. return HDRCubeTextureAssetTask;
  93269. }(AbstractAssetTask));
  93270. BABYLON.HDRCubeTextureAssetTask = HDRCubeTextureAssetTask;
  93271. /**
  93272. * This class can be used to easily import assets into a scene
  93273. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  93274. */
  93275. var AssetsManager = /** @class */ (function () {
  93276. /**
  93277. * Creates a new AssetsManager
  93278. * @param scene defines the scene to work on
  93279. */
  93280. function AssetsManager(scene) {
  93281. this._isLoading = false;
  93282. this._tasks = new Array();
  93283. this._waitingTasksCount = 0;
  93284. this._totalTasksCount = 0;
  93285. /**
  93286. * Observable called when all tasks are processed
  93287. */
  93288. this.onTaskSuccessObservable = new BABYLON.Observable();
  93289. /**
  93290. * Observable called when a task had an error
  93291. */
  93292. this.onTaskErrorObservable = new BABYLON.Observable();
  93293. /**
  93294. * Observable called when a task is successful
  93295. */
  93296. this.onTasksDoneObservable = new BABYLON.Observable();
  93297. /**
  93298. * Observable called when a task is done (whatever the result is)
  93299. */
  93300. this.onProgressObservable = new BABYLON.Observable();
  93301. /**
  93302. * Gets or sets a boolean defining if the {BABYLON.AssetsManager} should use the default loading screen
  93303. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  93304. */
  93305. this.useDefaultLoadingScreen = true;
  93306. this._scene = scene;
  93307. }
  93308. /**
  93309. * Add a {BABYLON.MeshAssetTask} to the list of active tasks
  93310. * @param taskName defines the name of the new task
  93311. * @param meshesNames defines the name of meshes to load
  93312. * @param rootUrl defines the root url to use to locate files
  93313. * @param sceneFilename defines the filename of the scene file
  93314. * @returns a new {BABYLON.MeshAssetTask} object
  93315. */
  93316. AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
  93317. var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
  93318. this._tasks.push(task);
  93319. return task;
  93320. };
  93321. /**
  93322. * Add a {BABYLON.TextFileAssetTask} to the list of active tasks
  93323. * @param taskName defines the name of the new task
  93324. * @param url defines the url of the file to load
  93325. * @returns a new {BABYLON.TextFileAssetTask} object
  93326. */
  93327. AssetsManager.prototype.addTextFileTask = function (taskName, url) {
  93328. var task = new TextFileAssetTask(taskName, url);
  93329. this._tasks.push(task);
  93330. return task;
  93331. };
  93332. /**
  93333. * Add a {BABYLON.BinaryFileAssetTask} to the list of active tasks
  93334. * @param taskName defines the name of the new task
  93335. * @param url defines the url of the file to load
  93336. * @returns a new {BABYLON.BinaryFileAssetTask} object
  93337. */
  93338. AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
  93339. var task = new BinaryFileAssetTask(taskName, url);
  93340. this._tasks.push(task);
  93341. return task;
  93342. };
  93343. /**
  93344. * Add a {BABYLON.ImageAssetTask} to the list of active tasks
  93345. * @param taskName defines the name of the new task
  93346. * @param url defines the url of the file to load
  93347. * @returns a new {BABYLON.ImageAssetTask} object
  93348. */
  93349. AssetsManager.prototype.addImageTask = function (taskName, url) {
  93350. var task = new ImageAssetTask(taskName, url);
  93351. this._tasks.push(task);
  93352. return task;
  93353. };
  93354. /**
  93355. * Add a {BABYLON.TextureAssetTask} to the list of active tasks
  93356. * @param taskName defines the name of the new task
  93357. * @param url defines the url of the file to load
  93358. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  93359. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  93360. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  93361. * @returns a new {BABYLON.TextureAssetTask} object
  93362. */
  93363. AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
  93364. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  93365. var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
  93366. this._tasks.push(task);
  93367. return task;
  93368. };
  93369. /**
  93370. * Add a {BABYLON.CubeTextureAssetTask} to the list of active tasks
  93371. * @param taskName defines the name of the new task
  93372. * @param url defines the url of the file to load
  93373. * @param extensions defines the extension to use to load the cube map (can be null)
  93374. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  93375. * @param files defines the list of files to load (can be null)
  93376. * @returns a new {BABYLON.CubeTextureAssetTask} object
  93377. */
  93378. AssetsManager.prototype.addCubeTextureTask = function (taskName, url, extensions, noMipmap, files) {
  93379. var task = new CubeTextureAssetTask(taskName, url, extensions, noMipmap, files);
  93380. this._tasks.push(task);
  93381. return task;
  93382. };
  93383. /**
  93384. *
  93385. * Add a {BABYLON.HDRCubeTextureAssetTask} to the list of active tasks
  93386. * @param taskName defines the name of the new task
  93387. * @param url defines the url of the file to load
  93388. * @param size defines the size you want for the cubemap (can be null)
  93389. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  93390. * @param generateHarmonics defines if you want to automatically generate (true by default)
  93391. * @param useInGammaSpace defines if the texture must be considered in gamma space (false by default)
  93392. * @param usePMREMGenerator is a reserved parameter and must be set to false or ignored
  93393. * @returns a new {BABYLON.HDRCubeTextureAssetTask} object
  93394. */
  93395. AssetsManager.prototype.addHDRCubeTextureTask = function (taskName, url, size, noMipmap, generateHarmonics, useInGammaSpace, usePMREMGenerator) {
  93396. if (noMipmap === void 0) { noMipmap = false; }
  93397. if (generateHarmonics === void 0) { generateHarmonics = true; }
  93398. if (useInGammaSpace === void 0) { useInGammaSpace = false; }
  93399. if (usePMREMGenerator === void 0) { usePMREMGenerator = false; }
  93400. var task = new HDRCubeTextureAssetTask(taskName, url, size, noMipmap, generateHarmonics, useInGammaSpace, usePMREMGenerator);
  93401. this._tasks.push(task);
  93402. return task;
  93403. };
  93404. AssetsManager.prototype._decreaseWaitingTasksCount = function (task) {
  93405. var _this = this;
  93406. this._waitingTasksCount--;
  93407. try {
  93408. if (task.taskState === AssetTaskState.DONE) {
  93409. // Let's remove successfull tasks
  93410. BABYLON.Tools.SetImmediate(function () {
  93411. var index = _this._tasks.indexOf(task);
  93412. if (index > -1) {
  93413. _this._tasks.splice(index, 1);
  93414. }
  93415. });
  93416. }
  93417. if (this.onProgress) {
  93418. this.onProgress(this._waitingTasksCount, this._totalTasksCount, task);
  93419. }
  93420. this.onProgressObservable.notifyObservers(new AssetsProgressEvent(this._waitingTasksCount, this._totalTasksCount, task));
  93421. }
  93422. catch (e) {
  93423. BABYLON.Tools.Error("Error running progress callbacks.");
  93424. console.log(e);
  93425. }
  93426. if (this._waitingTasksCount === 0) {
  93427. try {
  93428. if (this.onFinish) {
  93429. this.onFinish(this._tasks);
  93430. }
  93431. this.onTasksDoneObservable.notifyObservers(this._tasks);
  93432. }
  93433. catch (e) {
  93434. BABYLON.Tools.Error("Error running tasks-done callbacks.");
  93435. console.log(e);
  93436. }
  93437. this._isLoading = false;
  93438. this._scene.getEngine().hideLoadingUI();
  93439. }
  93440. };
  93441. AssetsManager.prototype._runTask = function (task) {
  93442. var _this = this;
  93443. var done = function () {
  93444. try {
  93445. if (_this.onTaskSuccess) {
  93446. _this.onTaskSuccess(task);
  93447. }
  93448. _this.onTaskSuccessObservable.notifyObservers(task);
  93449. _this._decreaseWaitingTasksCount(task);
  93450. }
  93451. catch (e) {
  93452. error("Error executing task success callbacks", e);
  93453. }
  93454. };
  93455. var error = function (message, exception) {
  93456. task._setErrorObject(message, exception);
  93457. if (_this.onTaskError) {
  93458. _this.onTaskError(task);
  93459. }
  93460. _this.onTaskErrorObservable.notifyObservers(task);
  93461. _this._decreaseWaitingTasksCount(task);
  93462. };
  93463. task.run(this._scene, done, error);
  93464. };
  93465. /**
  93466. * Reset the {BABYLON.AssetsManager} and remove all tasks
  93467. * @return the current instance of the {BABYLON.AssetsManager}
  93468. */
  93469. AssetsManager.prototype.reset = function () {
  93470. this._isLoading = false;
  93471. this._tasks = new Array();
  93472. return this;
  93473. };
  93474. /**
  93475. * Start the loading process
  93476. * @return the current instance of the {BABYLON.AssetsManager}
  93477. */
  93478. AssetsManager.prototype.load = function () {
  93479. if (this._isLoading) {
  93480. return this;
  93481. }
  93482. this._isLoading = true;
  93483. this._waitingTasksCount = this._tasks.length;
  93484. this._totalTasksCount = this._tasks.length;
  93485. if (this._waitingTasksCount === 0) {
  93486. this._isLoading = false;
  93487. if (this.onFinish) {
  93488. this.onFinish(this._tasks);
  93489. }
  93490. this.onTasksDoneObservable.notifyObservers(this._tasks);
  93491. return this;
  93492. }
  93493. if (this.useDefaultLoadingScreen) {
  93494. this._scene.getEngine().displayLoadingUI();
  93495. }
  93496. for (var index = 0; index < this._tasks.length; index++) {
  93497. var task = this._tasks[index];
  93498. this._runTask(task);
  93499. }
  93500. return this;
  93501. };
  93502. return AssetsManager;
  93503. }());
  93504. BABYLON.AssetsManager = AssetsManager;
  93505. })(BABYLON || (BABYLON = {}));
  93506. //# sourceMappingURL=babylon.assetsManager.js.map
  93507. var BABYLON;
  93508. (function (BABYLON) {
  93509. var serializedGeometries = [];
  93510. var serializeGeometry = function (geometry, serializationGeometries) {
  93511. if (serializedGeometries[geometry.id]) {
  93512. return;
  93513. }
  93514. if (geometry.doNotSerialize) {
  93515. return;
  93516. }
  93517. if (geometry instanceof BABYLON.BoxGeometry) {
  93518. serializationGeometries.boxes.push(geometry.serialize());
  93519. }
  93520. else if (geometry instanceof BABYLON.SphereGeometry) {
  93521. serializationGeometries.spheres.push(geometry.serialize());
  93522. }
  93523. else if (geometry instanceof BABYLON.CylinderGeometry) {
  93524. serializationGeometries.cylinders.push(geometry.serialize());
  93525. }
  93526. else if (geometry instanceof BABYLON.TorusGeometry) {
  93527. serializationGeometries.toruses.push(geometry.serialize());
  93528. }
  93529. else if (geometry instanceof BABYLON.GroundGeometry) {
  93530. serializationGeometries.grounds.push(geometry.serialize());
  93531. }
  93532. else if (geometry instanceof BABYLON.Plane) {
  93533. serializationGeometries.planes.push(geometry.serialize());
  93534. }
  93535. else if (geometry instanceof BABYLON.TorusKnotGeometry) {
  93536. serializationGeometries.torusKnots.push(geometry.serialize());
  93537. }
  93538. else if (geometry instanceof BABYLON._PrimitiveGeometry) {
  93539. throw new Error("Unknown primitive type");
  93540. }
  93541. else {
  93542. serializationGeometries.vertexData.push(geometry.serializeVerticeData());
  93543. }
  93544. serializedGeometries[geometry.id] = true;
  93545. };
  93546. var serializeMesh = function (mesh, serializationScene) {
  93547. var serializationObject = {};
  93548. // Geometry
  93549. var geometry = mesh._geometry;
  93550. if (geometry) {
  93551. if (!mesh.getScene().getGeometryByID(geometry.id)) {
  93552. // 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
  93553. serializeGeometry(geometry, serializationScene.geometries);
  93554. }
  93555. }
  93556. // Custom
  93557. if (mesh.serialize) {
  93558. mesh.serialize(serializationObject);
  93559. }
  93560. return serializationObject;
  93561. };
  93562. var finalizeSingleMesh = function (mesh, serializationObject) {
  93563. //only works if the mesh is already loaded
  93564. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  93565. //serialize material
  93566. if (mesh.material) {
  93567. if (mesh.material instanceof BABYLON.StandardMaterial) {
  93568. serializationObject.materials = serializationObject.materials || [];
  93569. if (!serializationObject.materials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  93570. serializationObject.materials.push(mesh.material.serialize());
  93571. }
  93572. }
  93573. else if (mesh.material instanceof BABYLON.MultiMaterial) {
  93574. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  93575. if (!serializationObject.multiMaterials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  93576. serializationObject.multiMaterials.push(mesh.material.serialize());
  93577. }
  93578. }
  93579. }
  93580. //serialize geometry
  93581. var geometry = mesh._geometry;
  93582. if (geometry) {
  93583. if (!serializationObject.geometries) {
  93584. serializationObject.geometries = {};
  93585. serializationObject.geometries.boxes = [];
  93586. serializationObject.geometries.spheres = [];
  93587. serializationObject.geometries.cylinders = [];
  93588. serializationObject.geometries.toruses = [];
  93589. serializationObject.geometries.grounds = [];
  93590. serializationObject.geometries.planes = [];
  93591. serializationObject.geometries.torusKnots = [];
  93592. serializationObject.geometries.vertexData = [];
  93593. }
  93594. serializeGeometry(geometry, serializationObject.geometries);
  93595. }
  93596. // Skeletons
  93597. if (mesh.skeleton) {
  93598. serializationObject.skeletons = serializationObject.skeletons || [];
  93599. serializationObject.skeletons.push(mesh.skeleton.serialize());
  93600. }
  93601. //serialize the actual mesh
  93602. serializationObject.meshes = serializationObject.meshes || [];
  93603. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  93604. }
  93605. };
  93606. var SceneSerializer = /** @class */ (function () {
  93607. function SceneSerializer() {
  93608. }
  93609. SceneSerializer.ClearCache = function () {
  93610. serializedGeometries = [];
  93611. };
  93612. SceneSerializer.Serialize = function (scene) {
  93613. var serializationObject = {};
  93614. SceneSerializer.ClearCache();
  93615. // Scene
  93616. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  93617. serializationObject.autoClear = scene.autoClear;
  93618. serializationObject.clearColor = scene.clearColor.asArray();
  93619. serializationObject.ambientColor = scene.ambientColor.asArray();
  93620. serializationObject.gravity = scene.gravity.asArray();
  93621. serializationObject.collisionsEnabled = scene.collisionsEnabled;
  93622. serializationObject.workerCollisions = scene.workerCollisions;
  93623. // Fog
  93624. if (scene.fogMode && scene.fogMode !== 0) {
  93625. serializationObject.fogMode = scene.fogMode;
  93626. serializationObject.fogColor = scene.fogColor.asArray();
  93627. serializationObject.fogStart = scene.fogStart;
  93628. serializationObject.fogEnd = scene.fogEnd;
  93629. serializationObject.fogDensity = scene.fogDensity;
  93630. }
  93631. //Physics
  93632. if (scene.isPhysicsEnabled()) {
  93633. var physicEngine = scene.getPhysicsEngine();
  93634. if (physicEngine) {
  93635. serializationObject.physicsEnabled = true;
  93636. serializationObject.physicsGravity = physicEngine.gravity.asArray();
  93637. serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();
  93638. }
  93639. }
  93640. // Metadata
  93641. if (scene.metadata) {
  93642. serializationObject.metadata = scene.metadata;
  93643. }
  93644. // Morph targets
  93645. serializationObject.morphTargetManagers = [];
  93646. for (var _i = 0, _a = scene.meshes; _i < _a.length; _i++) {
  93647. var abstractMesh = _a[_i];
  93648. var manager = abstractMesh.morphTargetManager;
  93649. if (manager) {
  93650. serializationObject.morphTargetManagers.push(manager.serialize());
  93651. }
  93652. }
  93653. // Lights
  93654. serializationObject.lights = [];
  93655. var index;
  93656. var light;
  93657. for (index = 0; index < scene.lights.length; index++) {
  93658. light = scene.lights[index];
  93659. if (!light.doNotSerialize) {
  93660. serializationObject.lights.push(light.serialize());
  93661. }
  93662. }
  93663. // Cameras
  93664. serializationObject.cameras = [];
  93665. for (index = 0; index < scene.cameras.length; index++) {
  93666. var camera = scene.cameras[index];
  93667. if (!camera.doNotSerialize) {
  93668. serializationObject.cameras.push(camera.serialize());
  93669. }
  93670. }
  93671. if (scene.activeCamera) {
  93672. serializationObject.activeCameraID = scene.activeCamera.id;
  93673. }
  93674. // Animations
  93675. BABYLON.Animation.AppendSerializedAnimations(scene, serializationObject);
  93676. // Materials
  93677. serializationObject.materials = [];
  93678. serializationObject.multiMaterials = [];
  93679. var material;
  93680. for (index = 0; index < scene.materials.length; index++) {
  93681. material = scene.materials[index];
  93682. if (!material.doNotSerialize) {
  93683. serializationObject.materials.push(material.serialize());
  93684. }
  93685. }
  93686. // MultiMaterials
  93687. serializationObject.multiMaterials = [];
  93688. for (index = 0; index < scene.multiMaterials.length; index++) {
  93689. var multiMaterial = scene.multiMaterials[index];
  93690. serializationObject.multiMaterials.push(multiMaterial.serialize());
  93691. }
  93692. // Environment texture
  93693. if (scene.environmentTexture) {
  93694. serializationObject.environmentTexture = scene.environmentTexture.name;
  93695. }
  93696. // Skeletons
  93697. serializationObject.skeletons = [];
  93698. for (index = 0; index < scene.skeletons.length; index++) {
  93699. var skeleton = scene.skeletons[index];
  93700. if (!skeleton.doNotSerialize) {
  93701. serializationObject.skeletons.push(skeleton.serialize());
  93702. }
  93703. }
  93704. // Transform nodes
  93705. serializationObject.transformNodes = [];
  93706. for (index = 0; index < scene.transformNodes.length; index++) {
  93707. serializationObject.transformNodes.push(scene.transformNodes[index].serialize());
  93708. }
  93709. // Geometries
  93710. serializationObject.geometries = {};
  93711. serializationObject.geometries.boxes = [];
  93712. serializationObject.geometries.spheres = [];
  93713. serializationObject.geometries.cylinders = [];
  93714. serializationObject.geometries.toruses = [];
  93715. serializationObject.geometries.grounds = [];
  93716. serializationObject.geometries.planes = [];
  93717. serializationObject.geometries.torusKnots = [];
  93718. serializationObject.geometries.vertexData = [];
  93719. serializedGeometries = [];
  93720. var geometries = scene.getGeometries();
  93721. for (index = 0; index < geometries.length; index++) {
  93722. var geometry = geometries[index];
  93723. if (geometry.isReady()) {
  93724. serializeGeometry(geometry, serializationObject.geometries);
  93725. }
  93726. }
  93727. // Meshes
  93728. serializationObject.meshes = [];
  93729. for (index = 0; index < scene.meshes.length; index++) {
  93730. var abstractMesh = scene.meshes[index];
  93731. if (abstractMesh instanceof BABYLON.Mesh) {
  93732. var mesh = abstractMesh;
  93733. if (!mesh.doNotSerialize) {
  93734. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  93735. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  93736. }
  93737. }
  93738. }
  93739. }
  93740. // Particles Systems
  93741. serializationObject.particleSystems = [];
  93742. for (index = 0; index < scene.particleSystems.length; index++) {
  93743. serializationObject.particleSystems.push(scene.particleSystems[index].serialize());
  93744. }
  93745. // Lens flares
  93746. serializationObject.lensFlareSystems = [];
  93747. for (index = 0; index < scene.lensFlareSystems.length; index++) {
  93748. serializationObject.lensFlareSystems.push(scene.lensFlareSystems[index].serialize());
  93749. }
  93750. // Shadows
  93751. serializationObject.shadowGenerators = [];
  93752. for (index = 0; index < scene.lights.length; index++) {
  93753. light = scene.lights[index];
  93754. var shadowGenerator = light.getShadowGenerator();
  93755. if (shadowGenerator) {
  93756. serializationObject.shadowGenerators.push(shadowGenerator.serialize());
  93757. }
  93758. }
  93759. // Action Manager
  93760. if (scene.actionManager) {
  93761. serializationObject.actions = scene.actionManager.serialize("scene");
  93762. }
  93763. // Audio
  93764. serializationObject.sounds = [];
  93765. for (index = 0; index < scene.soundTracks.length; index++) {
  93766. var soundtrack = scene.soundTracks[index];
  93767. for (var soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {
  93768. serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());
  93769. }
  93770. }
  93771. // Effect layers
  93772. serializationObject.effectLayers = [];
  93773. for (index = 0; index < scene.effectLayers.length; index++) {
  93774. var layer = scene.effectLayers[index];
  93775. if (layer.serialize) {
  93776. serializationObject.effectLayers.push(layer.serialize());
  93777. }
  93778. }
  93779. return serializationObject;
  93780. };
  93781. SceneSerializer.SerializeMesh = function (toSerialize /* Mesh || Mesh[] */, withParents, withChildren) {
  93782. if (withParents === void 0) { withParents = false; }
  93783. if (withChildren === void 0) { withChildren = false; }
  93784. var serializationObject = {};
  93785. SceneSerializer.ClearCache();
  93786. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  93787. if (withParents || withChildren) {
  93788. //deliberate for loop! not for each, appended should be processed as well.
  93789. for (var i = 0; i < toSerialize.length; ++i) {
  93790. if (withChildren) {
  93791. toSerialize[i].getDescendants().forEach(function (node) {
  93792. if (node instanceof BABYLON.Mesh && (toSerialize.indexOf(node) < 0)) {
  93793. toSerialize.push(node);
  93794. }
  93795. });
  93796. }
  93797. //make sure the array doesn't contain the object already
  93798. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  93799. toSerialize.push(toSerialize[i].parent);
  93800. }
  93801. }
  93802. }
  93803. toSerialize.forEach(function (mesh) {
  93804. finalizeSingleMesh(mesh, serializationObject);
  93805. });
  93806. return serializationObject;
  93807. };
  93808. return SceneSerializer;
  93809. }());
  93810. BABYLON.SceneSerializer = SceneSerializer;
  93811. })(BABYLON || (BABYLON = {}));
  93812. //# sourceMappingURL=babylon.sceneSerializer.js.map
  93813. var BABYLON;
  93814. (function (BABYLON) {
  93815. var ReflectionProbe = /** @class */ (function () {
  93816. function ReflectionProbe(name, size, scene, generateMipMaps) {
  93817. if (generateMipMaps === void 0) { generateMipMaps = true; }
  93818. var _this = this;
  93819. this.name = name;
  93820. this._viewMatrix = BABYLON.Matrix.Identity();
  93821. this._target = BABYLON.Vector3.Zero();
  93822. this._add = BABYLON.Vector3.Zero();
  93823. this._invertYAxis = false;
  93824. this.position = BABYLON.Vector3.Zero();
  93825. this._scene = scene;
  93826. this._scene.reflectionProbes.push(this);
  93827. this._renderTargetTexture = new BABYLON.RenderTargetTexture(name, size, scene, generateMipMaps, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, true);
  93828. this._renderTargetTexture.onBeforeRenderObservable.add(function (faceIndex) {
  93829. switch (faceIndex) {
  93830. case 0:
  93831. _this._add.copyFromFloats(1, 0, 0);
  93832. break;
  93833. case 1:
  93834. _this._add.copyFromFloats(-1, 0, 0);
  93835. break;
  93836. case 2:
  93837. _this._add.copyFromFloats(0, _this._invertYAxis ? 1 : -1, 0);
  93838. break;
  93839. case 3:
  93840. _this._add.copyFromFloats(0, _this._invertYAxis ? -1 : 1, 0);
  93841. break;
  93842. case 4:
  93843. _this._add.copyFromFloats(0, 0, 1);
  93844. break;
  93845. case 5:
  93846. _this._add.copyFromFloats(0, 0, -1);
  93847. break;
  93848. }
  93849. if (_this._attachedMesh) {
  93850. _this.position.copyFrom(_this._attachedMesh.getAbsolutePosition());
  93851. }
  93852. _this.position.addToRef(_this._add, _this._target);
  93853. BABYLON.Matrix.LookAtLHToRef(_this.position, _this._target, BABYLON.Vector3.Up(), _this._viewMatrix);
  93854. scene.setTransformMatrix(_this._viewMatrix, _this._projectionMatrix);
  93855. scene._forcedViewPosition = _this.position;
  93856. });
  93857. this._renderTargetTexture.onAfterUnbindObservable.add(function () {
  93858. scene._forcedViewPosition = null;
  93859. scene.updateTransformMatrix(true);
  93860. });
  93861. if (scene.activeCamera) {
  93862. this._projectionMatrix = BABYLON.Matrix.PerspectiveFovLH(Math.PI / 2, 1, scene.activeCamera.minZ, scene.activeCamera.maxZ);
  93863. }
  93864. }
  93865. Object.defineProperty(ReflectionProbe.prototype, "samples", {
  93866. get: function () {
  93867. return this._renderTargetTexture.samples;
  93868. },
  93869. set: function (value) {
  93870. this._renderTargetTexture.samples = value;
  93871. },
  93872. enumerable: true,
  93873. configurable: true
  93874. });
  93875. Object.defineProperty(ReflectionProbe.prototype, "refreshRate", {
  93876. get: function () {
  93877. return this._renderTargetTexture.refreshRate;
  93878. },
  93879. set: function (value) {
  93880. this._renderTargetTexture.refreshRate = value;
  93881. },
  93882. enumerable: true,
  93883. configurable: true
  93884. });
  93885. ReflectionProbe.prototype.getScene = function () {
  93886. return this._scene;
  93887. };
  93888. Object.defineProperty(ReflectionProbe.prototype, "cubeTexture", {
  93889. get: function () {
  93890. return this._renderTargetTexture;
  93891. },
  93892. enumerable: true,
  93893. configurable: true
  93894. });
  93895. Object.defineProperty(ReflectionProbe.prototype, "renderList", {
  93896. get: function () {
  93897. return this._renderTargetTexture.renderList;
  93898. },
  93899. enumerable: true,
  93900. configurable: true
  93901. });
  93902. ReflectionProbe.prototype.attachToMesh = function (mesh) {
  93903. this._attachedMesh = mesh;
  93904. };
  93905. /**
  93906. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  93907. *
  93908. * @param renderingGroupId The rendering group id corresponding to its index
  93909. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  93910. */
  93911. ReflectionProbe.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  93912. this._renderTargetTexture.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  93913. };
  93914. ReflectionProbe.prototype.dispose = function () {
  93915. var index = this._scene.reflectionProbes.indexOf(this);
  93916. if (index !== -1) {
  93917. // Remove from the scene if found
  93918. this._scene.reflectionProbes.splice(index, 1);
  93919. }
  93920. if (this._renderTargetTexture) {
  93921. this._renderTargetTexture.dispose();
  93922. this._renderTargetTexture = null;
  93923. }
  93924. };
  93925. return ReflectionProbe;
  93926. }());
  93927. BABYLON.ReflectionProbe = ReflectionProbe;
  93928. })(BABYLON || (BABYLON = {}));
  93929. //# sourceMappingURL=babylon.reflectionProbe.js.map
  93930. var BABYLON;
  93931. (function (BABYLON) {
  93932. var Layer = /** @class */ (function () {
  93933. function Layer(name, imgUrl, scene, isBackground, color) {
  93934. this.name = name;
  93935. this.scale = new BABYLON.Vector2(1, 1);
  93936. this.offset = new BABYLON.Vector2(0, 0);
  93937. this.alphaBlendingMode = BABYLON.Engine.ALPHA_COMBINE;
  93938. this.layerMask = 0x0FFFFFFF;
  93939. this._vertexBuffers = {};
  93940. // Events
  93941. /**
  93942. * An event triggered when the layer is disposed.
  93943. */
  93944. this.onDisposeObservable = new BABYLON.Observable();
  93945. /**
  93946. * An event triggered before rendering the scene
  93947. */
  93948. this.onBeforeRenderObservable = new BABYLON.Observable();
  93949. /**
  93950. * An event triggered after rendering the scene
  93951. */
  93952. this.onAfterRenderObservable = new BABYLON.Observable();
  93953. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
  93954. this.isBackground = isBackground === undefined ? true : isBackground;
  93955. this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
  93956. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  93957. this._scene.layers.push(this);
  93958. var engine = this._scene.getEngine();
  93959. // VBO
  93960. var vertices = [];
  93961. vertices.push(1, 1);
  93962. vertices.push(-1, 1);
  93963. vertices.push(-1, -1);
  93964. vertices.push(1, -1);
  93965. var vertexBuffer = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  93966. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  93967. this._createIndexBuffer();
  93968. // Effects
  93969. this._effect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "");
  93970. this._alphaTestEffect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "#define ALPHATEST");
  93971. }
  93972. Object.defineProperty(Layer.prototype, "onDispose", {
  93973. set: function (callback) {
  93974. if (this._onDisposeObserver) {
  93975. this.onDisposeObservable.remove(this._onDisposeObserver);
  93976. }
  93977. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  93978. },
  93979. enumerable: true,
  93980. configurable: true
  93981. });
  93982. Object.defineProperty(Layer.prototype, "onBeforeRender", {
  93983. set: function (callback) {
  93984. if (this._onBeforeRenderObserver) {
  93985. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  93986. }
  93987. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  93988. },
  93989. enumerable: true,
  93990. configurable: true
  93991. });
  93992. Object.defineProperty(Layer.prototype, "onAfterRender", {
  93993. set: function (callback) {
  93994. if (this._onAfterRenderObserver) {
  93995. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  93996. }
  93997. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  93998. },
  93999. enumerable: true,
  94000. configurable: true
  94001. });
  94002. Layer.prototype._createIndexBuffer = function () {
  94003. var engine = this._scene.getEngine();
  94004. // Indices
  94005. var indices = [];
  94006. indices.push(0);
  94007. indices.push(1);
  94008. indices.push(2);
  94009. indices.push(0);
  94010. indices.push(2);
  94011. indices.push(3);
  94012. this._indexBuffer = engine.createIndexBuffer(indices);
  94013. };
  94014. Layer.prototype._rebuild = function () {
  94015. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  94016. if (vb) {
  94017. vb._rebuild();
  94018. }
  94019. this._createIndexBuffer();
  94020. };
  94021. Layer.prototype.render = function () {
  94022. var currentEffect = this.alphaTest ? this._alphaTestEffect : this._effect;
  94023. // Check
  94024. if (!currentEffect.isReady() || !this.texture || !this.texture.isReady())
  94025. return;
  94026. var engine = this._scene.getEngine();
  94027. this.onBeforeRenderObservable.notifyObservers(this);
  94028. // Render
  94029. engine.enableEffect(currentEffect);
  94030. engine.setState(false);
  94031. // Texture
  94032. currentEffect.setTexture("textureSampler", this.texture);
  94033. currentEffect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
  94034. // Color
  94035. currentEffect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
  94036. // Scale / offset
  94037. currentEffect.setVector2("offset", this.offset);
  94038. currentEffect.setVector2("scale", this.scale);
  94039. // VBOs
  94040. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  94041. // Draw order
  94042. if (!this.alphaTest) {
  94043. engine.setAlphaMode(this.alphaBlendingMode);
  94044. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  94045. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  94046. }
  94047. else {
  94048. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  94049. }
  94050. this.onAfterRenderObservable.notifyObservers(this);
  94051. };
  94052. Layer.prototype.dispose = function () {
  94053. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  94054. if (vertexBuffer) {
  94055. vertexBuffer.dispose();
  94056. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  94057. }
  94058. if (this._indexBuffer) {
  94059. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  94060. this._indexBuffer = null;
  94061. }
  94062. if (this.texture) {
  94063. this.texture.dispose();
  94064. this.texture = null;
  94065. }
  94066. // Remove from scene
  94067. var index = this._scene.layers.indexOf(this);
  94068. this._scene.layers.splice(index, 1);
  94069. // Callback
  94070. this.onDisposeObservable.notifyObservers(this);
  94071. this.onDisposeObservable.clear();
  94072. this.onAfterRenderObservable.clear();
  94073. this.onBeforeRenderObservable.clear();
  94074. };
  94075. return Layer;
  94076. }());
  94077. BABYLON.Layer = Layer;
  94078. })(BABYLON || (BABYLON = {}));
  94079. //# sourceMappingURL=babylon.layer.js.map
  94080. var BABYLON;
  94081. (function (BABYLON) {
  94082. var TextureTools = /** @class */ (function () {
  94083. function TextureTools() {
  94084. }
  94085. /**
  94086. * Uses the GPU to create a copy texture rescaled at a given size
  94087. * @param texture Texture to copy from
  94088. * @param width Desired width
  94089. * @param height Desired height
  94090. * @return Generated texture
  94091. */
  94092. TextureTools.CreateResizedCopy = function (texture, width, height, useBilinearMode) {
  94093. if (useBilinearMode === void 0) { useBilinearMode = true; }
  94094. var scene = texture.getScene();
  94095. var engine = scene.getEngine();
  94096. var rtt = new BABYLON.RenderTargetTexture('resized' + texture.name, { width: width, height: height }, scene, !texture.noMipmap, true, texture._texture.type, false, texture._samplingMode, false);
  94097. rtt.wrapU = texture.wrapU;
  94098. rtt.wrapV = texture.wrapV;
  94099. rtt.uOffset = texture.uOffset;
  94100. rtt.vOffset = texture.vOffset;
  94101. rtt.uScale = texture.uScale;
  94102. rtt.vScale = texture.vScale;
  94103. rtt.uAng = texture.uAng;
  94104. rtt.vAng = texture.vAng;
  94105. rtt.wAng = texture.wAng;
  94106. rtt.coordinatesIndex = texture.coordinatesIndex;
  94107. rtt.level = texture.level;
  94108. rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;
  94109. rtt._texture.isReady = false;
  94110. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  94111. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  94112. var passPostProcess = new BABYLON.PassPostProcess("pass", 1, null, useBilinearMode ? BABYLON.Texture.BILINEAR_SAMPLINGMODE : BABYLON.Texture.NEAREST_SAMPLINGMODE, engine, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  94113. passPostProcess.getEffect().executeWhenCompiled(function () {
  94114. passPostProcess.onApply = function (effect) {
  94115. effect.setTexture("textureSampler", texture);
  94116. };
  94117. var internalTexture = rtt.getInternalTexture();
  94118. if (internalTexture) {
  94119. scene.postProcessManager.directRender([passPostProcess], internalTexture);
  94120. engine.unBindFramebuffer(internalTexture);
  94121. rtt.disposeFramebufferObjects();
  94122. passPostProcess.dispose();
  94123. internalTexture.isReady = true;
  94124. }
  94125. });
  94126. return rtt;
  94127. };
  94128. TextureTools.GetEnvironmentBRDFTexture = function (scene) {
  94129. if (!scene._environmentBRDFTexture) {
  94130. var texture = BABYLON.Texture.CreateFromBase64String(this._environmentBRDFBase64Texture, "EnvironmentBRDFTexture", scene, true, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  94131. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  94132. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  94133. scene._environmentBRDFTexture = texture;
  94134. }
  94135. return scene._environmentBRDFTexture;
  94136. };
  94137. TextureTools._environmentBRDFBase64Texture = "data:image/png;base64,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";
  94138. return TextureTools;
  94139. }());
  94140. BABYLON.TextureTools = TextureTools;
  94141. })(BABYLON || (BABYLON = {}));
  94142. //# sourceMappingURL=babylon.textureTools.js.map
  94143. var BABYLON;
  94144. (function (BABYLON) {
  94145. var FramingBehavior = /** @class */ (function () {
  94146. function FramingBehavior() {
  94147. this._mode = FramingBehavior.FitFrustumSidesMode;
  94148. this._radiusScale = 1.0;
  94149. this._positionScale = 0.5;
  94150. this._defaultElevation = 0.3;
  94151. this._elevationReturnTime = 1500;
  94152. this._elevationReturnWaitTime = 1000;
  94153. this._zoomStopsAnimation = false;
  94154. this._framingTime = 1500;
  94155. this._isPointerDown = false;
  94156. this._lastInteractionTime = -Infinity;
  94157. // Framing control
  94158. this._animatables = new Array();
  94159. this._betaIsAnimating = false;
  94160. }
  94161. Object.defineProperty(FramingBehavior.prototype, "name", {
  94162. get: function () {
  94163. return "Framing";
  94164. },
  94165. enumerable: true,
  94166. configurable: true
  94167. });
  94168. Object.defineProperty(FramingBehavior.prototype, "mode", {
  94169. /**
  94170. * Gets current mode used by the behavior.
  94171. */
  94172. get: function () {
  94173. return this._mode;
  94174. },
  94175. /**
  94176. * Sets the current mode used by the behavior
  94177. */
  94178. set: function (mode) {
  94179. this._mode = mode;
  94180. },
  94181. enumerable: true,
  94182. configurable: true
  94183. });
  94184. Object.defineProperty(FramingBehavior.prototype, "radiusScale", {
  94185. /**
  94186. * Gets the scale applied to the radius
  94187. */
  94188. get: function () {
  94189. return this._radiusScale;
  94190. },
  94191. /**
  94192. * Sets the scale applied to the radius (1 by default)
  94193. */
  94194. set: function (radius) {
  94195. this._radiusScale = radius;
  94196. },
  94197. enumerable: true,
  94198. configurable: true
  94199. });
  94200. Object.defineProperty(FramingBehavior.prototype, "positionScale", {
  94201. /**
  94202. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  94203. */
  94204. get: function () {
  94205. return this._positionScale;
  94206. },
  94207. /**
  94208. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  94209. */
  94210. set: function (scale) {
  94211. this._positionScale = scale;
  94212. },
  94213. enumerable: true,
  94214. configurable: true
  94215. });
  94216. Object.defineProperty(FramingBehavior.prototype, "defaultElevation", {
  94217. /**
  94218. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  94219. * behaviour is triggered, in radians.
  94220. */
  94221. get: function () {
  94222. return this._defaultElevation;
  94223. },
  94224. /**
  94225. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  94226. * behaviour is triggered, in radians.
  94227. */
  94228. set: function (elevation) {
  94229. this._defaultElevation = elevation;
  94230. },
  94231. enumerable: true,
  94232. configurable: true
  94233. });
  94234. Object.defineProperty(FramingBehavior.prototype, "elevationReturnTime", {
  94235. /**
  94236. * Gets the time (in milliseconds) taken to return to the default beta position.
  94237. * Negative value indicates camera should not return to default.
  94238. */
  94239. get: function () {
  94240. return this._elevationReturnTime;
  94241. },
  94242. /**
  94243. * Sets the time (in milliseconds) taken to return to the default beta position.
  94244. * Negative value indicates camera should not return to default.
  94245. */
  94246. set: function (speed) {
  94247. this._elevationReturnTime = speed;
  94248. },
  94249. enumerable: true,
  94250. configurable: true
  94251. });
  94252. Object.defineProperty(FramingBehavior.prototype, "elevationReturnWaitTime", {
  94253. /**
  94254. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  94255. */
  94256. get: function () {
  94257. return this._elevationReturnWaitTime;
  94258. },
  94259. /**
  94260. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  94261. */
  94262. set: function (time) {
  94263. this._elevationReturnWaitTime = time;
  94264. },
  94265. enumerable: true,
  94266. configurable: true
  94267. });
  94268. Object.defineProperty(FramingBehavior.prototype, "zoomStopsAnimation", {
  94269. /**
  94270. * Gets the flag that indicates if user zooming should stop animation.
  94271. */
  94272. get: function () {
  94273. return this._zoomStopsAnimation;
  94274. },
  94275. /**
  94276. * Sets the flag that indicates if user zooming should stop animation.
  94277. */
  94278. set: function (flag) {
  94279. this._zoomStopsAnimation = flag;
  94280. },
  94281. enumerable: true,
  94282. configurable: true
  94283. });
  94284. Object.defineProperty(FramingBehavior.prototype, "framingTime", {
  94285. /**
  94286. * Gets the transition time when framing the mesh, in milliseconds
  94287. */
  94288. get: function () {
  94289. return this._framingTime;
  94290. },
  94291. /**
  94292. * Sets the transition time when framing the mesh, in milliseconds
  94293. */
  94294. set: function (time) {
  94295. this._framingTime = time;
  94296. },
  94297. enumerable: true,
  94298. configurable: true
  94299. });
  94300. FramingBehavior.prototype.init = function () {
  94301. // Do notihng
  94302. };
  94303. FramingBehavior.prototype.attach = function (camera) {
  94304. var _this = this;
  94305. this._attachedCamera = camera;
  94306. var scene = this._attachedCamera.getScene();
  94307. FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);
  94308. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  94309. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  94310. _this._isPointerDown = true;
  94311. return;
  94312. }
  94313. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  94314. _this._isPointerDown = false;
  94315. }
  94316. });
  94317. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  94318. if (mesh) {
  94319. _this.zoomOnMesh(mesh);
  94320. }
  94321. });
  94322. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  94323. // Stop the animation if there is user interaction and the animation should stop for this interaction
  94324. _this._applyUserInteraction();
  94325. // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it
  94326. // back to the default position after a given timeout
  94327. _this._maintainCameraAboveGround();
  94328. });
  94329. };
  94330. FramingBehavior.prototype.detach = function () {
  94331. if (!this._attachedCamera) {
  94332. return;
  94333. }
  94334. var scene = this._attachedCamera.getScene();
  94335. if (this._onPrePointerObservableObserver) {
  94336. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  94337. }
  94338. if (this._onAfterCheckInputsObserver) {
  94339. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  94340. }
  94341. if (this._onMeshTargetChangedObserver) {
  94342. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  94343. }
  94344. this._attachedCamera = null;
  94345. };
  94346. /**
  94347. * Targets the given mesh and updates zoom level accordingly.
  94348. * @param mesh The mesh to target.
  94349. * @param radius Optional. If a cached radius position already exists, overrides default.
  94350. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  94351. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  94352. * @param onAnimationEnd Callback triggered at the end of the framing animation
  94353. */
  94354. FramingBehavior.prototype.zoomOnMesh = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  94355. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  94356. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  94357. mesh.computeWorldMatrix(true);
  94358. var boundingBox = mesh.getBoundingInfo().boundingBox;
  94359. this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);
  94360. };
  94361. /**
  94362. * Targets the given mesh with its children and updates zoom level accordingly.
  94363. * @param mesh The mesh to target.
  94364. * @param radius Optional. If a cached radius position already exists, overrides default.
  94365. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  94366. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  94367. * @param onAnimationEnd Callback triggered at the end of the framing animation
  94368. */
  94369. FramingBehavior.prototype.zoomOnMeshHierarchy = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  94370. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  94371. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  94372. mesh.computeWorldMatrix(true);
  94373. var boundingBox = mesh.getHierarchyBoundingVectors(true);
  94374. this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);
  94375. };
  94376. /**
  94377. * Targets the given meshes with their children and updates zoom level accordingly.
  94378. * @param meshes The mesh to target.
  94379. * @param radius Optional. If a cached radius position already exists, overrides default.
  94380. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  94381. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  94382. * @param onAnimationEnd Callback triggered at the end of the framing animation
  94383. */
  94384. FramingBehavior.prototype.zoomOnMeshesHierarchy = function (meshes, focusOnOriginXZ, onAnimationEnd) {
  94385. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  94386. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  94387. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  94388. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  94389. for (var i = 0; i < meshes.length; i++) {
  94390. var boundingInfo = meshes[i].getHierarchyBoundingVectors(true);
  94391. BABYLON.Tools.CheckExtends(boundingInfo.min, min, max);
  94392. BABYLON.Tools.CheckExtends(boundingInfo.max, min, max);
  94393. }
  94394. this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);
  94395. };
  94396. /**
  94397. * Targets the given mesh and updates zoom level accordingly.
  94398. * @param mesh The mesh to target.
  94399. * @param radius Optional. If a cached radius position already exists, overrides default.
  94400. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  94401. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  94402. * @param onAnimationEnd Callback triggered at the end of the framing animation
  94403. */
  94404. FramingBehavior.prototype.zoomOnBoundingInfo = function (minimumWorld, maximumWorld, focusOnOriginXZ, onAnimationEnd) {
  94405. var _this = this;
  94406. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  94407. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  94408. var zoomTarget;
  94409. if (!this._attachedCamera) {
  94410. return;
  94411. }
  94412. // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY
  94413. var bottom = minimumWorld.y;
  94414. var top = maximumWorld.y;
  94415. var zoomTargetY = bottom + (top - bottom) * this._positionScale;
  94416. var radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);
  94417. if (focusOnOriginXZ) {
  94418. zoomTarget = new BABYLON.Vector3(0, zoomTargetY, 0);
  94419. }
  94420. else {
  94421. var centerWorld = minimumWorld.add(radiusWorld);
  94422. zoomTarget = new BABYLON.Vector3(centerWorld.x, zoomTargetY, centerWorld.z);
  94423. }
  94424. if (!this._vectorTransition) {
  94425. this._vectorTransition = BABYLON.Animation.CreateAnimation("target", BABYLON.Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);
  94426. }
  94427. this._betaIsAnimating = true;
  94428. var animatable = BABYLON.Animation.TransitionTo("target", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);
  94429. if (animatable) {
  94430. this._animatables.push(animatable);
  94431. }
  94432. // sets the radius and lower radius bounds
  94433. // Small delta ensures camera is not always at lower zoom limit.
  94434. var radius = 0;
  94435. if (this._mode === FramingBehavior.FitFrustumSidesMode) {
  94436. var position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  94437. this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;
  94438. radius = position;
  94439. }
  94440. else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  94441. radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  94442. if (this._attachedCamera.lowerRadiusLimit === null) {
  94443. this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;
  94444. }
  94445. }
  94446. // Set sensibilities
  94447. var extend = maximumWorld.subtract(minimumWorld).length();
  94448. this._attachedCamera.panningSensibility = 5000 / extend;
  94449. this._attachedCamera.wheelPrecision = 100 / radius;
  94450. // transition to new radius
  94451. if (!this._radiusTransition) {
  94452. this._radiusTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  94453. }
  94454. animatable = BABYLON.Animation.TransitionTo("radius", radius, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusTransition, this._framingTime, function () {
  94455. _this.stopAllAnimations();
  94456. if (onAnimationEnd) {
  94457. onAnimationEnd();
  94458. }
  94459. if (_this._attachedCamera) {
  94460. _this._attachedCamera.storeState();
  94461. }
  94462. });
  94463. if (animatable) {
  94464. this._animatables.push(animatable);
  94465. }
  94466. };
  94467. /**
  94468. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  94469. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  94470. * frustum width.
  94471. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  94472. * to fully enclose the mesh in the viewing frustum.
  94473. */
  94474. FramingBehavior.prototype._calculateLowerRadiusFromModelBoundingSphere = function (minimumWorld, maximumWorld) {
  94475. var size = maximumWorld.subtract(minimumWorld);
  94476. var boxVectorGlobalDiagonal = size.length();
  94477. var frustumSlope = this._getFrustumSlope();
  94478. // Formula for setting distance
  94479. // (Good explanation: http://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene)
  94480. var radiusWithoutFraming = boxVectorGlobalDiagonal * 0.5;
  94481. // Horizon distance
  94482. var radius = radiusWithoutFraming * this._radiusScale;
  94483. var distanceForHorizontalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.x * frustumSlope.x));
  94484. var distanceForVerticalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.y * frustumSlope.y));
  94485. var distance = Math.max(distanceForHorizontalFrustum, distanceForVerticalFrustum);
  94486. var camera = this._attachedCamera;
  94487. if (!camera) {
  94488. return 0;
  94489. }
  94490. if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  94491. // Don't exceed the requested limit
  94492. distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;
  94493. }
  94494. // Don't exceed the upper radius limit
  94495. if (camera.upperRadiusLimit) {
  94496. distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;
  94497. }
  94498. return distance;
  94499. };
  94500. /**
  94501. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  94502. * is automatically returned to its default position (expected to be above ground plane).
  94503. */
  94504. FramingBehavior.prototype._maintainCameraAboveGround = function () {
  94505. var _this = this;
  94506. if (this._elevationReturnTime < 0) {
  94507. return;
  94508. }
  94509. var timeSinceInteraction = BABYLON.Tools.Now - this._lastInteractionTime;
  94510. var defaultBeta = Math.PI * 0.5 - this._defaultElevation;
  94511. var limitBeta = Math.PI * 0.5;
  94512. // Bring the camera back up if below the ground plane
  94513. if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {
  94514. this._betaIsAnimating = true;
  94515. //Transition to new position
  94516. this.stopAllAnimations();
  94517. if (!this._betaTransition) {
  94518. this._betaTransition = BABYLON.Animation.CreateAnimation("beta", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  94519. }
  94520. var animatabe = BABYLON.Animation.TransitionTo("beta", defaultBeta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._betaTransition, this._elevationReturnTime, function () {
  94521. _this._clearAnimationLocks();
  94522. _this.stopAllAnimations();
  94523. });
  94524. if (animatabe) {
  94525. this._animatables.push(animatabe);
  94526. }
  94527. }
  94528. };
  94529. /**
  94530. * Returns the frustum slope based on the canvas ratio and camera FOV
  94531. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  94532. */
  94533. FramingBehavior.prototype._getFrustumSlope = function () {
  94534. // Calculate the viewport ratio
  94535. // Aspect Ratio is Height/Width.
  94536. var camera = this._attachedCamera;
  94537. if (!camera) {
  94538. return BABYLON.Vector2.Zero();
  94539. }
  94540. var engine = camera.getScene().getEngine();
  94541. var aspectRatio = engine.getAspectRatio(camera);
  94542. // Camera FOV is the vertical field of view (top-bottom) in radians.
  94543. // Slope of the frustum top/bottom planes in view space, relative to the forward vector.
  94544. var frustumSlopeY = Math.tan(camera.fov / 2);
  94545. // Slope of the frustum left/right planes in view space, relative to the forward vector.
  94546. // Provides the amount that one side (e.g. left) of the frustum gets wider for every unit
  94547. // along the forward vector.
  94548. var frustumSlopeX = frustumSlopeY * aspectRatio;
  94549. return new BABYLON.Vector2(frustumSlopeX, frustumSlopeY);
  94550. };
  94551. /**
  94552. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  94553. */
  94554. FramingBehavior.prototype._clearAnimationLocks = function () {
  94555. this._betaIsAnimating = false;
  94556. };
  94557. /**
  94558. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  94559. */
  94560. FramingBehavior.prototype._applyUserInteraction = function () {
  94561. if (this.isUserIsMoving) {
  94562. this._lastInteractionTime = BABYLON.Tools.Now;
  94563. this.stopAllAnimations();
  94564. this._clearAnimationLocks();
  94565. }
  94566. };
  94567. /**
  94568. * Stops and removes all animations that have been applied to the camera
  94569. */
  94570. FramingBehavior.prototype.stopAllAnimations = function () {
  94571. if (this._attachedCamera) {
  94572. this._attachedCamera.animations = [];
  94573. }
  94574. while (this._animatables.length) {
  94575. if (this._animatables[0]) {
  94576. this._animatables[0].onAnimationEnd = null;
  94577. this._animatables[0].stop();
  94578. }
  94579. this._animatables.shift();
  94580. }
  94581. };
  94582. Object.defineProperty(FramingBehavior.prototype, "isUserIsMoving", {
  94583. /**
  94584. * Gets a value indicating if the user is moving the camera
  94585. */
  94586. get: function () {
  94587. if (!this._attachedCamera) {
  94588. return false;
  94589. }
  94590. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  94591. this._attachedCamera.inertialBetaOffset !== 0 ||
  94592. this._attachedCamera.inertialRadiusOffset !== 0 ||
  94593. this._attachedCamera.inertialPanningX !== 0 ||
  94594. this._attachedCamera.inertialPanningY !== 0 ||
  94595. this._isPointerDown;
  94596. },
  94597. enumerable: true,
  94598. configurable: true
  94599. });
  94600. /**
  94601. * The easing function used by animations
  94602. */
  94603. FramingBehavior.EasingFunction = new BABYLON.ExponentialEase();
  94604. /**
  94605. * The easing mode used by animations
  94606. */
  94607. FramingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEINOUT;
  94608. // Statics
  94609. /**
  94610. * The camera can move all the way towards the mesh.
  94611. */
  94612. FramingBehavior.IgnoreBoundsSizeMode = 0;
  94613. /**
  94614. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  94615. */
  94616. FramingBehavior.FitFrustumSidesMode = 1;
  94617. return FramingBehavior;
  94618. }());
  94619. BABYLON.FramingBehavior = FramingBehavior;
  94620. })(BABYLON || (BABYLON = {}));
  94621. //# sourceMappingURL=babylon.framingBehavior.js.map
  94622. var BABYLON;
  94623. (function (BABYLON) {
  94624. /**
  94625. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  94626. */
  94627. var BouncingBehavior = /** @class */ (function () {
  94628. function BouncingBehavior() {
  94629. /**
  94630. * The duration of the animation, in milliseconds
  94631. */
  94632. this.transitionDuration = 450;
  94633. /**
  94634. * Length of the distance animated by the transition when lower radius is reached
  94635. */
  94636. this.lowerRadiusTransitionRange = 2;
  94637. /**
  94638. * Length of the distance animated by the transition when upper radius is reached
  94639. */
  94640. this.upperRadiusTransitionRange = -2;
  94641. this._autoTransitionRange = false;
  94642. // Animations
  94643. this._radiusIsAnimating = false;
  94644. this._radiusBounceTransition = null;
  94645. this._animatables = new Array();
  94646. }
  94647. Object.defineProperty(BouncingBehavior.prototype, "name", {
  94648. get: function () {
  94649. return "Bouncing";
  94650. },
  94651. enumerable: true,
  94652. configurable: true
  94653. });
  94654. Object.defineProperty(BouncingBehavior.prototype, "autoTransitionRange", {
  94655. /**
  94656. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  94657. */
  94658. get: function () {
  94659. return this._autoTransitionRange;
  94660. },
  94661. /**
  94662. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  94663. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  94664. */
  94665. set: function (value) {
  94666. var _this = this;
  94667. if (this._autoTransitionRange === value) {
  94668. return;
  94669. }
  94670. this._autoTransitionRange = value;
  94671. var camera = this._attachedCamera;
  94672. if (!camera) {
  94673. return;
  94674. }
  94675. if (value) {
  94676. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  94677. if (!mesh) {
  94678. return;
  94679. }
  94680. mesh.computeWorldMatrix(true);
  94681. var diagonal = mesh.getBoundingInfo().diagonalLength;
  94682. _this.lowerRadiusTransitionRange = diagonal * 0.05;
  94683. _this.upperRadiusTransitionRange = diagonal * 0.05;
  94684. });
  94685. }
  94686. else if (this._onMeshTargetChangedObserver) {
  94687. camera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  94688. }
  94689. },
  94690. enumerable: true,
  94691. configurable: true
  94692. });
  94693. BouncingBehavior.prototype.init = function () {
  94694. // Do notihng
  94695. };
  94696. BouncingBehavior.prototype.attach = function (camera) {
  94697. var _this = this;
  94698. this._attachedCamera = camera;
  94699. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  94700. if (!_this._attachedCamera) {
  94701. return;
  94702. }
  94703. // Add the bounce animation to the lower radius limit
  94704. if (_this._isRadiusAtLimit(_this._attachedCamera.lowerRadiusLimit)) {
  94705. _this._applyBoundRadiusAnimation(_this.lowerRadiusTransitionRange);
  94706. }
  94707. // Add the bounce animation to the upper radius limit
  94708. if (_this._isRadiusAtLimit(_this._attachedCamera.upperRadiusLimit)) {
  94709. _this._applyBoundRadiusAnimation(_this.upperRadiusTransitionRange);
  94710. }
  94711. });
  94712. };
  94713. BouncingBehavior.prototype.detach = function () {
  94714. if (!this._attachedCamera) {
  94715. return;
  94716. }
  94717. if (this._onAfterCheckInputsObserver) {
  94718. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  94719. }
  94720. if (this._onMeshTargetChangedObserver) {
  94721. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  94722. }
  94723. this._attachedCamera = null;
  94724. };
  94725. /**
  94726. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  94727. * @param radiusLimit The limit to check against.
  94728. * @return Bool to indicate if at limit.
  94729. */
  94730. BouncingBehavior.prototype._isRadiusAtLimit = function (radiusLimit) {
  94731. if (!this._attachedCamera) {
  94732. return false;
  94733. }
  94734. if (this._attachedCamera.radius === radiusLimit && !this._radiusIsAnimating) {
  94735. return true;
  94736. }
  94737. return false;
  94738. };
  94739. /**
  94740. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  94741. * @param radiusDelta The delta by which to animate to. Can be negative.
  94742. */
  94743. BouncingBehavior.prototype._applyBoundRadiusAnimation = function (radiusDelta) {
  94744. var _this = this;
  94745. if (!this._attachedCamera) {
  94746. return;
  94747. }
  94748. if (!this._radiusBounceTransition) {
  94749. BouncingBehavior.EasingFunction.setEasingMode(BouncingBehavior.EasingMode);
  94750. this._radiusBounceTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, BouncingBehavior.EasingFunction);
  94751. }
  94752. // Prevent zoom until bounce has completed
  94753. this._cachedWheelPrecision = this._attachedCamera.wheelPrecision;
  94754. this._attachedCamera.wheelPrecision = Infinity;
  94755. this._attachedCamera.inertialRadiusOffset = 0;
  94756. // Animate to the radius limit
  94757. this.stopAllAnimations();
  94758. this._radiusIsAnimating = true;
  94759. var animatable = BABYLON.Animation.TransitionTo("radius", this._attachedCamera.radius + radiusDelta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusBounceTransition, this.transitionDuration, function () { return _this._clearAnimationLocks(); });
  94760. if (animatable) {
  94761. this._animatables.push(animatable);
  94762. }
  94763. };
  94764. /**
  94765. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  94766. */
  94767. BouncingBehavior.prototype._clearAnimationLocks = function () {
  94768. this._radiusIsAnimating = false;
  94769. if (this._attachedCamera) {
  94770. this._attachedCamera.wheelPrecision = this._cachedWheelPrecision;
  94771. }
  94772. };
  94773. /**
  94774. * Stops and removes all animations that have been applied to the camera
  94775. */
  94776. BouncingBehavior.prototype.stopAllAnimations = function () {
  94777. if (this._attachedCamera) {
  94778. this._attachedCamera.animations = [];
  94779. }
  94780. while (this._animatables.length) {
  94781. this._animatables[0].onAnimationEnd = null;
  94782. this._animatables[0].stop();
  94783. this._animatables.shift();
  94784. }
  94785. };
  94786. /**
  94787. * The easing function used by animations
  94788. */
  94789. BouncingBehavior.EasingFunction = new BABYLON.BackEase(0.3);
  94790. /**
  94791. * The easing mode used by animations
  94792. */
  94793. BouncingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEOUT;
  94794. return BouncingBehavior;
  94795. }());
  94796. BABYLON.BouncingBehavior = BouncingBehavior;
  94797. })(BABYLON || (BABYLON = {}));
  94798. //# sourceMappingURL=babylon.bouncingBehavior.js.map
  94799. var BABYLON;
  94800. (function (BABYLON) {
  94801. var AutoRotationBehavior = /** @class */ (function () {
  94802. function AutoRotationBehavior() {
  94803. this._zoomStopsAnimation = false;
  94804. this._idleRotationSpeed = 0.05;
  94805. this._idleRotationWaitTime = 2000;
  94806. this._idleRotationSpinupTime = 2000;
  94807. this._isPointerDown = false;
  94808. this._lastFrameTime = null;
  94809. this._lastInteractionTime = -Infinity;
  94810. this._cameraRotationSpeed = 0;
  94811. this._lastFrameRadius = 0;
  94812. }
  94813. Object.defineProperty(AutoRotationBehavior.prototype, "name", {
  94814. get: function () {
  94815. return "AutoRotation";
  94816. },
  94817. enumerable: true,
  94818. configurable: true
  94819. });
  94820. Object.defineProperty(AutoRotationBehavior.prototype, "zoomStopsAnimation", {
  94821. /**
  94822. * Gets the flag that indicates if user zooming should stop animation.
  94823. */
  94824. get: function () {
  94825. return this._zoomStopsAnimation;
  94826. },
  94827. /**
  94828. * Sets the flag that indicates if user zooming should stop animation.
  94829. */
  94830. set: function (flag) {
  94831. this._zoomStopsAnimation = flag;
  94832. },
  94833. enumerable: true,
  94834. configurable: true
  94835. });
  94836. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpeed", {
  94837. /**
  94838. * Gets the default speed at which the camera rotates around the model.
  94839. */
  94840. get: function () {
  94841. return this._idleRotationSpeed;
  94842. },
  94843. /**
  94844. * Sets the default speed at which the camera rotates around the model.
  94845. */
  94846. set: function (speed) {
  94847. this._idleRotationSpeed = speed;
  94848. },
  94849. enumerable: true,
  94850. configurable: true
  94851. });
  94852. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationWaitTime", {
  94853. /**
  94854. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  94855. */
  94856. get: function () {
  94857. return this._idleRotationWaitTime;
  94858. },
  94859. /**
  94860. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  94861. */
  94862. set: function (time) {
  94863. this._idleRotationWaitTime = time;
  94864. },
  94865. enumerable: true,
  94866. configurable: true
  94867. });
  94868. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpinupTime", {
  94869. /**
  94870. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  94871. */
  94872. get: function () {
  94873. return this._idleRotationSpinupTime;
  94874. },
  94875. /**
  94876. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  94877. */
  94878. set: function (time) {
  94879. this._idleRotationSpinupTime = time;
  94880. },
  94881. enumerable: true,
  94882. configurable: true
  94883. });
  94884. Object.defineProperty(AutoRotationBehavior.prototype, "rotationInProgress", {
  94885. /**
  94886. * Gets a value indicating if the camera is currently rotating because of this behavior
  94887. */
  94888. get: function () {
  94889. return Math.abs(this._cameraRotationSpeed) > 0;
  94890. },
  94891. enumerable: true,
  94892. configurable: true
  94893. });
  94894. AutoRotationBehavior.prototype.init = function () {
  94895. // Do notihng
  94896. };
  94897. AutoRotationBehavior.prototype.attach = function (camera) {
  94898. var _this = this;
  94899. this._attachedCamera = camera;
  94900. var scene = this._attachedCamera.getScene();
  94901. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  94902. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  94903. _this._isPointerDown = true;
  94904. return;
  94905. }
  94906. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  94907. _this._isPointerDown = false;
  94908. }
  94909. });
  94910. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  94911. var now = BABYLON.Tools.Now;
  94912. var dt = 0;
  94913. if (_this._lastFrameTime != null) {
  94914. dt = now - _this._lastFrameTime;
  94915. }
  94916. _this._lastFrameTime = now;
  94917. // Stop the animation if there is user interaction and the animation should stop for this interaction
  94918. _this._applyUserInteraction();
  94919. var timeToRotation = now - _this._lastInteractionTime - _this._idleRotationWaitTime;
  94920. var scale = Math.max(Math.min(timeToRotation / (_this._idleRotationSpinupTime), 1), 0);
  94921. _this._cameraRotationSpeed = _this._idleRotationSpeed * scale;
  94922. // Step camera rotation by rotation speed
  94923. if (_this._attachedCamera) {
  94924. _this._attachedCamera.alpha -= _this._cameraRotationSpeed * (dt / 1000);
  94925. }
  94926. });
  94927. };
  94928. AutoRotationBehavior.prototype.detach = function () {
  94929. if (!this._attachedCamera) {
  94930. return;
  94931. }
  94932. var scene = this._attachedCamera.getScene();
  94933. if (this._onPrePointerObservableObserver) {
  94934. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  94935. }
  94936. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  94937. this._attachedCamera = null;
  94938. };
  94939. /**
  94940. * Returns true if user is scrolling.
  94941. * @return true if user is scrolling.
  94942. */
  94943. AutoRotationBehavior.prototype._userIsZooming = function () {
  94944. if (!this._attachedCamera) {
  94945. return false;
  94946. }
  94947. return this._attachedCamera.inertialRadiusOffset !== 0;
  94948. };
  94949. AutoRotationBehavior.prototype._shouldAnimationStopForInteraction = function () {
  94950. if (!this._attachedCamera) {
  94951. return false;
  94952. }
  94953. var zoomHasHitLimit = false;
  94954. if (this._lastFrameRadius === this._attachedCamera.radius && this._attachedCamera.inertialRadiusOffset !== 0) {
  94955. zoomHasHitLimit = true;
  94956. }
  94957. // Update the record of previous radius - works as an approx. indicator of hitting radius limits
  94958. this._lastFrameRadius = this._attachedCamera.radius;
  94959. return this._zoomStopsAnimation ? zoomHasHitLimit : this._userIsZooming();
  94960. };
  94961. /**
  94962. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  94963. */
  94964. AutoRotationBehavior.prototype._applyUserInteraction = function () {
  94965. if (this._userIsMoving() && !this._shouldAnimationStopForInteraction()) {
  94966. this._lastInteractionTime = BABYLON.Tools.Now;
  94967. }
  94968. };
  94969. // Tools
  94970. AutoRotationBehavior.prototype._userIsMoving = function () {
  94971. if (!this._attachedCamera) {
  94972. return false;
  94973. }
  94974. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  94975. this._attachedCamera.inertialBetaOffset !== 0 ||
  94976. this._attachedCamera.inertialRadiusOffset !== 0 ||
  94977. this._attachedCamera.inertialPanningX !== 0 ||
  94978. this._attachedCamera.inertialPanningY !== 0 ||
  94979. this._isPointerDown;
  94980. };
  94981. return AutoRotationBehavior;
  94982. }());
  94983. BABYLON.AutoRotationBehavior = AutoRotationBehavior;
  94984. })(BABYLON || (BABYLON = {}));
  94985. //# sourceMappingURL=babylon.autoRotationBehavior.js.map
  94986. var BABYLON;
  94987. (function (BABYLON) {
  94988. var NullEngineOptions = /** @class */ (function () {
  94989. function NullEngineOptions() {
  94990. this.renderWidth = 512;
  94991. this.renderHeight = 256;
  94992. this.textureSize = 512;
  94993. this.deterministicLockstep = false;
  94994. this.lockstepMaxSteps = 4;
  94995. }
  94996. return NullEngineOptions;
  94997. }());
  94998. BABYLON.NullEngineOptions = NullEngineOptions;
  94999. /**
  95000. * The null engine class provides support for headless version of babylon.js.
  95001. * This can be used in server side scenario or for testing purposes
  95002. */
  95003. var NullEngine = /** @class */ (function (_super) {
  95004. __extends(NullEngine, _super);
  95005. function NullEngine(options) {
  95006. if (options === void 0) { options = new NullEngineOptions(); }
  95007. var _this = _super.call(this, null) || this;
  95008. if (options.deterministicLockstep === undefined) {
  95009. options.deterministicLockstep = false;
  95010. }
  95011. if (options.lockstepMaxSteps === undefined) {
  95012. options.lockstepMaxSteps = 4;
  95013. }
  95014. _this._options = options;
  95015. // Init caps
  95016. // We consider we are on a webgl1 capable device
  95017. _this._caps = new BABYLON.EngineCapabilities();
  95018. _this._caps.maxTexturesImageUnits = 16;
  95019. _this._caps.maxVertexTextureImageUnits = 16;
  95020. _this._caps.maxTextureSize = 512;
  95021. _this._caps.maxCubemapTextureSize = 512;
  95022. _this._caps.maxRenderTextureSize = 512;
  95023. _this._caps.maxVertexAttribs = 16;
  95024. _this._caps.maxVaryingVectors = 16;
  95025. _this._caps.maxFragmentUniformVectors = 16;
  95026. _this._caps.maxVertexUniformVectors = 16;
  95027. // Extensions
  95028. _this._caps.standardDerivatives = false;
  95029. _this._caps.astc = null;
  95030. _this._caps.s3tc = null;
  95031. _this._caps.pvrtc = null;
  95032. _this._caps.etc1 = null;
  95033. _this._caps.etc2 = null;
  95034. _this._caps.textureAnisotropicFilterExtension = null;
  95035. _this._caps.maxAnisotropy = 0;
  95036. _this._caps.uintIndices = false;
  95037. _this._caps.fragmentDepthSupported = false;
  95038. _this._caps.highPrecisionShaderSupported = true;
  95039. _this._caps.colorBufferFloat = false;
  95040. _this._caps.textureFloat = false;
  95041. _this._caps.textureFloatLinearFiltering = false;
  95042. _this._caps.textureFloatRender = false;
  95043. _this._caps.textureHalfFloat = false;
  95044. _this._caps.textureHalfFloatLinearFiltering = false;
  95045. _this._caps.textureHalfFloatRender = false;
  95046. _this._caps.textureLOD = false;
  95047. _this._caps.drawBuffersExtension = false;
  95048. _this._caps.depthTextureExtension = false;
  95049. _this._caps.vertexArrayObject = false;
  95050. _this._caps.instancedArrays = false;
  95051. BABYLON.Tools.Log("Babylon.js null engine (v" + BABYLON.Engine.Version + ") launched");
  95052. // Wrappers
  95053. if (typeof URL === "undefined") {
  95054. URL = {
  95055. createObjectURL: function () { },
  95056. revokeObjectURL: function () { }
  95057. };
  95058. }
  95059. if (typeof Blob === "undefined") {
  95060. Blob = function () { };
  95061. }
  95062. return _this;
  95063. }
  95064. NullEngine.prototype.isDeterministicLockStep = function () {
  95065. return this._options.deterministicLockstep;
  95066. };
  95067. NullEngine.prototype.getLockstepMaxSteps = function () {
  95068. return this._options.lockstepMaxSteps;
  95069. };
  95070. NullEngine.prototype.getHardwareScalingLevel = function () {
  95071. return 1.0;
  95072. };
  95073. NullEngine.prototype.createVertexBuffer = function (vertices) {
  95074. return {
  95075. capacity: 0,
  95076. references: 1,
  95077. is32Bits: false
  95078. };
  95079. };
  95080. NullEngine.prototype.createIndexBuffer = function (indices) {
  95081. return {
  95082. capacity: 0,
  95083. references: 1,
  95084. is32Bits: false
  95085. };
  95086. };
  95087. NullEngine.prototype.clear = function (color, backBuffer, depth, stencil) {
  95088. if (stencil === void 0) { stencil = false; }
  95089. };
  95090. NullEngine.prototype.getRenderWidth = function (useScreen) {
  95091. if (useScreen === void 0) { useScreen = false; }
  95092. if (!useScreen && this._currentRenderTarget) {
  95093. return this._currentRenderTarget.width;
  95094. }
  95095. return this._options.renderWidth;
  95096. };
  95097. NullEngine.prototype.getRenderHeight = function (useScreen) {
  95098. if (useScreen === void 0) { useScreen = false; }
  95099. if (!useScreen && this._currentRenderTarget) {
  95100. return this._currentRenderTarget.height;
  95101. }
  95102. return this._options.renderHeight;
  95103. };
  95104. NullEngine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  95105. this._cachedViewport = viewport;
  95106. };
  95107. NullEngine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context) {
  95108. return {
  95109. transformFeedback: null,
  95110. __SPECTOR_rebuildProgram: null
  95111. };
  95112. };
  95113. NullEngine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  95114. return [];
  95115. };
  95116. NullEngine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  95117. return [];
  95118. };
  95119. NullEngine.prototype.bindSamplers = function (effect) {
  95120. this._currentEffect = null;
  95121. };
  95122. NullEngine.prototype.enableEffect = function (effect) {
  95123. this._currentEffect = effect;
  95124. if (effect.onBind) {
  95125. effect.onBind(effect);
  95126. }
  95127. effect.onBindObservable.notifyObservers(effect);
  95128. };
  95129. NullEngine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  95130. if (zOffset === void 0) { zOffset = 0; }
  95131. if (reverseSide === void 0) { reverseSide = false; }
  95132. };
  95133. NullEngine.prototype.setIntArray = function (uniform, array) {
  95134. };
  95135. NullEngine.prototype.setIntArray2 = function (uniform, array) {
  95136. };
  95137. NullEngine.prototype.setIntArray3 = function (uniform, array) {
  95138. };
  95139. NullEngine.prototype.setIntArray4 = function (uniform, array) {
  95140. };
  95141. NullEngine.prototype.setFloatArray = function (uniform, array) {
  95142. };
  95143. NullEngine.prototype.setFloatArray2 = function (uniform, array) {
  95144. };
  95145. NullEngine.prototype.setFloatArray3 = function (uniform, array) {
  95146. };
  95147. NullEngine.prototype.setFloatArray4 = function (uniform, array) {
  95148. };
  95149. NullEngine.prototype.setArray = function (uniform, array) {
  95150. };
  95151. NullEngine.prototype.setArray2 = function (uniform, array) {
  95152. };
  95153. NullEngine.prototype.setArray3 = function (uniform, array) {
  95154. };
  95155. NullEngine.prototype.setArray4 = function (uniform, array) {
  95156. };
  95157. NullEngine.prototype.setMatrices = function (uniform, matrices) {
  95158. };
  95159. NullEngine.prototype.setMatrix = function (uniform, matrix) {
  95160. };
  95161. NullEngine.prototype.setMatrix3x3 = function (uniform, matrix) {
  95162. };
  95163. NullEngine.prototype.setMatrix2x2 = function (uniform, matrix) {
  95164. };
  95165. NullEngine.prototype.setFloat = function (uniform, value) {
  95166. };
  95167. NullEngine.prototype.setFloat2 = function (uniform, x, y) {
  95168. };
  95169. NullEngine.prototype.setFloat3 = function (uniform, x, y, z) {
  95170. };
  95171. NullEngine.prototype.setBool = function (uniform, bool) {
  95172. };
  95173. NullEngine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  95174. };
  95175. NullEngine.prototype.setColor3 = function (uniform, color3) {
  95176. };
  95177. NullEngine.prototype.setColor4 = function (uniform, color3, alpha) {
  95178. };
  95179. NullEngine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  95180. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  95181. if (this._alphaMode === mode) {
  95182. return;
  95183. }
  95184. this._alphaState.alphaBlend = (mode !== BABYLON.Engine.ALPHA_DISABLE);
  95185. if (!noDepthWriteChange) {
  95186. this.setDepthWrite(mode === BABYLON.Engine.ALPHA_DISABLE);
  95187. }
  95188. this._alphaMode = mode;
  95189. };
  95190. NullEngine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  95191. };
  95192. NullEngine.prototype.wipeCaches = function (bruteForce) {
  95193. if (this.preventCacheWipeBetweenFrames) {
  95194. return;
  95195. }
  95196. this.resetTextureCache();
  95197. this._currentEffect = null;
  95198. if (bruteForce) {
  95199. this._currentProgram = null;
  95200. this._stencilState.reset();
  95201. this._depthCullingState.reset();
  95202. this._alphaState.reset();
  95203. }
  95204. this._cachedVertexBuffers = null;
  95205. this._cachedIndexBuffer = null;
  95206. this._cachedEffectForVertexBuffers = null;
  95207. };
  95208. NullEngine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  95209. };
  95210. NullEngine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  95211. };
  95212. NullEngine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  95213. };
  95214. NullEngine.prototype._createTexture = function () {
  95215. return {};
  95216. };
  95217. NullEngine.prototype._releaseTexture = function (texture) {
  95218. };
  95219. NullEngine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallBack, format) {
  95220. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  95221. if (onLoad === void 0) { onLoad = null; }
  95222. if (onError === void 0) { onError = null; }
  95223. if (buffer === void 0) { buffer = null; }
  95224. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  95225. var url = String(urlArg);
  95226. texture.url = url;
  95227. texture.generateMipMaps = !noMipmap;
  95228. texture.samplingMode = samplingMode;
  95229. texture.invertY = invertY;
  95230. texture.baseWidth = this._options.textureSize;
  95231. texture.baseHeight = this._options.textureSize;
  95232. texture.width = this._options.textureSize;
  95233. texture.height = this._options.textureSize;
  95234. if (format) {
  95235. texture.format = format;
  95236. }
  95237. texture.isReady = true;
  95238. if (onLoad) {
  95239. onLoad();
  95240. }
  95241. return texture;
  95242. };
  95243. NullEngine.prototype.createRenderTargetTexture = function (size, options) {
  95244. var fullOptions = new BABYLON.RenderTargetCreationOptions();
  95245. if (options !== undefined && typeof options === "object") {
  95246. fullOptions.generateMipMaps = options.generateMipMaps;
  95247. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  95248. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  95249. fullOptions.type = options.type === undefined ? BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  95250. fullOptions.samplingMode = options.samplingMode === undefined ? BABYLON.Texture.TRILINEAR_SAMPLINGMODE : options.samplingMode;
  95251. }
  95252. else {
  95253. fullOptions.generateMipMaps = options;
  95254. fullOptions.generateDepthBuffer = true;
  95255. fullOptions.generateStencilBuffer = false;
  95256. fullOptions.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  95257. fullOptions.samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  95258. }
  95259. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  95260. var width = size.width || size;
  95261. var height = size.height || size;
  95262. texture._depthStencilBuffer = {};
  95263. texture._framebuffer = {};
  95264. texture.baseWidth = width;
  95265. texture.baseHeight = height;
  95266. texture.width = width;
  95267. texture.height = height;
  95268. texture.isReady = true;
  95269. texture.samples = 1;
  95270. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  95271. texture.samplingMode = fullOptions.samplingMode;
  95272. texture.type = fullOptions.type;
  95273. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  95274. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  95275. return texture;
  95276. };
  95277. NullEngine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  95278. texture.samplingMode = samplingMode;
  95279. };
  95280. NullEngine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport) {
  95281. if (this._currentRenderTarget) {
  95282. this.unBindFramebuffer(this._currentRenderTarget);
  95283. }
  95284. this._currentRenderTarget = texture;
  95285. this._currentFramebuffer = texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer;
  95286. if (this._cachedViewport && !forceFullscreenViewport) {
  95287. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  95288. }
  95289. };
  95290. NullEngine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  95291. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  95292. this._currentRenderTarget = null;
  95293. if (onBeforeUnbind) {
  95294. if (texture._MSAAFramebuffer) {
  95295. this._currentFramebuffer = texture._framebuffer;
  95296. }
  95297. onBeforeUnbind();
  95298. }
  95299. this._currentFramebuffer = null;
  95300. };
  95301. NullEngine.prototype.createDynamicVertexBuffer = function (vertices) {
  95302. var vbo = {
  95303. capacity: 1,
  95304. references: 1,
  95305. is32Bits: false
  95306. };
  95307. return vbo;
  95308. };
  95309. NullEngine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  95310. if (offset === void 0) { offset = 0; }
  95311. };
  95312. /**
  95313. * Updates a dynamic vertex buffer.
  95314. * @param vertexBuffer the vertex buffer to update
  95315. * @param data the data used to update the vertex buffer
  95316. * @param byteOffset the byte offset of the data (optional)
  95317. * @param byteLength the byte length of the data (optional)
  95318. */
  95319. NullEngine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, byteOffset, byteLength) {
  95320. };
  95321. NullEngine.prototype._bindTextureDirectly = function (target, texture) {
  95322. if (this._boundTexturesCache[this._activeChannel] !== texture) {
  95323. this._boundTexturesCache[this._activeChannel] = texture;
  95324. }
  95325. };
  95326. NullEngine.prototype._bindTexture = function (channel, texture) {
  95327. if (channel < 0) {
  95328. return;
  95329. }
  95330. this._bindTextureDirectly(0, texture);
  95331. };
  95332. NullEngine.prototype._releaseBuffer = function (buffer) {
  95333. buffer.references--;
  95334. if (buffer.references === 0) {
  95335. return true;
  95336. }
  95337. return false;
  95338. };
  95339. return NullEngine;
  95340. }(BABYLON.Engine));
  95341. BABYLON.NullEngine = NullEngine;
  95342. })(BABYLON || (BABYLON = {}));
  95343. //# sourceMappingURL=babylon.nullEngine.js.map
  95344. var BABYLON;
  95345. (function (BABYLON) {
  95346. /**
  95347. * This class can be used to get instrumentation data from a Babylon engine
  95348. */
  95349. var EngineInstrumentation = /** @class */ (function () {
  95350. function EngineInstrumentation(engine) {
  95351. this.engine = engine;
  95352. this._captureGPUFrameTime = false;
  95353. this._gpuFrameTime = new BABYLON.PerfCounter();
  95354. this._captureShaderCompilationTime = false;
  95355. this._shaderCompilationTime = new BABYLON.PerfCounter();
  95356. // Observers
  95357. this._onBeginFrameObserver = null;
  95358. this._onEndFrameObserver = null;
  95359. this._onBeforeShaderCompilationObserver = null;
  95360. this._onAfterShaderCompilationObserver = null;
  95361. }
  95362. Object.defineProperty(EngineInstrumentation.prototype, "gpuFrameTimeCounter", {
  95363. // Properties
  95364. /**
  95365. * Gets the perf counter used for GPU frame time
  95366. */
  95367. get: function () {
  95368. return this._gpuFrameTime;
  95369. },
  95370. enumerable: true,
  95371. configurable: true
  95372. });
  95373. Object.defineProperty(EngineInstrumentation.prototype, "captureGPUFrameTime", {
  95374. /**
  95375. * Gets the GPU frame time capture status
  95376. */
  95377. get: function () {
  95378. return this._captureGPUFrameTime;
  95379. },
  95380. /**
  95381. * Enable or disable the GPU frame time capture
  95382. */
  95383. set: function (value) {
  95384. var _this = this;
  95385. if (value === this._captureGPUFrameTime) {
  95386. return;
  95387. }
  95388. this._captureGPUFrameTime = value;
  95389. if (value) {
  95390. this._onBeginFrameObserver = this.engine.onBeginFrameObservable.add(function () {
  95391. if (!_this._gpuFrameTimeToken) {
  95392. _this._gpuFrameTimeToken = _this.engine.startTimeQuery();
  95393. }
  95394. });
  95395. this._onEndFrameObserver = this.engine.onEndFrameObservable.add(function () {
  95396. if (!_this._gpuFrameTimeToken) {
  95397. return;
  95398. }
  95399. var time = _this.engine.endTimeQuery(_this._gpuFrameTimeToken);
  95400. if (time > -1) {
  95401. _this._gpuFrameTimeToken = null;
  95402. _this._gpuFrameTime.fetchNewFrame();
  95403. _this._gpuFrameTime.addCount(time, true);
  95404. }
  95405. });
  95406. }
  95407. else {
  95408. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  95409. this._onBeginFrameObserver = null;
  95410. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  95411. this._onEndFrameObserver = null;
  95412. }
  95413. },
  95414. enumerable: true,
  95415. configurable: true
  95416. });
  95417. Object.defineProperty(EngineInstrumentation.prototype, "shaderCompilationTimeCounter", {
  95418. /**
  95419. * Gets the perf counter used for shader compilation time
  95420. */
  95421. get: function () {
  95422. return this._shaderCompilationTime;
  95423. },
  95424. enumerable: true,
  95425. configurable: true
  95426. });
  95427. Object.defineProperty(EngineInstrumentation.prototype, "captureShaderCompilationTime", {
  95428. /**
  95429. * Gets the shader compilation time capture status
  95430. */
  95431. get: function () {
  95432. return this._captureShaderCompilationTime;
  95433. },
  95434. /**
  95435. * Enable or disable the shader compilation time capture
  95436. */
  95437. set: function (value) {
  95438. var _this = this;
  95439. if (value === this._captureShaderCompilationTime) {
  95440. return;
  95441. }
  95442. this._captureShaderCompilationTime = value;
  95443. if (value) {
  95444. this._onBeforeShaderCompilationObserver = this.engine.onBeforeShaderCompilationObservable.add(function () {
  95445. _this._shaderCompilationTime.fetchNewFrame();
  95446. _this._shaderCompilationTime.beginMonitoring();
  95447. });
  95448. this._onAfterShaderCompilationObserver = this.engine.onAfterShaderCompilationObservable.add(function () {
  95449. _this._shaderCompilationTime.endMonitoring();
  95450. });
  95451. }
  95452. else {
  95453. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  95454. this._onBeforeShaderCompilationObserver = null;
  95455. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  95456. this._onAfterShaderCompilationObserver = null;
  95457. }
  95458. },
  95459. enumerable: true,
  95460. configurable: true
  95461. });
  95462. EngineInstrumentation.prototype.dispose = function () {
  95463. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  95464. this._onBeginFrameObserver = null;
  95465. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  95466. this._onEndFrameObserver = null;
  95467. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  95468. this._onBeforeShaderCompilationObserver = null;
  95469. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  95470. this._onAfterShaderCompilationObserver = null;
  95471. this.engine = null;
  95472. };
  95473. return EngineInstrumentation;
  95474. }());
  95475. BABYLON.EngineInstrumentation = EngineInstrumentation;
  95476. })(BABYLON || (BABYLON = {}));
  95477. //# sourceMappingURL=babylon.engineInstrumentation.js.map
  95478. var BABYLON;
  95479. (function (BABYLON) {
  95480. /**
  95481. * This class can be used to get instrumentation data from a Babylon engine
  95482. */
  95483. var SceneInstrumentation = /** @class */ (function () {
  95484. function SceneInstrumentation(scene) {
  95485. var _this = this;
  95486. this.scene = scene;
  95487. this._captureActiveMeshesEvaluationTime = false;
  95488. this._activeMeshesEvaluationTime = new BABYLON.PerfCounter();
  95489. this._captureRenderTargetsRenderTime = false;
  95490. this._renderTargetsRenderTime = new BABYLON.PerfCounter();
  95491. this._captureFrameTime = false;
  95492. this._frameTime = new BABYLON.PerfCounter();
  95493. this._captureRenderTime = false;
  95494. this._renderTime = new BABYLON.PerfCounter();
  95495. this._captureInterFrameTime = false;
  95496. this._interFrameTime = new BABYLON.PerfCounter();
  95497. this._captureParticlesRenderTime = false;
  95498. this._particlesRenderTime = new BABYLON.PerfCounter();
  95499. this._captureSpritesRenderTime = false;
  95500. this._spritesRenderTime = new BABYLON.PerfCounter();
  95501. this._capturePhysicsTime = false;
  95502. this._physicsTime = new BABYLON.PerfCounter();
  95503. this._captureAnimationsTime = false;
  95504. this._animationsTime = new BABYLON.PerfCounter();
  95505. // Observers
  95506. this._onBeforeActiveMeshesEvaluationObserver = null;
  95507. this._onAfterActiveMeshesEvaluationObserver = null;
  95508. this._onBeforeRenderTargetsRenderObserver = null;
  95509. this._onAfterRenderTargetsRenderObserver = null;
  95510. this._onAfterRenderObserver = null;
  95511. this._onBeforeDrawPhaseObserver = null;
  95512. this._onAfterDrawPhaseObserver = null;
  95513. this._onBeforeAnimationsObserver = null;
  95514. this._onBeforeParticlesRenderingObserver = null;
  95515. this._onAfterParticlesRenderingObserver = null;
  95516. this._onBeforeSpritesRenderingObserver = null;
  95517. this._onAfterSpritesRenderingObserver = null;
  95518. this._onBeforePhysicsObserver = null;
  95519. this._onAfterPhysicsObserver = null;
  95520. this._onAfterAnimationsObserver = null;
  95521. // Before render
  95522. this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(function () {
  95523. if (_this._captureActiveMeshesEvaluationTime) {
  95524. _this._activeMeshesEvaluationTime.fetchNewFrame();
  95525. }
  95526. if (_this._captureRenderTargetsRenderTime) {
  95527. _this._renderTargetsRenderTime.fetchNewFrame();
  95528. }
  95529. if (_this._captureFrameTime) {
  95530. BABYLON.Tools.StartPerformanceCounter("Scene rendering");
  95531. _this._frameTime.beginMonitoring();
  95532. }
  95533. if (_this._captureInterFrameTime) {
  95534. _this._interFrameTime.endMonitoring();
  95535. }
  95536. if (_this._captureParticlesRenderTime) {
  95537. _this._particlesRenderTime.fetchNewFrame();
  95538. }
  95539. if (_this._captureSpritesRenderTime) {
  95540. _this._spritesRenderTime.fetchNewFrame();
  95541. }
  95542. if (_this._captureAnimationsTime) {
  95543. _this._animationsTime.beginMonitoring();
  95544. }
  95545. _this.scene.getEngine()._drawCalls.fetchNewFrame();
  95546. _this.scene.getEngine()._textureCollisions.fetchNewFrame();
  95547. });
  95548. // After render
  95549. this._onAfterRenderObserver = scene.onAfterRenderObservable.add(function () {
  95550. if (_this._captureFrameTime) {
  95551. BABYLON.Tools.EndPerformanceCounter("Scene rendering");
  95552. _this._frameTime.endMonitoring();
  95553. }
  95554. if (_this._captureRenderTime) {
  95555. _this._renderTime.endMonitoring(false);
  95556. }
  95557. if (_this._captureInterFrameTime) {
  95558. _this._interFrameTime.beginMonitoring();
  95559. }
  95560. });
  95561. }
  95562. Object.defineProperty(SceneInstrumentation.prototype, "activeMeshesEvaluationTimeCounter", {
  95563. // Properties
  95564. /**
  95565. * Gets the perf counter used for active meshes evaluation time
  95566. */
  95567. get: function () {
  95568. return this._activeMeshesEvaluationTime;
  95569. },
  95570. enumerable: true,
  95571. configurable: true
  95572. });
  95573. Object.defineProperty(SceneInstrumentation.prototype, "captureActiveMeshesEvaluationTime", {
  95574. /**
  95575. * Gets the active meshes evaluation time capture status
  95576. */
  95577. get: function () {
  95578. return this._captureActiveMeshesEvaluationTime;
  95579. },
  95580. /**
  95581. * Enable or disable the active meshes evaluation time capture
  95582. */
  95583. set: function (value) {
  95584. var _this = this;
  95585. if (value === this._captureActiveMeshesEvaluationTime) {
  95586. return;
  95587. }
  95588. this._captureActiveMeshesEvaluationTime = value;
  95589. if (value) {
  95590. this._onBeforeActiveMeshesEvaluationObserver = this.scene.onBeforeActiveMeshesEvaluationObservable.add(function () {
  95591. BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
  95592. _this._activeMeshesEvaluationTime.beginMonitoring();
  95593. });
  95594. this._onAfterActiveMeshesEvaluationObserver = this.scene.onAfterActiveMeshesEvaluationObservable.add(function () {
  95595. BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
  95596. _this._activeMeshesEvaluationTime.endMonitoring();
  95597. });
  95598. }
  95599. else {
  95600. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  95601. this._onBeforeActiveMeshesEvaluationObserver = null;
  95602. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  95603. this._onAfterActiveMeshesEvaluationObserver = null;
  95604. }
  95605. },
  95606. enumerable: true,
  95607. configurable: true
  95608. });
  95609. Object.defineProperty(SceneInstrumentation.prototype, "renderTargetsRenderTimeCounter", {
  95610. /**
  95611. * Gets the perf counter used for render targets render time
  95612. */
  95613. get: function () {
  95614. return this._renderTargetsRenderTime;
  95615. },
  95616. enumerable: true,
  95617. configurable: true
  95618. });
  95619. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTargetsRenderTime", {
  95620. /**
  95621. * Gets the render targets render time capture status
  95622. */
  95623. get: function () {
  95624. return this._captureRenderTargetsRenderTime;
  95625. },
  95626. /**
  95627. * Enable or disable the render targets render time capture
  95628. */
  95629. set: function (value) {
  95630. var _this = this;
  95631. if (value === this._captureRenderTargetsRenderTime) {
  95632. return;
  95633. }
  95634. this._captureRenderTargetsRenderTime = value;
  95635. if (value) {
  95636. this._onBeforeRenderTargetsRenderObserver = this.scene.onBeforeRenderTargetsRenderObservable.add(function () {
  95637. BABYLON.Tools.StartPerformanceCounter("Render targets rendering");
  95638. _this._renderTargetsRenderTime.beginMonitoring();
  95639. });
  95640. this._onAfterRenderTargetsRenderObserver = this.scene.onAfterRenderTargetsRenderObservable.add(function () {
  95641. BABYLON.Tools.EndPerformanceCounter("Render targets rendering");
  95642. _this._renderTargetsRenderTime.endMonitoring(false);
  95643. });
  95644. }
  95645. else {
  95646. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  95647. this._onBeforeRenderTargetsRenderObserver = null;
  95648. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  95649. this._onAfterRenderTargetsRenderObserver = null;
  95650. }
  95651. },
  95652. enumerable: true,
  95653. configurable: true
  95654. });
  95655. Object.defineProperty(SceneInstrumentation.prototype, "particlesRenderTimeCounter", {
  95656. /**
  95657. * Gets the perf counter used for particles render time
  95658. */
  95659. get: function () {
  95660. return this._particlesRenderTime;
  95661. },
  95662. enumerable: true,
  95663. configurable: true
  95664. });
  95665. Object.defineProperty(SceneInstrumentation.prototype, "captureParticlesRenderTime", {
  95666. /**
  95667. * Gets the particles render time capture status
  95668. */
  95669. get: function () {
  95670. return this._captureParticlesRenderTime;
  95671. },
  95672. /**
  95673. * Enable or disable the particles render time capture
  95674. */
  95675. set: function (value) {
  95676. var _this = this;
  95677. if (value === this._captureParticlesRenderTime) {
  95678. return;
  95679. }
  95680. this._captureParticlesRenderTime = value;
  95681. if (value) {
  95682. this._onBeforeParticlesRenderingObserver = this.scene.onBeforeParticlesRenderingObservable.add(function () {
  95683. BABYLON.Tools.StartPerformanceCounter("Particles");
  95684. _this._particlesRenderTime.beginMonitoring();
  95685. });
  95686. this._onAfterParticlesRenderingObserver = this.scene.onAfterParticlesRenderingObservable.add(function () {
  95687. BABYLON.Tools.EndPerformanceCounter("Particles");
  95688. _this._particlesRenderTime.endMonitoring(false);
  95689. });
  95690. }
  95691. else {
  95692. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  95693. this._onBeforeParticlesRenderingObserver = null;
  95694. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  95695. this._onAfterParticlesRenderingObserver = null;
  95696. }
  95697. },
  95698. enumerable: true,
  95699. configurable: true
  95700. });
  95701. Object.defineProperty(SceneInstrumentation.prototype, "spritesRenderTimeCounter", {
  95702. /**
  95703. * Gets the perf counter used for sprites render time
  95704. */
  95705. get: function () {
  95706. return this._spritesRenderTime;
  95707. },
  95708. enumerable: true,
  95709. configurable: true
  95710. });
  95711. Object.defineProperty(SceneInstrumentation.prototype, "captureSpritesRenderTime", {
  95712. /**
  95713. * Gets the sprites render time capture status
  95714. */
  95715. get: function () {
  95716. return this._captureSpritesRenderTime;
  95717. },
  95718. /**
  95719. * Enable or disable the sprites render time capture
  95720. */
  95721. set: function (value) {
  95722. var _this = this;
  95723. if (value === this._captureSpritesRenderTime) {
  95724. return;
  95725. }
  95726. this._captureSpritesRenderTime = value;
  95727. if (value) {
  95728. this._onBeforeSpritesRenderingObserver = this.scene.onBeforeSpritesRenderingObservable.add(function () {
  95729. BABYLON.Tools.StartPerformanceCounter("Sprites");
  95730. _this._spritesRenderTime.beginMonitoring();
  95731. });
  95732. this._onAfterSpritesRenderingObserver = this.scene.onAfterSpritesRenderingObservable.add(function () {
  95733. BABYLON.Tools.EndPerformanceCounter("Sprites");
  95734. _this._spritesRenderTime.endMonitoring(false);
  95735. });
  95736. }
  95737. else {
  95738. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  95739. this._onBeforeSpritesRenderingObserver = null;
  95740. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  95741. this._onAfterSpritesRenderingObserver = null;
  95742. }
  95743. },
  95744. enumerable: true,
  95745. configurable: true
  95746. });
  95747. Object.defineProperty(SceneInstrumentation.prototype, "physicsTimeCounter", {
  95748. /**
  95749. * Gets the perf counter used for physics time
  95750. */
  95751. get: function () {
  95752. return this._physicsTime;
  95753. },
  95754. enumerable: true,
  95755. configurable: true
  95756. });
  95757. Object.defineProperty(SceneInstrumentation.prototype, "capturePhysicsTime", {
  95758. /**
  95759. * Gets the physics time capture status
  95760. */
  95761. get: function () {
  95762. return this._capturePhysicsTime;
  95763. },
  95764. /**
  95765. * Enable or disable the physics time capture
  95766. */
  95767. set: function (value) {
  95768. var _this = this;
  95769. if (value === this._capturePhysicsTime) {
  95770. return;
  95771. }
  95772. this._capturePhysicsTime = value;
  95773. if (value) {
  95774. this._onBeforePhysicsObserver = this.scene.onBeforePhysicsObservable.add(function () {
  95775. BABYLON.Tools.StartPerformanceCounter("Physics");
  95776. _this._physicsTime.beginMonitoring();
  95777. });
  95778. this._onAfterPhysicsObserver = this.scene.onAfterPhysicsObservable.add(function () {
  95779. BABYLON.Tools.EndPerformanceCounter("Physics");
  95780. _this._physicsTime.endMonitoring();
  95781. });
  95782. }
  95783. else {
  95784. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  95785. this._onBeforePhysicsObserver = null;
  95786. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  95787. this._onAfterPhysicsObserver = null;
  95788. }
  95789. },
  95790. enumerable: true,
  95791. configurable: true
  95792. });
  95793. Object.defineProperty(SceneInstrumentation.prototype, "animationsTimeCounter", {
  95794. /**
  95795. * Gets the perf counter used for animations time
  95796. */
  95797. get: function () {
  95798. return this._animationsTime;
  95799. },
  95800. enumerable: true,
  95801. configurable: true
  95802. });
  95803. Object.defineProperty(SceneInstrumentation.prototype, "captureAnimationsTime", {
  95804. /**
  95805. * Gets the animations time capture status
  95806. */
  95807. get: function () {
  95808. return this._captureAnimationsTime;
  95809. },
  95810. /**
  95811. * Enable or disable the animations time capture
  95812. */
  95813. set: function (value) {
  95814. var _this = this;
  95815. if (value === this._captureAnimationsTime) {
  95816. return;
  95817. }
  95818. this._captureAnimationsTime = value;
  95819. if (value) {
  95820. this._onAfterAnimationsObserver = this.scene.onAfterAnimationsObservable.add(function () {
  95821. _this._animationsTime.endMonitoring();
  95822. });
  95823. }
  95824. else {
  95825. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  95826. this._onAfterAnimationsObserver = null;
  95827. }
  95828. },
  95829. enumerable: true,
  95830. configurable: true
  95831. });
  95832. Object.defineProperty(SceneInstrumentation.prototype, "frameTimeCounter", {
  95833. /**
  95834. * Gets the perf counter used for frame time capture
  95835. */
  95836. get: function () {
  95837. return this._frameTime;
  95838. },
  95839. enumerable: true,
  95840. configurable: true
  95841. });
  95842. Object.defineProperty(SceneInstrumentation.prototype, "captureFrameTime", {
  95843. /**
  95844. * Gets the frame time capture status
  95845. */
  95846. get: function () {
  95847. return this._captureFrameTime;
  95848. },
  95849. /**
  95850. * Enable or disable the frame time capture
  95851. */
  95852. set: function (value) {
  95853. this._captureFrameTime = value;
  95854. },
  95855. enumerable: true,
  95856. configurable: true
  95857. });
  95858. Object.defineProperty(SceneInstrumentation.prototype, "interFrameTimeCounter", {
  95859. /**
  95860. * Gets the perf counter used for inter-frames time capture
  95861. */
  95862. get: function () {
  95863. return this._interFrameTime;
  95864. },
  95865. enumerable: true,
  95866. configurable: true
  95867. });
  95868. Object.defineProperty(SceneInstrumentation.prototype, "captureInterFrameTime", {
  95869. /**
  95870. * Gets the inter-frames time capture status
  95871. */
  95872. get: function () {
  95873. return this._captureInterFrameTime;
  95874. },
  95875. /**
  95876. * Enable or disable the inter-frames time capture
  95877. */
  95878. set: function (value) {
  95879. this._captureInterFrameTime = value;
  95880. },
  95881. enumerable: true,
  95882. configurable: true
  95883. });
  95884. Object.defineProperty(SceneInstrumentation.prototype, "renderTimeCounter", {
  95885. /**
  95886. * Gets the perf counter used for render time capture
  95887. */
  95888. get: function () {
  95889. return this._renderTime;
  95890. },
  95891. enumerable: true,
  95892. configurable: true
  95893. });
  95894. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTime", {
  95895. /**
  95896. * Gets the render time capture status
  95897. */
  95898. get: function () {
  95899. return this._captureRenderTime;
  95900. },
  95901. /**
  95902. * Enable or disable the render time capture
  95903. */
  95904. set: function (value) {
  95905. var _this = this;
  95906. if (value === this._captureRenderTime) {
  95907. return;
  95908. }
  95909. this._captureRenderTime = value;
  95910. if (value) {
  95911. this._onBeforeDrawPhaseObserver = this.scene.onBeforeDrawPhaseObservable.add(function () {
  95912. _this._renderTime.beginMonitoring();
  95913. BABYLON.Tools.StartPerformanceCounter("Main render");
  95914. });
  95915. this._onAfterDrawPhaseObserver = this.scene.onAfterDrawPhaseObservable.add(function () {
  95916. _this._renderTime.endMonitoring(false);
  95917. BABYLON.Tools.EndPerformanceCounter("Main render");
  95918. });
  95919. }
  95920. else {
  95921. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  95922. this._onBeforeDrawPhaseObserver = null;
  95923. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  95924. this._onAfterDrawPhaseObserver = null;
  95925. }
  95926. },
  95927. enumerable: true,
  95928. configurable: true
  95929. });
  95930. Object.defineProperty(SceneInstrumentation.prototype, "drawCallsCounter", {
  95931. /**
  95932. * Gets the perf counter used for draw calls
  95933. */
  95934. get: function () {
  95935. return this.scene.getEngine()._drawCalls;
  95936. },
  95937. enumerable: true,
  95938. configurable: true
  95939. });
  95940. Object.defineProperty(SceneInstrumentation.prototype, "textureCollisionsCounter", {
  95941. /**
  95942. * Gets the perf counter used for texture collisions
  95943. */
  95944. get: function () {
  95945. return this.scene.getEngine()._textureCollisions;
  95946. },
  95947. enumerable: true,
  95948. configurable: true
  95949. });
  95950. SceneInstrumentation.prototype.dispose = function () {
  95951. this.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  95952. this._onAfterRenderObserver = null;
  95953. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  95954. this._onBeforeActiveMeshesEvaluationObserver = null;
  95955. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  95956. this._onAfterActiveMeshesEvaluationObserver = null;
  95957. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  95958. this._onBeforeRenderTargetsRenderObserver = null;
  95959. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  95960. this._onAfterRenderTargetsRenderObserver = null;
  95961. this.scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);
  95962. this._onBeforeAnimationsObserver = null;
  95963. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  95964. this._onBeforeParticlesRenderingObserver = null;
  95965. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  95966. this._onAfterParticlesRenderingObserver = null;
  95967. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  95968. this._onBeforeSpritesRenderingObserver = null;
  95969. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  95970. this._onAfterSpritesRenderingObserver = null;
  95971. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  95972. this._onBeforeDrawPhaseObserver = null;
  95973. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  95974. this._onAfterDrawPhaseObserver = null;
  95975. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  95976. this._onBeforePhysicsObserver = null;
  95977. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  95978. this._onAfterPhysicsObserver = null;
  95979. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  95980. this._onAfterAnimationsObserver = null;
  95981. this.scene = null;
  95982. };
  95983. return SceneInstrumentation;
  95984. }());
  95985. BABYLON.SceneInstrumentation = SceneInstrumentation;
  95986. })(BABYLON || (BABYLON = {}));
  95987. //# sourceMappingURL=babylon.sceneInstrumentation.js.map
  95988. var BABYLON;
  95989. (function (BABYLON) {
  95990. /**
  95991. * @hidden
  95992. **/
  95993. var _TimeToken = /** @class */ (function () {
  95994. function _TimeToken() {
  95995. this._timeElapsedQueryEnded = false;
  95996. }
  95997. return _TimeToken;
  95998. }());
  95999. BABYLON._TimeToken = _TimeToken;
  96000. })(BABYLON || (BABYLON = {}));
  96001. //# sourceMappingURL=babylon.timeToken.js.map
  96002. var BABYLON;
  96003. (function (BABYLON) {
  96004. /**
  96005. * Background material defines definition.
  96006. * @hidden Mainly internal Use
  96007. */
  96008. var BackgroundMaterialDefines = /** @class */ (function (_super) {
  96009. __extends(BackgroundMaterialDefines, _super);
  96010. /**
  96011. * Constructor of the defines.
  96012. */
  96013. function BackgroundMaterialDefines() {
  96014. var _this = _super.call(this) || this;
  96015. /**
  96016. * True if the diffuse texture is in use.
  96017. */
  96018. _this.DIFFUSE = false;
  96019. /**
  96020. * The direct UV channel to use.
  96021. */
  96022. _this.DIFFUSEDIRECTUV = 0;
  96023. /**
  96024. * True if the diffuse texture is in gamma space.
  96025. */
  96026. _this.GAMMADIFFUSE = false;
  96027. /**
  96028. * True if the diffuse texture has opacity in the alpha channel.
  96029. */
  96030. _this.DIFFUSEHASALPHA = false;
  96031. /**
  96032. * True if you want the material to fade to transparent at grazing angle.
  96033. */
  96034. _this.OPACITYFRESNEL = false;
  96035. /**
  96036. * True if an extra blur needs to be added in the reflection.
  96037. */
  96038. _this.REFLECTIONBLUR = false;
  96039. /**
  96040. * True if you want the material to fade to reflection at grazing angle.
  96041. */
  96042. _this.REFLECTIONFRESNEL = false;
  96043. /**
  96044. * True if you want the material to falloff as far as you move away from the scene center.
  96045. */
  96046. _this.REFLECTIONFALLOFF = false;
  96047. /**
  96048. * False if the current Webgl implementation does not support the texture lod extension.
  96049. */
  96050. _this.TEXTURELODSUPPORT = false;
  96051. /**
  96052. * True to ensure the data are premultiplied.
  96053. */
  96054. _this.PREMULTIPLYALPHA = false;
  96055. /**
  96056. * True if the texture contains cooked RGB values and not gray scaled multipliers.
  96057. */
  96058. _this.USERGBCOLOR = false;
  96059. /**
  96060. * True if highlight and shadow levels have been specified. It can help ensuring the main perceived color
  96061. * stays aligned with the desired configuration.
  96062. */
  96063. _this.USEHIGHLIGHTANDSHADOWCOLORS = false;
  96064. /**
  96065. * True to add noise in order to reduce the banding effect.
  96066. */
  96067. _this.NOISE = false;
  96068. /**
  96069. * is the reflection texture in BGR color scheme?
  96070. * Mainly used to solve a bug in ios10 video tag
  96071. */
  96072. _this.REFLECTIONBGR = false;
  96073. _this.IMAGEPROCESSING = false;
  96074. _this.VIGNETTE = false;
  96075. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  96076. _this.VIGNETTEBLENDMODEOPAQUE = false;
  96077. _this.TONEMAPPING = false;
  96078. _this.CONTRAST = false;
  96079. _this.COLORCURVES = false;
  96080. _this.COLORGRADING = false;
  96081. _this.COLORGRADING3D = false;
  96082. _this.SAMPLER3DGREENDEPTH = false;
  96083. _this.SAMPLER3DBGRMAP = false;
  96084. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  96085. _this.EXPOSURE = false;
  96086. // Reflection.
  96087. _this.REFLECTION = false;
  96088. _this.REFLECTIONMAP_3D = false;
  96089. _this.REFLECTIONMAP_SPHERICAL = false;
  96090. _this.REFLECTIONMAP_PLANAR = false;
  96091. _this.REFLECTIONMAP_CUBIC = false;
  96092. _this.REFLECTIONMAP_PROJECTION = false;
  96093. _this.REFLECTIONMAP_SKYBOX = false;
  96094. _this.REFLECTIONMAP_EXPLICIT = false;
  96095. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  96096. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  96097. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  96098. _this.INVERTCUBICMAP = false;
  96099. _this.REFLECTIONMAP_OPPOSITEZ = false;
  96100. _this.LODINREFLECTIONALPHA = false;
  96101. _this.GAMMAREFLECTION = false;
  96102. _this.EQUIRECTANGULAR_RELFECTION_FOV = false;
  96103. // Default BJS.
  96104. _this.MAINUV1 = false;
  96105. _this.MAINUV2 = false;
  96106. _this.UV1 = false;
  96107. _this.UV2 = false;
  96108. _this.CLIPPLANE = false;
  96109. _this.POINTSIZE = false;
  96110. _this.FOG = false;
  96111. _this.NORMAL = false;
  96112. _this.NUM_BONE_INFLUENCERS = 0;
  96113. _this.BonesPerMesh = 0;
  96114. _this.INSTANCES = false;
  96115. _this.SHADOWFLOAT = false;
  96116. _this.rebuild();
  96117. return _this;
  96118. }
  96119. return BackgroundMaterialDefines;
  96120. }(BABYLON.MaterialDefines));
  96121. /**
  96122. * Background material used to create an efficient environement around your scene.
  96123. */
  96124. var BackgroundMaterial = /** @class */ (function (_super) {
  96125. __extends(BackgroundMaterial, _super);
  96126. /**
  96127. * Instantiates a Background Material in the given scene
  96128. * @param name The friendly name of the material
  96129. * @param scene The scene to add the material to
  96130. */
  96131. function BackgroundMaterial(name, scene) {
  96132. var _this = _super.call(this, name, scene) || this;
  96133. /**
  96134. * Key light Color (multiply against the environement texture)
  96135. */
  96136. _this.primaryColor = BABYLON.Color3.White();
  96137. _this._primaryColorShadowLevel = 0;
  96138. _this._primaryColorHighlightLevel = 0;
  96139. /**
  96140. * Reflection Texture used in the material.
  96141. * Should be author in a specific way for the best result (refer to the documentation).
  96142. */
  96143. _this.reflectionTexture = null;
  96144. /**
  96145. * Reflection Texture level of blur.
  96146. *
  96147. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  96148. * texture twice.
  96149. */
  96150. _this.reflectionBlur = 0;
  96151. /**
  96152. * Diffuse Texture used in the material.
  96153. * Should be author in a specific way for the best result (refer to the documentation).
  96154. */
  96155. _this.diffuseTexture = null;
  96156. _this._shadowLights = null;
  96157. /**
  96158. * Specify the list of lights casting shadow on the material.
  96159. * All scene shadow lights will be included if null.
  96160. */
  96161. _this.shadowLights = null;
  96162. /**
  96163. * Helps adjusting the shadow to a softer level if required.
  96164. * 0 means black shadows and 1 means no shadows.
  96165. */
  96166. _this.shadowLevel = 0;
  96167. /**
  96168. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  96169. * It is usually zero but might be interesting to modify according to your setup.
  96170. */
  96171. _this.sceneCenter = BABYLON.Vector3.Zero();
  96172. /**
  96173. * This helps specifying that the material is falling off to the sky box at grazing angle.
  96174. * This helps ensuring a nice transition when the camera goes under the ground.
  96175. */
  96176. _this.opacityFresnel = true;
  96177. /**
  96178. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  96179. * This helps adding a mirror texture on the ground.
  96180. */
  96181. _this.reflectionFresnel = false;
  96182. /**
  96183. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  96184. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  96185. */
  96186. _this.reflectionFalloffDistance = 0.0;
  96187. /**
  96188. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  96189. */
  96190. _this.reflectionAmount = 1.0;
  96191. /**
  96192. * This specifies the weight of the reflection at grazing angle.
  96193. */
  96194. _this.reflectionReflectance0 = 0.05;
  96195. /**
  96196. * This specifies the weight of the reflection at a perpendicular point of view.
  96197. */
  96198. _this.reflectionReflectance90 = 0.5;
  96199. /**
  96200. * Helps to directly use the maps channels instead of their level.
  96201. */
  96202. _this.useRGBColor = true;
  96203. /**
  96204. * This helps reducing the banding effect that could occur on the background.
  96205. */
  96206. _this.enableNoise = false;
  96207. _this._fovMultiplier = 1.0;
  96208. /**
  96209. * Enable the FOV adjustment feature controlled by fovMultiplier.
  96210. */
  96211. _this.useEquirectangularFOV = false;
  96212. _this._maxSimultaneousLights = 4;
  96213. /**
  96214. * Number of Simultaneous lights allowed on the material.
  96215. */
  96216. _this.maxSimultaneousLights = 4;
  96217. /**
  96218. * Keep track of the image processing observer to allow dispose and replace.
  96219. */
  96220. _this._imageProcessingObserver = null;
  96221. /**
  96222. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  96223. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  96224. */
  96225. _this.switchToBGR = false;
  96226. // Temp values kept as cache in the material.
  96227. _this._renderTargets = new BABYLON.SmartArray(16);
  96228. _this._reflectionControls = BABYLON.Vector4.Zero();
  96229. _this._white = BABYLON.Color3.White();
  96230. _this._primaryShadowColor = BABYLON.Color3.Black();
  96231. _this._primaryHighlightColor = BABYLON.Color3.Black();
  96232. // Setup the default processing configuration to the scene.
  96233. _this._attachImageProcessingConfiguration(null);
  96234. _this.getRenderTargetTextures = function () {
  96235. _this._renderTargets.reset();
  96236. if (_this._diffuseTexture && _this._diffuseTexture.isRenderTarget) {
  96237. _this._renderTargets.push(_this._diffuseTexture);
  96238. }
  96239. if (_this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  96240. _this._renderTargets.push(_this._reflectionTexture);
  96241. }
  96242. return _this._renderTargets;
  96243. };
  96244. return _this;
  96245. }
  96246. Object.defineProperty(BackgroundMaterial.prototype, "_perceptualColor", {
  96247. /**
  96248. * Experimental Internal Use Only.
  96249. *
  96250. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  96251. * This acts as a helper to set the primary color to a more "human friendly" value.
  96252. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  96253. * output color as close as possible from the chosen value.
  96254. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  96255. * part of lighting setup.)
  96256. */
  96257. get: function () {
  96258. return this.__perceptualColor;
  96259. },
  96260. set: function (value) {
  96261. this.__perceptualColor = value;
  96262. this._computePrimaryColorFromPerceptualColor();
  96263. this._markAllSubMeshesAsLightsDirty();
  96264. },
  96265. enumerable: true,
  96266. configurable: true
  96267. });
  96268. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorShadowLevel", {
  96269. /**
  96270. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  96271. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  96272. */
  96273. get: function () {
  96274. return this._primaryColorShadowLevel;
  96275. },
  96276. set: function (value) {
  96277. this._primaryColorShadowLevel = value;
  96278. this._computePrimaryColors();
  96279. this._markAllSubMeshesAsLightsDirty();
  96280. },
  96281. enumerable: true,
  96282. configurable: true
  96283. });
  96284. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorHighlightLevel", {
  96285. /**
  96286. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  96287. * The primary color is used at the level chosen to define what the white area would look.
  96288. */
  96289. get: function () {
  96290. return this._primaryColorHighlightLevel;
  96291. },
  96292. set: function (value) {
  96293. this._primaryColorHighlightLevel = value;
  96294. this._computePrimaryColors();
  96295. this._markAllSubMeshesAsLightsDirty();
  96296. },
  96297. enumerable: true,
  96298. configurable: true
  96299. });
  96300. Object.defineProperty(BackgroundMaterial.prototype, "reflectionStandardFresnelWeight", {
  96301. /**
  96302. * Sets the reflection reflectance fresnel values according to the default standard
  96303. * empirically know to work well :-)
  96304. */
  96305. set: function (value) {
  96306. var reflectionWeight = value;
  96307. if (reflectionWeight < 0.5) {
  96308. reflectionWeight = reflectionWeight * 2.0;
  96309. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 * reflectionWeight;
  96310. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 * reflectionWeight;
  96311. }
  96312. else {
  96313. reflectionWeight = reflectionWeight * 2.0 - 1.0;
  96314. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 + (1.0 - BackgroundMaterial.StandardReflectance0) * reflectionWeight;
  96315. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 + (1.0 - BackgroundMaterial.StandardReflectance90) * reflectionWeight;
  96316. }
  96317. },
  96318. enumerable: true,
  96319. configurable: true
  96320. });
  96321. Object.defineProperty(BackgroundMaterial.prototype, "fovMultiplier", {
  96322. /**
  96323. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  96324. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  96325. * Recommended to be keep at 1.0 except for special cases.
  96326. */
  96327. get: function () {
  96328. return this._fovMultiplier;
  96329. },
  96330. set: function (value) {
  96331. if (isNaN(value)) {
  96332. value = 1.0;
  96333. }
  96334. this._fovMultiplier = Math.max(0.0, Math.min(2.0, value));
  96335. },
  96336. enumerable: true,
  96337. configurable: true
  96338. });
  96339. /**
  96340. * Attaches a new image processing configuration to the PBR Material.
  96341. * @param configuration (if null the scene configuration will be use)
  96342. */
  96343. BackgroundMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  96344. var _this = this;
  96345. if (configuration === this._imageProcessingConfiguration) {
  96346. return;
  96347. }
  96348. // Detaches observer.
  96349. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  96350. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  96351. }
  96352. // Pick the scene configuration if needed.
  96353. if (!configuration) {
  96354. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  96355. }
  96356. else {
  96357. this._imageProcessingConfiguration = configuration;
  96358. }
  96359. // Attaches observer.
  96360. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  96361. _this._computePrimaryColorFromPerceptualColor();
  96362. _this._markAllSubMeshesAsImageProcessingDirty();
  96363. });
  96364. };
  96365. Object.defineProperty(BackgroundMaterial.prototype, "imageProcessingConfiguration", {
  96366. /**
  96367. * Gets the image processing configuration used either in this material.
  96368. */
  96369. get: function () {
  96370. return this._imageProcessingConfiguration;
  96371. },
  96372. /**
  96373. * Sets the Default image processing configuration used either in the this material.
  96374. *
  96375. * If sets to null, the scene one is in use.
  96376. */
  96377. set: function (value) {
  96378. this._attachImageProcessingConfiguration(value);
  96379. // Ensure the effect will be rebuilt.
  96380. this._markAllSubMeshesAsTexturesDirty();
  96381. },
  96382. enumerable: true,
  96383. configurable: true
  96384. });
  96385. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurvesEnabled", {
  96386. /**
  96387. * Gets wether the color curves effect is enabled.
  96388. */
  96389. get: function () {
  96390. return this.imageProcessingConfiguration.colorCurvesEnabled;
  96391. },
  96392. /**
  96393. * Sets wether the color curves effect is enabled.
  96394. */
  96395. set: function (value) {
  96396. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  96397. },
  96398. enumerable: true,
  96399. configurable: true
  96400. });
  96401. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingEnabled", {
  96402. /**
  96403. * Gets wether the color grading effect is enabled.
  96404. */
  96405. get: function () {
  96406. return this.imageProcessingConfiguration.colorGradingEnabled;
  96407. },
  96408. /**
  96409. * Gets wether the color grading effect is enabled.
  96410. */
  96411. set: function (value) {
  96412. this.imageProcessingConfiguration.colorGradingEnabled = value;
  96413. },
  96414. enumerable: true,
  96415. configurable: true
  96416. });
  96417. Object.defineProperty(BackgroundMaterial.prototype, "cameraToneMappingEnabled", {
  96418. /**
  96419. * Gets wether tonemapping is enabled or not.
  96420. */
  96421. get: function () {
  96422. return this._imageProcessingConfiguration.toneMappingEnabled;
  96423. },
  96424. /**
  96425. * Sets wether tonemapping is enabled or not
  96426. */
  96427. set: function (value) {
  96428. this._imageProcessingConfiguration.toneMappingEnabled = value;
  96429. },
  96430. enumerable: true,
  96431. configurable: true
  96432. });
  96433. ;
  96434. ;
  96435. Object.defineProperty(BackgroundMaterial.prototype, "cameraExposure", {
  96436. /**
  96437. * The camera exposure used on this material.
  96438. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  96439. * This corresponds to a photographic exposure.
  96440. */
  96441. get: function () {
  96442. return this._imageProcessingConfiguration.exposure;
  96443. },
  96444. /**
  96445. * The camera exposure used on this material.
  96446. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  96447. * This corresponds to a photographic exposure.
  96448. */
  96449. set: function (value) {
  96450. this._imageProcessingConfiguration.exposure = value;
  96451. },
  96452. enumerable: true,
  96453. configurable: true
  96454. });
  96455. ;
  96456. ;
  96457. Object.defineProperty(BackgroundMaterial.prototype, "cameraContrast", {
  96458. /**
  96459. * Gets The camera contrast used on this material.
  96460. */
  96461. get: function () {
  96462. return this._imageProcessingConfiguration.contrast;
  96463. },
  96464. /**
  96465. * Sets The camera contrast used on this material.
  96466. */
  96467. set: function (value) {
  96468. this._imageProcessingConfiguration.contrast = value;
  96469. },
  96470. enumerable: true,
  96471. configurable: true
  96472. });
  96473. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingTexture", {
  96474. /**
  96475. * Gets the Color Grading 2D Lookup Texture.
  96476. */
  96477. get: function () {
  96478. return this._imageProcessingConfiguration.colorGradingTexture;
  96479. },
  96480. /**
  96481. * Sets the Color Grading 2D Lookup Texture.
  96482. */
  96483. set: function (value) {
  96484. this.imageProcessingConfiguration.colorGradingTexture = value;
  96485. },
  96486. enumerable: true,
  96487. configurable: true
  96488. });
  96489. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurves", {
  96490. /**
  96491. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  96492. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  96493. * 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;
  96494. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  96495. */
  96496. get: function () {
  96497. return this.imageProcessingConfiguration.colorCurves;
  96498. },
  96499. /**
  96500. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  96501. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  96502. * 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;
  96503. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  96504. */
  96505. set: function (value) {
  96506. this.imageProcessingConfiguration.colorCurves = value;
  96507. },
  96508. enumerable: true,
  96509. configurable: true
  96510. });
  96511. /**
  96512. * The entire material has been created in order to prevent overdraw.
  96513. * @returns false
  96514. */
  96515. BackgroundMaterial.prototype.needAlphaTesting = function () {
  96516. return true;
  96517. };
  96518. /**
  96519. * The entire material has been created in order to prevent overdraw.
  96520. * @returns true if blending is enable
  96521. */
  96522. BackgroundMaterial.prototype.needAlphaBlending = function () {
  96523. return ((this.alpha < 0) || (this._diffuseTexture != null && this._diffuseTexture.hasAlpha));
  96524. };
  96525. /**
  96526. * Checks wether the material is ready to be rendered for a given mesh.
  96527. * @param mesh The mesh to render
  96528. * @param subMesh The submesh to check against
  96529. * @param useInstances Specify wether or not the material is used with instances
  96530. * @returns true if all the dependencies are ready (Textures, Effects...)
  96531. */
  96532. BackgroundMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  96533. var _this = this;
  96534. if (useInstances === void 0) { useInstances = false; }
  96535. if (subMesh.effect && this.isFrozen) {
  96536. if (this._wasPreviouslyReady) {
  96537. return true;
  96538. }
  96539. }
  96540. if (!subMesh._materialDefines) {
  96541. subMesh._materialDefines = new BackgroundMaterialDefines();
  96542. }
  96543. var scene = this.getScene();
  96544. var defines = subMesh._materialDefines;
  96545. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  96546. if (defines._renderId === scene.getRenderId()) {
  96547. return true;
  96548. }
  96549. }
  96550. var engine = scene.getEngine();
  96551. // Lights
  96552. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights);
  96553. defines._needNormals = true;
  96554. // Textures
  96555. if (defines._areTexturesDirty) {
  96556. defines._needUVs = false;
  96557. if (scene.texturesEnabled) {
  96558. if (scene.getEngine().getCaps().textureLOD) {
  96559. defines.TEXTURELODSUPPORT = true;
  96560. }
  96561. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  96562. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  96563. return false;
  96564. }
  96565. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  96566. defines.DIFFUSEHASALPHA = this._diffuseTexture.hasAlpha;
  96567. defines.GAMMADIFFUSE = this._diffuseTexture.gammaSpace;
  96568. defines.OPACITYFRESNEL = this._opacityFresnel;
  96569. }
  96570. else {
  96571. defines.DIFFUSE = false;
  96572. defines.DIFFUSEHASALPHA = false;
  96573. defines.GAMMADIFFUSE = false;
  96574. defines.OPACITYFRESNEL = false;
  96575. }
  96576. var reflectionTexture = this._reflectionTexture;
  96577. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  96578. if (!reflectionTexture.isReadyOrNotBlocking()) {
  96579. return false;
  96580. }
  96581. defines.REFLECTION = true;
  96582. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  96583. defines.REFLECTIONBLUR = this._reflectionBlur > 0;
  96584. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  96585. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  96586. defines.EQUIRECTANGULAR_RELFECTION_FOV = this.useEquirectangularFOV;
  96587. defines.REFLECTIONBGR = this.switchToBGR;
  96588. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  96589. defines.INVERTCUBICMAP = true;
  96590. }
  96591. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  96592. switch (reflectionTexture.coordinatesMode) {
  96593. case BABYLON.Texture.CUBIC_MODE:
  96594. case BABYLON.Texture.INVCUBIC_MODE:
  96595. defines.REFLECTIONMAP_CUBIC = true;
  96596. break;
  96597. case BABYLON.Texture.EXPLICIT_MODE:
  96598. defines.REFLECTIONMAP_EXPLICIT = true;
  96599. break;
  96600. case BABYLON.Texture.PLANAR_MODE:
  96601. defines.REFLECTIONMAP_PLANAR = true;
  96602. break;
  96603. case BABYLON.Texture.PROJECTION_MODE:
  96604. defines.REFLECTIONMAP_PROJECTION = true;
  96605. break;
  96606. case BABYLON.Texture.SKYBOX_MODE:
  96607. defines.REFLECTIONMAP_SKYBOX = true;
  96608. break;
  96609. case BABYLON.Texture.SPHERICAL_MODE:
  96610. defines.REFLECTIONMAP_SPHERICAL = true;
  96611. break;
  96612. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  96613. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  96614. break;
  96615. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  96616. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  96617. break;
  96618. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  96619. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  96620. break;
  96621. }
  96622. if (this.reflectionFresnel) {
  96623. defines.REFLECTIONFRESNEL = true;
  96624. defines.REFLECTIONFALLOFF = this.reflectionFalloffDistance > 0;
  96625. this._reflectionControls.x = this.reflectionAmount;
  96626. this._reflectionControls.y = this.reflectionReflectance0;
  96627. this._reflectionControls.z = this.reflectionReflectance90;
  96628. this._reflectionControls.w = 1 / this.reflectionFalloffDistance;
  96629. }
  96630. else {
  96631. defines.REFLECTIONFRESNEL = false;
  96632. defines.REFLECTIONFALLOFF = false;
  96633. }
  96634. }
  96635. else {
  96636. defines.REFLECTION = false;
  96637. defines.REFLECTIONFRESNEL = false;
  96638. defines.REFLECTIONFALLOFF = false;
  96639. defines.REFLECTIONBLUR = false;
  96640. defines.REFLECTIONMAP_3D = false;
  96641. defines.REFLECTIONMAP_SPHERICAL = false;
  96642. defines.REFLECTIONMAP_PLANAR = false;
  96643. defines.REFLECTIONMAP_CUBIC = false;
  96644. defines.REFLECTIONMAP_PROJECTION = false;
  96645. defines.REFLECTIONMAP_SKYBOX = false;
  96646. defines.REFLECTIONMAP_EXPLICIT = false;
  96647. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  96648. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  96649. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  96650. defines.INVERTCUBICMAP = false;
  96651. defines.REFLECTIONMAP_OPPOSITEZ = false;
  96652. defines.LODINREFLECTIONALPHA = false;
  96653. defines.GAMMAREFLECTION = false;
  96654. }
  96655. }
  96656. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  96657. defines.USERGBCOLOR = this._useRGBColor;
  96658. defines.NOISE = this._enableNoise;
  96659. }
  96660. if (defines._areLightsDirty) {
  96661. defines.USEHIGHLIGHTANDSHADOWCOLORS = !this._useRGBColor && (this._primaryColorShadowLevel !== 0 || this._primaryColorHighlightLevel !== 0);
  96662. }
  96663. if (defines._areImageProcessingDirty) {
  96664. if (!this._imageProcessingConfiguration.isReady()) {
  96665. return false;
  96666. }
  96667. this._imageProcessingConfiguration.prepareDefines(defines);
  96668. }
  96669. // Misc.
  96670. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  96671. // Values that need to be evaluated on every frame
  96672. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  96673. // Attribs
  96674. if (BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true, false)) {
  96675. if (mesh) {
  96676. if (!scene.getEngine().getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  96677. mesh.createNormals(true);
  96678. BABYLON.Tools.Warn("BackgroundMaterial: Normals have been created for the mesh: " + mesh.name);
  96679. }
  96680. }
  96681. }
  96682. // Get correct effect
  96683. if (defines.isDirty) {
  96684. defines.markAsProcessed();
  96685. scene.resetCachedMaterial();
  96686. // Fallbacks
  96687. var fallbacks = new BABYLON.EffectFallbacks();
  96688. if (defines.FOG) {
  96689. fallbacks.addFallback(0, "FOG");
  96690. }
  96691. if (defines.POINTSIZE) {
  96692. fallbacks.addFallback(1, "POINTSIZE");
  96693. }
  96694. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  96695. if (defines.NUM_BONE_INFLUENCERS > 0) {
  96696. fallbacks.addCPUSkinningFallback(0, mesh);
  96697. }
  96698. //Attributes
  96699. var attribs = [BABYLON.VertexBuffer.PositionKind];
  96700. if (defines.NORMAL) {
  96701. attribs.push(BABYLON.VertexBuffer.NormalKind);
  96702. }
  96703. if (defines.UV1) {
  96704. attribs.push(BABYLON.VertexBuffer.UVKind);
  96705. }
  96706. if (defines.UV2) {
  96707. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  96708. }
  96709. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  96710. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  96711. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType",
  96712. "vFogInfos", "vFogColor", "pointSize",
  96713. "vClipPlane", "mBones",
  96714. "vPrimaryColor", "vPrimaryColorShadow",
  96715. "vReflectionInfos", "reflectionMatrix", "vReflectionMicrosurfaceInfos", "fFovMultiplier",
  96716. "shadowLevel", "alpha",
  96717. "vBackgroundCenter", "vReflectionControl",
  96718. "vDiffuseInfos", "diffuseMatrix",
  96719. ];
  96720. var samplers = ["diffuseSampler", "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh"];
  96721. var uniformBuffers = ["Material", "Scene"];
  96722. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  96723. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  96724. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  96725. uniformsNames: uniforms,
  96726. uniformBuffersNames: uniformBuffers,
  96727. samplers: samplers,
  96728. defines: defines,
  96729. maxSimultaneousLights: this._maxSimultaneousLights
  96730. });
  96731. var onCompiled = function (effect) {
  96732. if (_this.onCompiled) {
  96733. _this.onCompiled(effect);
  96734. }
  96735. _this.bindSceneUniformBuffer(effect, scene.getSceneUniformBuffer());
  96736. };
  96737. var join = defines.toString();
  96738. subMesh.setEffect(scene.getEngine().createEffect("background", {
  96739. attributes: attribs,
  96740. uniformsNames: uniforms,
  96741. uniformBuffersNames: uniformBuffers,
  96742. samplers: samplers,
  96743. defines: join,
  96744. fallbacks: fallbacks,
  96745. onCompiled: onCompiled,
  96746. onError: this.onError,
  96747. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights }
  96748. }, engine), defines);
  96749. this.buildUniformLayout();
  96750. }
  96751. if (!subMesh.effect || !subMesh.effect.isReady()) {
  96752. return false;
  96753. }
  96754. defines._renderId = scene.getRenderId();
  96755. this._wasPreviouslyReady = true;
  96756. return true;
  96757. };
  96758. /**
  96759. * Compute the primary color according to the chosen perceptual color.
  96760. */
  96761. BackgroundMaterial.prototype._computePrimaryColorFromPerceptualColor = function () {
  96762. if (!this.__perceptualColor) {
  96763. return;
  96764. }
  96765. this._primaryColor.copyFrom(this.__perceptualColor);
  96766. // Revert gamma space.
  96767. this._primaryColor.toLinearSpaceToRef(this._primaryColor);
  96768. // Revert image processing configuration.
  96769. if (this._imageProcessingConfiguration) {
  96770. // Revert Exposure.
  96771. this._primaryColor.scaleToRef(1 / this._imageProcessingConfiguration.exposure, this._primaryColor);
  96772. }
  96773. this._computePrimaryColors();
  96774. };
  96775. /**
  96776. * Compute the highlights and shadow colors according to their chosen levels.
  96777. */
  96778. BackgroundMaterial.prototype._computePrimaryColors = function () {
  96779. if (this._primaryColorShadowLevel === 0 && this._primaryColorHighlightLevel === 0) {
  96780. return;
  96781. }
  96782. // Find the highlight color based on the configuration.
  96783. this._primaryColor.scaleToRef(this._primaryColorShadowLevel, this._primaryShadowColor);
  96784. this._primaryColor.subtractToRef(this._primaryShadowColor, this._primaryShadowColor);
  96785. // Find the shadow color based on the configuration.
  96786. this._white.subtractToRef(this._primaryColor, this._primaryHighlightColor);
  96787. this._primaryHighlightColor.scaleToRef(this._primaryColorHighlightLevel, this._primaryHighlightColor);
  96788. this._primaryColor.addToRef(this._primaryHighlightColor, this._primaryHighlightColor);
  96789. };
  96790. /**
  96791. * Build the uniform buffer used in the material.
  96792. */
  96793. BackgroundMaterial.prototype.buildUniformLayout = function () {
  96794. // Order is important !
  96795. this._uniformBuffer.addUniform("vPrimaryColor", 4);
  96796. this._uniformBuffer.addUniform("vPrimaryColorShadow", 4);
  96797. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  96798. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  96799. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  96800. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  96801. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  96802. this._uniformBuffer.addUniform("fFovMultiplier", 1);
  96803. this._uniformBuffer.addUniform("pointSize", 1);
  96804. this._uniformBuffer.addUniform("shadowLevel", 1);
  96805. this._uniformBuffer.addUniform("alpha", 1);
  96806. this._uniformBuffer.addUniform("vBackgroundCenter", 3);
  96807. this._uniformBuffer.addUniform("vReflectionControl", 4);
  96808. this._uniformBuffer.create();
  96809. };
  96810. /**
  96811. * Unbind the material.
  96812. */
  96813. BackgroundMaterial.prototype.unbind = function () {
  96814. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  96815. this._uniformBuffer.setTexture("diffuseSampler", null);
  96816. }
  96817. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  96818. this._uniformBuffer.setTexture("reflectionSampler", null);
  96819. }
  96820. _super.prototype.unbind.call(this);
  96821. };
  96822. /**
  96823. * Bind only the world matrix to the material.
  96824. * @param world The world matrix to bind.
  96825. */
  96826. BackgroundMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  96827. this._activeEffect.setMatrix("world", world);
  96828. };
  96829. /**
  96830. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  96831. * @param world The world matrix to bind.
  96832. * @param subMesh The submesh to bind for.
  96833. */
  96834. BackgroundMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  96835. var scene = this.getScene();
  96836. var defines = subMesh._materialDefines;
  96837. if (!defines) {
  96838. return;
  96839. }
  96840. var effect = subMesh.effect;
  96841. if (!effect) {
  96842. return;
  96843. }
  96844. this._activeEffect = effect;
  96845. // Matrices
  96846. this.bindOnlyWorldMatrix(world);
  96847. // Bones
  96848. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  96849. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  96850. if (mustRebind) {
  96851. this._uniformBuffer.bindToEffect(effect, "Material");
  96852. this.bindViewProjection(effect);
  96853. var reflectionTexture = this._reflectionTexture;
  96854. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  96855. // Texture uniforms
  96856. if (scene.texturesEnabled) {
  96857. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  96858. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  96859. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  96860. }
  96861. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  96862. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  96863. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, this._reflectionBlur);
  96864. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  96865. }
  96866. }
  96867. if (this.shadowLevel > 0) {
  96868. this._uniformBuffer.updateFloat("shadowLevel", this.shadowLevel);
  96869. }
  96870. this._uniformBuffer.updateFloat("alpha", this.alpha);
  96871. // Point size
  96872. if (this.pointsCloud) {
  96873. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  96874. }
  96875. if (defines.USEHIGHLIGHTANDSHADOWCOLORS) {
  96876. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryHighlightColor, 1.0);
  96877. this._uniformBuffer.updateColor4("vPrimaryColorShadow", this._primaryShadowColor, 1.0);
  96878. }
  96879. else {
  96880. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryColor, 1.0);
  96881. }
  96882. }
  96883. this._uniformBuffer.updateFloat("fFovMultiplier", this._fovMultiplier);
  96884. // Textures
  96885. if (scene.texturesEnabled) {
  96886. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  96887. this._uniformBuffer.setTexture("diffuseSampler", this._diffuseTexture);
  96888. }
  96889. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  96890. if (defines.REFLECTIONBLUR && defines.TEXTURELODSUPPORT) {
  96891. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  96892. }
  96893. else if (!defines.REFLECTIONBLUR) {
  96894. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  96895. }
  96896. else {
  96897. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  96898. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  96899. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  96900. }
  96901. if (defines.REFLECTIONFRESNEL) {
  96902. this._uniformBuffer.updateFloat3("vBackgroundCenter", this.sceneCenter.x, this.sceneCenter.y, this.sceneCenter.z);
  96903. this._uniformBuffer.updateFloat4("vReflectionControl", this._reflectionControls.x, this._reflectionControls.y, this._reflectionControls.z, this._reflectionControls.w);
  96904. }
  96905. }
  96906. }
  96907. // Clip plane
  96908. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  96909. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  96910. }
  96911. if (mustRebind || !this.isFrozen) {
  96912. if (scene.lightsEnabled) {
  96913. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, false);
  96914. }
  96915. // View
  96916. this.bindView(effect);
  96917. // Fog
  96918. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect);
  96919. // image processing
  96920. this._imageProcessingConfiguration.bind(this._activeEffect);
  96921. }
  96922. this._uniformBuffer.update();
  96923. this._afterBind(mesh);
  96924. };
  96925. /**
  96926. * Dispose the material.
  96927. * @param forceDisposeEffect Force disposal of the associated effect.
  96928. * @param forceDisposeTextures Force disposal of the associated textures.
  96929. */
  96930. BackgroundMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  96931. if (forceDisposeEffect === void 0) { forceDisposeEffect = false; }
  96932. if (forceDisposeTextures === void 0) { forceDisposeTextures = false; }
  96933. if (forceDisposeTextures) {
  96934. if (this.diffuseTexture) {
  96935. this.diffuseTexture.dispose();
  96936. }
  96937. if (this.reflectionTexture) {
  96938. this.reflectionTexture.dispose();
  96939. }
  96940. }
  96941. this._renderTargets.dispose();
  96942. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  96943. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  96944. }
  96945. _super.prototype.dispose.call(this, forceDisposeEffect);
  96946. };
  96947. /**
  96948. * Clones the material.
  96949. * @param name The cloned name.
  96950. * @returns The cloned material.
  96951. */
  96952. BackgroundMaterial.prototype.clone = function (name) {
  96953. var _this = this;
  96954. return BABYLON.SerializationHelper.Clone(function () { return new BackgroundMaterial(name, _this.getScene()); }, this);
  96955. };
  96956. /**
  96957. * Serializes the current material to its JSON representation.
  96958. * @returns The JSON representation.
  96959. */
  96960. BackgroundMaterial.prototype.serialize = function () {
  96961. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  96962. serializationObject.customType = "BABYLON.BackgroundMaterial";
  96963. return serializationObject;
  96964. };
  96965. /**
  96966. * Gets the class name of the material
  96967. * @returns "BackgroundMaterial"
  96968. */
  96969. BackgroundMaterial.prototype.getClassName = function () {
  96970. return "BackgroundMaterial";
  96971. };
  96972. /**
  96973. * Parse a JSON input to create back a background material.
  96974. * @param source The JSON data to parse
  96975. * @param scene The scene to create the parsed material in
  96976. * @param rootUrl The root url of the assets the material depends upon
  96977. * @returns the instantiated BackgroundMaterial.
  96978. */
  96979. BackgroundMaterial.Parse = function (source, scene, rootUrl) {
  96980. return BABYLON.SerializationHelper.Parse(function () { return new BackgroundMaterial(source.name, scene); }, source, scene, rootUrl);
  96981. };
  96982. /**
  96983. * Standard reflectance value at parallel view angle.
  96984. */
  96985. BackgroundMaterial.StandardReflectance0 = 0.05;
  96986. /**
  96987. * Standard reflectance value at grazing angle.
  96988. */
  96989. BackgroundMaterial.StandardReflectance90 = 0.5;
  96990. __decorate([
  96991. BABYLON.serializeAsColor3()
  96992. ], BackgroundMaterial.prototype, "_primaryColor", void 0);
  96993. __decorate([
  96994. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  96995. ], BackgroundMaterial.prototype, "primaryColor", void 0);
  96996. __decorate([
  96997. BABYLON.serializeAsColor3()
  96998. ], BackgroundMaterial.prototype, "__perceptualColor", void 0);
  96999. __decorate([
  97000. BABYLON.serialize()
  97001. ], BackgroundMaterial.prototype, "_primaryColorShadowLevel", void 0);
  97002. __decorate([
  97003. BABYLON.serialize()
  97004. ], BackgroundMaterial.prototype, "_primaryColorHighlightLevel", void 0);
  97005. __decorate([
  97006. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  97007. ], BackgroundMaterial.prototype, "primaryColorHighlightLevel", null);
  97008. __decorate([
  97009. BABYLON.serializeAsTexture()
  97010. ], BackgroundMaterial.prototype, "_reflectionTexture", void 0);
  97011. __decorate([
  97012. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  97013. ], BackgroundMaterial.prototype, "reflectionTexture", void 0);
  97014. __decorate([
  97015. BABYLON.serialize()
  97016. ], BackgroundMaterial.prototype, "_reflectionBlur", void 0);
  97017. __decorate([
  97018. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  97019. ], BackgroundMaterial.prototype, "reflectionBlur", void 0);
  97020. __decorate([
  97021. BABYLON.serializeAsTexture()
  97022. ], BackgroundMaterial.prototype, "_diffuseTexture", void 0);
  97023. __decorate([
  97024. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  97025. ], BackgroundMaterial.prototype, "diffuseTexture", void 0);
  97026. __decorate([
  97027. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  97028. ], BackgroundMaterial.prototype, "shadowLights", void 0);
  97029. __decorate([
  97030. BABYLON.serialize()
  97031. ], BackgroundMaterial.prototype, "_shadowLevel", void 0);
  97032. __decorate([
  97033. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  97034. ], BackgroundMaterial.prototype, "shadowLevel", void 0);
  97035. __decorate([
  97036. BABYLON.serializeAsVector3()
  97037. ], BackgroundMaterial.prototype, "_sceneCenter", void 0);
  97038. __decorate([
  97039. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  97040. ], BackgroundMaterial.prototype, "sceneCenter", void 0);
  97041. __decorate([
  97042. BABYLON.serialize()
  97043. ], BackgroundMaterial.prototype, "_opacityFresnel", void 0);
  97044. __decorate([
  97045. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  97046. ], BackgroundMaterial.prototype, "opacityFresnel", void 0);
  97047. __decorate([
  97048. BABYLON.serialize()
  97049. ], BackgroundMaterial.prototype, "_reflectionFresnel", void 0);
  97050. __decorate([
  97051. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  97052. ], BackgroundMaterial.prototype, "reflectionFresnel", void 0);
  97053. __decorate([
  97054. BABYLON.serialize()
  97055. ], BackgroundMaterial.prototype, "_reflectionFalloffDistance", void 0);
  97056. __decorate([
  97057. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  97058. ], BackgroundMaterial.prototype, "reflectionFalloffDistance", void 0);
  97059. __decorate([
  97060. BABYLON.serialize()
  97061. ], BackgroundMaterial.prototype, "_reflectionAmount", void 0);
  97062. __decorate([
  97063. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  97064. ], BackgroundMaterial.prototype, "reflectionAmount", void 0);
  97065. __decorate([
  97066. BABYLON.serialize()
  97067. ], BackgroundMaterial.prototype, "_reflectionReflectance0", void 0);
  97068. __decorate([
  97069. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  97070. ], BackgroundMaterial.prototype, "reflectionReflectance0", void 0);
  97071. __decorate([
  97072. BABYLON.serialize()
  97073. ], BackgroundMaterial.prototype, "_reflectionReflectance90", void 0);
  97074. __decorate([
  97075. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  97076. ], BackgroundMaterial.prototype, "reflectionReflectance90", void 0);
  97077. __decorate([
  97078. BABYLON.serialize()
  97079. ], BackgroundMaterial.prototype, "_useRGBColor", void 0);
  97080. __decorate([
  97081. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  97082. ], BackgroundMaterial.prototype, "useRGBColor", void 0);
  97083. __decorate([
  97084. BABYLON.serialize()
  97085. ], BackgroundMaterial.prototype, "_enableNoise", void 0);
  97086. __decorate([
  97087. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  97088. ], BackgroundMaterial.prototype, "enableNoise", void 0);
  97089. __decorate([
  97090. BABYLON.serialize()
  97091. ], BackgroundMaterial.prototype, "_maxSimultaneousLights", void 0);
  97092. __decorate([
  97093. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  97094. ], BackgroundMaterial.prototype, "maxSimultaneousLights", void 0);
  97095. __decorate([
  97096. BABYLON.serializeAsImageProcessingConfiguration()
  97097. ], BackgroundMaterial.prototype, "_imageProcessingConfiguration", void 0);
  97098. return BackgroundMaterial;
  97099. }(BABYLON.PushMaterial));
  97100. BABYLON.BackgroundMaterial = BackgroundMaterial;
  97101. })(BABYLON || (BABYLON = {}));
  97102. //# sourceMappingURL=babylon.backgroundMaterial.js.map
  97103. var __assign = (this && this.__assign) || Object.assign || function(t) {
  97104. for (var s, i = 1, n = arguments.length; i < n; i++) {
  97105. s = arguments[i];
  97106. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  97107. t[p] = s[p];
  97108. }
  97109. return t;
  97110. };
  97111. var BABYLON;
  97112. (function (BABYLON) {
  97113. /**
  97114. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  97115. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  97116. * It also helps with the default setup of your imageProcessing configuration.
  97117. */
  97118. var EnvironmentHelper = /** @class */ (function () {
  97119. /**
  97120. * constructor
  97121. * @param options
  97122. * @param scene The scene to add the material to
  97123. */
  97124. function EnvironmentHelper(options, scene) {
  97125. var _this = this;
  97126. this._errorHandler = function (message, exception) {
  97127. _this.onErrorObservable.notifyObservers({ message: message, exception: exception });
  97128. };
  97129. this._options = __assign({}, EnvironmentHelper._getDefaultOptions(), options);
  97130. this._scene = scene;
  97131. this.onErrorObservable = new BABYLON.Observable();
  97132. this._setupBackground();
  97133. this._setupImageProcessing();
  97134. }
  97135. /**
  97136. * Creates the default options for the helper.
  97137. */
  97138. EnvironmentHelper._getDefaultOptions = function () {
  97139. return {
  97140. createGround: true,
  97141. groundSize: 15,
  97142. groundTexture: this._groundTextureCDNUrl,
  97143. groundColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  97144. groundOpacity: 0.9,
  97145. enableGroundShadow: true,
  97146. groundShadowLevel: 0.5,
  97147. enableGroundMirror: false,
  97148. groundMirrorSizeRatio: 0.3,
  97149. groundMirrorBlurKernel: 64,
  97150. groundMirrorAmount: 1,
  97151. groundMirrorFresnelWeight: 1,
  97152. groundMirrorFallOffDistance: 0,
  97153. groundMirrorTextureType: BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT,
  97154. groundYBias: 0.00001,
  97155. createSkybox: true,
  97156. skyboxSize: 20,
  97157. skyboxTexture: this._skyboxTextureCDNUrl,
  97158. skyboxColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  97159. backgroundYRotation: 0,
  97160. sizeAuto: true,
  97161. rootPosition: BABYLON.Vector3.Zero(),
  97162. setupImageProcessing: true,
  97163. environmentTexture: this._environmentTextureCDNUrl,
  97164. cameraExposure: 0.8,
  97165. cameraContrast: 1.2,
  97166. toneMappingEnabled: true,
  97167. };
  97168. };
  97169. Object.defineProperty(EnvironmentHelper.prototype, "rootMesh", {
  97170. /**
  97171. * Gets the root mesh created by the helper.
  97172. */
  97173. get: function () {
  97174. return this._rootMesh;
  97175. },
  97176. enumerable: true,
  97177. configurable: true
  97178. });
  97179. Object.defineProperty(EnvironmentHelper.prototype, "skybox", {
  97180. /**
  97181. * Gets the skybox created by the helper.
  97182. */
  97183. get: function () {
  97184. return this._skybox;
  97185. },
  97186. enumerable: true,
  97187. configurable: true
  97188. });
  97189. Object.defineProperty(EnvironmentHelper.prototype, "skyboxTexture", {
  97190. /**
  97191. * Gets the skybox texture created by the helper.
  97192. */
  97193. get: function () {
  97194. return this._skyboxTexture;
  97195. },
  97196. enumerable: true,
  97197. configurable: true
  97198. });
  97199. Object.defineProperty(EnvironmentHelper.prototype, "skyboxMaterial", {
  97200. /**
  97201. * Gets the skybox material created by the helper.
  97202. */
  97203. get: function () {
  97204. return this._skyboxMaterial;
  97205. },
  97206. enumerable: true,
  97207. configurable: true
  97208. });
  97209. Object.defineProperty(EnvironmentHelper.prototype, "ground", {
  97210. /**
  97211. * Gets the ground mesh created by the helper.
  97212. */
  97213. get: function () {
  97214. return this._ground;
  97215. },
  97216. enumerable: true,
  97217. configurable: true
  97218. });
  97219. Object.defineProperty(EnvironmentHelper.prototype, "groundTexture", {
  97220. /**
  97221. * Gets the ground texture created by the helper.
  97222. */
  97223. get: function () {
  97224. return this._groundTexture;
  97225. },
  97226. enumerable: true,
  97227. configurable: true
  97228. });
  97229. Object.defineProperty(EnvironmentHelper.prototype, "groundMirror", {
  97230. /**
  97231. * Gets the ground mirror created by the helper.
  97232. */
  97233. get: function () {
  97234. return this._groundMirror;
  97235. },
  97236. enumerable: true,
  97237. configurable: true
  97238. });
  97239. Object.defineProperty(EnvironmentHelper.prototype, "groundMirrorRenderList", {
  97240. /**
  97241. * Gets the ground mirror render list to helps pushing the meshes
  97242. * you wish in the ground reflection.
  97243. */
  97244. get: function () {
  97245. if (this._groundMirror) {
  97246. return this._groundMirror.renderList;
  97247. }
  97248. return null;
  97249. },
  97250. enumerable: true,
  97251. configurable: true
  97252. });
  97253. Object.defineProperty(EnvironmentHelper.prototype, "groundMaterial", {
  97254. /**
  97255. * Gets the ground material created by the helper.
  97256. */
  97257. get: function () {
  97258. return this._groundMaterial;
  97259. },
  97260. enumerable: true,
  97261. configurable: true
  97262. });
  97263. /**
  97264. * Updates the background according to the new options
  97265. * @param options
  97266. */
  97267. EnvironmentHelper.prototype.updateOptions = function (options) {
  97268. var newOptions = __assign({}, this._options, options);
  97269. if (this._ground && !newOptions.createGround) {
  97270. this._ground.dispose();
  97271. this._ground = null;
  97272. }
  97273. if (this._groundMaterial && !newOptions.createGround) {
  97274. this._groundMaterial.dispose();
  97275. this._groundMaterial = null;
  97276. }
  97277. if (this._groundTexture) {
  97278. if (this._options.groundTexture != newOptions.groundTexture) {
  97279. this._groundTexture.dispose();
  97280. this._groundTexture = null;
  97281. }
  97282. }
  97283. if (this._skybox && !newOptions.createSkybox) {
  97284. this._skybox.dispose();
  97285. this._skybox = null;
  97286. }
  97287. if (this._skyboxMaterial && !newOptions.createSkybox) {
  97288. this._skyboxMaterial.dispose();
  97289. this._skyboxMaterial = null;
  97290. }
  97291. if (this._skyboxTexture) {
  97292. if (this._options.skyboxTexture != newOptions.skyboxTexture) {
  97293. this._skyboxTexture.dispose();
  97294. this._skyboxTexture = null;
  97295. }
  97296. }
  97297. if (this._groundMirror && !newOptions.enableGroundMirror) {
  97298. this._groundMirror.dispose();
  97299. this._groundMirror = null;
  97300. }
  97301. if (this._scene.environmentTexture) {
  97302. if (this._options.environmentTexture != newOptions.environmentTexture) {
  97303. this._scene.environmentTexture.dispose();
  97304. }
  97305. }
  97306. this._options = newOptions;
  97307. this._setupBackground();
  97308. this._setupImageProcessing();
  97309. };
  97310. /**
  97311. * Sets the primary color of all the available elements.
  97312. * @param color the main color to affect to the ground and the background
  97313. */
  97314. EnvironmentHelper.prototype.setMainColor = function (color) {
  97315. if (this.groundMaterial) {
  97316. this.groundMaterial.primaryColor = color;
  97317. }
  97318. if (this.skyboxMaterial) {
  97319. this.skyboxMaterial.primaryColor = color;
  97320. }
  97321. if (this.groundMirror) {
  97322. this.groundMirror.clearColor = new BABYLON.Color4(color.r, color.g, color.b, 1.0);
  97323. }
  97324. };
  97325. /**
  97326. * Setup the image processing according to the specified options.
  97327. */
  97328. EnvironmentHelper.prototype._setupImageProcessing = function () {
  97329. if (this._options.setupImageProcessing) {
  97330. this._scene.imageProcessingConfiguration.contrast = this._options.cameraContrast;
  97331. this._scene.imageProcessingConfiguration.exposure = this._options.cameraExposure;
  97332. this._scene.imageProcessingConfiguration.toneMappingEnabled = this._options.toneMappingEnabled;
  97333. this._setupEnvironmentTexture();
  97334. }
  97335. };
  97336. /**
  97337. * Setup the environment texture according to the specified options.
  97338. */
  97339. EnvironmentHelper.prototype._setupEnvironmentTexture = function () {
  97340. if (this._scene.environmentTexture) {
  97341. return;
  97342. }
  97343. if (this._options.environmentTexture instanceof BABYLON.BaseTexture) {
  97344. this._scene.environmentTexture = this._options.environmentTexture;
  97345. return;
  97346. }
  97347. var environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(this._options.environmentTexture, this._scene);
  97348. this._scene.environmentTexture = environmentTexture;
  97349. };
  97350. /**
  97351. * Setup the background according to the specified options.
  97352. */
  97353. EnvironmentHelper.prototype._setupBackground = function () {
  97354. if (!this._rootMesh) {
  97355. this._rootMesh = new BABYLON.Mesh("BackgroundHelper", this._scene);
  97356. }
  97357. this._rootMesh.rotation.y = this._options.backgroundYRotation;
  97358. var sceneSize = this._getSceneSize();
  97359. if (this._options.createGround) {
  97360. this._setupGround(sceneSize);
  97361. this._setupGroundMaterial();
  97362. this._setupGroundDiffuseTexture();
  97363. if (this._options.enableGroundMirror) {
  97364. this._setupGroundMirrorTexture(sceneSize);
  97365. }
  97366. this._setupMirrorInGroundMaterial();
  97367. }
  97368. if (this._options.createSkybox) {
  97369. this._setupSkybox(sceneSize);
  97370. this._setupSkyboxMaterial();
  97371. this._setupSkyboxReflectionTexture();
  97372. }
  97373. this._rootMesh.position.x = sceneSize.rootPosition.x;
  97374. this._rootMesh.position.z = sceneSize.rootPosition.z;
  97375. this._rootMesh.position.y = sceneSize.rootPosition.y;
  97376. };
  97377. /**
  97378. * Get the scene sizes according to the setup.
  97379. */
  97380. EnvironmentHelper.prototype._getSceneSize = function () {
  97381. var _this = this;
  97382. var groundSize = this._options.groundSize;
  97383. var skyboxSize = this._options.skyboxSize;
  97384. var rootPosition = this._options.rootPosition;
  97385. if (!this._scene.meshes || this._scene.meshes.length === 1) { // 1 only means the root of the helper.
  97386. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  97387. }
  97388. var sceneExtends = this._scene.getWorldExtends(function (mesh) {
  97389. return (mesh !== _this._ground && mesh !== _this._rootMesh && mesh !== _this._skybox);
  97390. });
  97391. var sceneDiagonal = sceneExtends.max.subtract(sceneExtends.min);
  97392. if (this._options.sizeAuto) {
  97393. if (this._scene.activeCamera instanceof BABYLON.ArcRotateCamera &&
  97394. this._scene.activeCamera.upperRadiusLimit) {
  97395. groundSize = this._scene.activeCamera.upperRadiusLimit * 2;
  97396. skyboxSize = groundSize;
  97397. }
  97398. var sceneDiagonalLenght = sceneDiagonal.length();
  97399. if (sceneDiagonalLenght > groundSize) {
  97400. groundSize = sceneDiagonalLenght * 2;
  97401. skyboxSize = groundSize;
  97402. }
  97403. // 10 % bigger.
  97404. groundSize *= 1.1;
  97405. skyboxSize *= 1.5;
  97406. rootPosition = sceneExtends.min.add(sceneDiagonal.scale(0.5));
  97407. rootPosition.y = sceneExtends.min.y - this._options.groundYBias;
  97408. }
  97409. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  97410. };
  97411. /**
  97412. * Setup the ground according to the specified options.
  97413. */
  97414. EnvironmentHelper.prototype._setupGround = function (sceneSize) {
  97415. var _this = this;
  97416. if (!this._ground) {
  97417. this._ground = BABYLON.Mesh.CreatePlane("BackgroundPlane", sceneSize.groundSize, this._scene);
  97418. this._ground.rotation.x = Math.PI / 2; // Face up by default.
  97419. this._ground.parent = this._rootMesh;
  97420. this._ground.onDisposeObservable.add(function () { _this._ground = null; });
  97421. }
  97422. this._ground.receiveShadows = this._options.enableGroundShadow;
  97423. };
  97424. /**
  97425. * Setup the ground material according to the specified options.
  97426. */
  97427. EnvironmentHelper.prototype._setupGroundMaterial = function () {
  97428. if (!this._groundMaterial) {
  97429. this._groundMaterial = new BABYLON.BackgroundMaterial("BackgroundPlaneMaterial", this._scene);
  97430. }
  97431. this._groundMaterial.alpha = this._options.groundOpacity;
  97432. this._groundMaterial.alphaMode = BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF;
  97433. this._groundMaterial.shadowLevel = this._options.groundShadowLevel;
  97434. this._groundMaterial.primaryColor = this._options.groundColor;
  97435. this._groundMaterial.useRGBColor = false;
  97436. this._groundMaterial.enableNoise = true;
  97437. if (this._ground) {
  97438. this._ground.material = this._groundMaterial;
  97439. }
  97440. };
  97441. /**
  97442. * Setup the ground diffuse texture according to the specified options.
  97443. */
  97444. EnvironmentHelper.prototype._setupGroundDiffuseTexture = function () {
  97445. if (!this._groundMaterial) {
  97446. return;
  97447. }
  97448. if (this._groundTexture) {
  97449. return;
  97450. }
  97451. if (this._options.groundTexture instanceof BABYLON.BaseTexture) {
  97452. this._groundMaterial.diffuseTexture = this._options.groundTexture;
  97453. return;
  97454. }
  97455. var diffuseTexture = new BABYLON.Texture(this._options.groundTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  97456. diffuseTexture.gammaSpace = false;
  97457. diffuseTexture.hasAlpha = true;
  97458. this._groundMaterial.diffuseTexture = diffuseTexture;
  97459. };
  97460. /**
  97461. * Setup the ground mirror texture according to the specified options.
  97462. */
  97463. EnvironmentHelper.prototype._setupGroundMirrorTexture = function (sceneSize) {
  97464. var wrapping = BABYLON.Texture.CLAMP_ADDRESSMODE;
  97465. if (!this._groundMirror) {
  97466. this._groundMirror = new BABYLON.MirrorTexture("BackgroundPlaneMirrorTexture", { ratio: this._options.groundMirrorSizeRatio }, this._scene, false, this._options.groundMirrorTextureType, BABYLON.Texture.BILINEAR_SAMPLINGMODE, true);
  97467. this._groundMirror.mirrorPlane = new BABYLON.Plane(0, -1, 0, sceneSize.rootPosition.y);
  97468. this._groundMirror.anisotropicFilteringLevel = 1;
  97469. this._groundMirror.wrapU = wrapping;
  97470. this._groundMirror.wrapV = wrapping;
  97471. this._groundMirror.gammaSpace = false;
  97472. if (this._groundMirror.renderList) {
  97473. for (var i = 0; i < this._scene.meshes.length; i++) {
  97474. var mesh = this._scene.meshes[i];
  97475. if (mesh !== this._ground &&
  97476. mesh !== this._skybox &&
  97477. mesh !== this._rootMesh) {
  97478. this._groundMirror.renderList.push(mesh);
  97479. }
  97480. }
  97481. }
  97482. }
  97483. this._groundMirror.clearColor = new BABYLON.Color4(this._options.groundColor.r, this._options.groundColor.g, this._options.groundColor.b, 1);
  97484. this._groundMirror.adaptiveBlurKernel = this._options.groundMirrorBlurKernel;
  97485. };
  97486. /**
  97487. * Setup the ground to receive the mirror texture.
  97488. */
  97489. EnvironmentHelper.prototype._setupMirrorInGroundMaterial = function () {
  97490. if (this._groundMaterial) {
  97491. this._groundMaterial.reflectionTexture = this._groundMirror;
  97492. this._groundMaterial.reflectionFresnel = true;
  97493. this._groundMaterial.reflectionAmount = this._options.groundMirrorAmount;
  97494. this._groundMaterial.reflectionStandardFresnelWeight = this._options.groundMirrorFresnelWeight;
  97495. this._groundMaterial.reflectionFalloffDistance = this._options.groundMirrorFallOffDistance;
  97496. }
  97497. };
  97498. /**
  97499. * Setup the skybox according to the specified options.
  97500. */
  97501. EnvironmentHelper.prototype._setupSkybox = function (sceneSize) {
  97502. var _this = this;
  97503. if (!this._skybox) {
  97504. this._skybox = BABYLON.Mesh.CreateBox("BackgroundSkybox", sceneSize.skyboxSize, this._scene, undefined, BABYLON.Mesh.BACKSIDE);
  97505. this._skybox.onDisposeObservable.add(function () { _this._skybox = null; });
  97506. }
  97507. this._skybox.parent = this._rootMesh;
  97508. };
  97509. /**
  97510. * Setup the skybox material according to the specified options.
  97511. */
  97512. EnvironmentHelper.prototype._setupSkyboxMaterial = function () {
  97513. if (!this._skybox) {
  97514. return;
  97515. }
  97516. if (!this._skyboxMaterial) {
  97517. this._skyboxMaterial = new BABYLON.BackgroundMaterial("BackgroundSkyboxMaterial", this._scene);
  97518. }
  97519. this._skyboxMaterial.useRGBColor = false;
  97520. this._skyboxMaterial.primaryColor = this._options.skyboxColor;
  97521. this._skyboxMaterial.enableNoise = true;
  97522. this._skybox.material = this._skyboxMaterial;
  97523. };
  97524. /**
  97525. * Setup the skybox reflection texture according to the specified options.
  97526. */
  97527. EnvironmentHelper.prototype._setupSkyboxReflectionTexture = function () {
  97528. if (!this._skyboxMaterial) {
  97529. return;
  97530. }
  97531. if (this._skyboxTexture) {
  97532. return;
  97533. }
  97534. if (this._options.skyboxTexture instanceof BABYLON.BaseTexture) {
  97535. this._skyboxMaterial.reflectionTexture = this._options.skyboxTexture;
  97536. return;
  97537. }
  97538. this._skyboxTexture = new BABYLON.CubeTexture(this._options.skyboxTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  97539. this._skyboxTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  97540. this._skyboxTexture.gammaSpace = false;
  97541. this._skyboxMaterial.reflectionTexture = this._skyboxTexture;
  97542. };
  97543. /**
  97544. * Dispose all the elements created by the Helper.
  97545. */
  97546. EnvironmentHelper.prototype.dispose = function () {
  97547. if (this._groundMaterial) {
  97548. this._groundMaterial.dispose(true, true);
  97549. }
  97550. if (this._skyboxMaterial) {
  97551. this._skyboxMaterial.dispose(true, true);
  97552. }
  97553. this._rootMesh.dispose(false);
  97554. };
  97555. /**
  97556. * Default ground texture URL.
  97557. */
  97558. EnvironmentHelper._groundTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundGround.png";
  97559. /**
  97560. * Default skybox texture URL.
  97561. */
  97562. EnvironmentHelper._skyboxTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundSkybox.dds";
  97563. /**
  97564. * Default environment texture URL.
  97565. */
  97566. EnvironmentHelper._environmentTextureCDNUrl = "https://assets.babylonjs.com/environments/environmentSpecular.dds";
  97567. return EnvironmentHelper;
  97568. }());
  97569. BABYLON.EnvironmentHelper = EnvironmentHelper;
  97570. })(BABYLON || (BABYLON = {}));
  97571. //# sourceMappingURL=babylon.environmentHelper.js.map
  97572. var BABYLON;
  97573. (function (BABYLON) {
  97574. /**
  97575. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  97576. * As a subclass of Node, this allow parenting to the camera or multiple videos with different locations in the scene.
  97577. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  97578. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  97579. */
  97580. var VideoDome = /** @class */ (function (_super) {
  97581. __extends(VideoDome, _super);
  97582. /**
  97583. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  97584. * @param name Element's name, child elements will append suffixes for their own names.
  97585. * @param urlsOrVideo
  97586. * @param options An object containing optional or exposed sub element properties:
  97587. * @param options **resolution=12** Integer, lower resolutions have more artifacts at extreme fovs
  97588. * @param options **clickToPlay=false** Add a click to play listener to the video, does not prevent autoplay.
  97589. * @param options **autoPlay=true** Automatically attempt to being playing the video.
  97590. * @param options **loop=true** Automatically loop video on end.
  97591. * @param options **size=1000** Physical radius to create the dome at, defaults to approximately half the far clip plane.
  97592. */
  97593. function VideoDome(name, urlsOrVideo, options, scene) {
  97594. var _this = _super.call(this, name, scene) || this;
  97595. // set defaults and manage values
  97596. name = name || "videoDome";
  97597. options.resolution = (Math.abs(options.resolution) | 0) || 12;
  97598. options.clickToPlay = Boolean(options.clickToPlay);
  97599. options.autoPlay = options.autoPlay === undefined ? true : Boolean(options.autoPlay);
  97600. options.loop = options.loop === undefined ? true : Boolean(options.loop);
  97601. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  97602. // create
  97603. var tempOptions = { loop: options.loop, autoPlay: options.autoPlay, autoUpdateTexture: true };
  97604. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  97605. var texture = _this._videoTexture = new BABYLON.VideoTexture(name + "_texture", urlsOrVideo, scene, false, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, tempOptions);
  97606. _this._mesh = BABYLON.MeshBuilder.CreateIcoSphere(name + "_mesh", {
  97607. flat: false,
  97608. radius: options.size,
  97609. subdivisions: options.resolution,
  97610. sideOrientation: BABYLON.Mesh.BACKSIDE // needs to be inside out
  97611. }, scene);
  97612. // configure material
  97613. texture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  97614. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE; // always clamp the up/down
  97615. material.reflectionTexture = _this._videoTexture;
  97616. material.useEquirectangularFOV = true;
  97617. material.fovMultiplier = 1.0;
  97618. // configure mesh
  97619. _this._mesh.material = material;
  97620. _this._mesh.parent = _this;
  97621. // optional configuration
  97622. if (options.clickToPlay) {
  97623. scene.onPointerUp = function () {
  97624. _this._videoTexture.video.play();
  97625. };
  97626. }
  97627. return _this;
  97628. }
  97629. Object.defineProperty(VideoDome.prototype, "fovMultiplier", {
  97630. /**
  97631. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  97632. * Also see the options.resolution property.
  97633. */
  97634. get: function () {
  97635. return this._material.fovMultiplier;
  97636. },
  97637. set: function (value) {
  97638. this._material.fovMultiplier = value;
  97639. },
  97640. enumerable: true,
  97641. configurable: true
  97642. });
  97643. /**
  97644. * Releases resources associated with this node.
  97645. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  97646. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  97647. */
  97648. VideoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  97649. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  97650. this._videoTexture.dispose();
  97651. this._mesh.dispose();
  97652. this._material.dispose();
  97653. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  97654. };
  97655. return VideoDome;
  97656. }(BABYLON.Node));
  97657. BABYLON.VideoDome = VideoDome;
  97658. })(BABYLON || (BABYLON = {}));
  97659. //# sourceMappingURL=babylon.videoDome.js.map
  97660. 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\nvPositionUVW=positionUpdated;\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\nvPositionUVW=positionUpdated;\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(GEOMETRYAA)\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#ifdef GEOMETRYAA\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#include<bumpFragment>\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 GEOMETRYAA\n\n\nalphaG+=(0.75*geometricAlphaGFactor);\n#endif\n\n#ifdef REFRACTION\nvec3 environmentRefraction=vec3(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).rgb;\n#else\nfloat lodRefractionNormalized=clamp(refractionLOD/log2(vRefractionMicrosurfaceInfos.x),0.,1.);\nfloat lodRefractionNormalizedDoubled=lodRefractionNormalized*2.0;\nvec3 environmentRefractionMid=sampleRefraction(refractionSampler,refractionCoords).rgb;\nif(lodRefractionNormalizedDoubled<1.0){\nenvironmentRefraction=mix(\nsampleRefraction(refractionSamplerHigh,refractionCoords).rgb,\nenvironmentRefractionMid,\nlodRefractionNormalizedDoubled\n);\n}else{\nenvironmentRefraction=mix(\nenvironmentRefractionMid,\nsampleRefraction(refractionSamplerLow,refractionCoords).rgb,\nlodRefractionNormalizedDoubled-1.0\n);\n}\n#endif\n#ifdef GAMMAREFRACTION\nenvironmentRefraction=toLinearSpace(environmentRefraction.rgb);\n#endif\n\nenvironmentRefraction*=vRefractionInfos.x;\n#endif\n\n#ifdef REFLECTION\nvec3 environmentRadiance=vec3(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).rgb;\n#else\nfloat lodReflectionNormalized=clamp(reflectionLOD/log2(vReflectionMicrosurfaceInfos.x),0.,1.);\nfloat lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;\nvec3 environmentSpecularMid=sampleReflection(reflectionSampler,reflectionCoords).rgb;\nif(lodReflectionNormalizedDoubled<1.0){\nenvironmentRadiance=mix(\nsampleReflection(reflectionSamplerHigh,reflectionCoords).rgb,\nenvironmentSpecularMid,\nlodReflectionNormalizedDoubled\n);\n}else{\nenvironmentRadiance=mix(\nenvironmentSpecularMid,\nsampleReflection(reflectionSamplerLow,reflectionCoords).rgb,\nlodReflectionNormalizedDoubled-1.0\n);\n}\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentRadiance=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*=vReflectionInfos.x;\nenvironmentRadiance*=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;\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(reflectionCoords,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*=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;\nfinalRadiance*=specularEnvironmentReflectance;\n\nvec3 finalRadianceScaled=finalRadiance*vLightingIntensity.z;\n#endif\n\n#ifdef REFRACTION\nvec3 finalRefraction=environmentRefraction;\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\n\nvec4 finalColor=vec4(\nfinalDiffuse*ambientOcclusionColor*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}","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 vec4 options;\nattribute float cellIndex;\n\nuniform mat4 view;\nuniform mat4 projection;\nuniform vec3 particlesInfos; \n\nvarying vec2 vUV;\nvarying vec4 vColor;\n#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nuniform mat4 invView;\nvarying float fClipDistance;\n#endif\nvoid main(void) { \nvec3 viewPos=(view*vec4(position,1.0)).xyz; \nvec3 cornerPos;\nfloat size=options.y;\nfloat angle=options.x;\nvec2 offset=options.zw;\ncornerPos=vec3(offset.x-0.5,offset.y-0.5,0.)*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); \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#ifdef CLIPPLANE\nvec4 worldPos=invView*vec4(viewPos,1.0);\nfClipDistance=dot(worldPos,vClipPlane);\n#endif\n}","particlesPixelShader":"\nvarying vec2 vUV;\nvarying vec4 vColor;\nuniform vec4 textureMask;\nuniform sampler2D diffuseSampler;\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\nvoid main(void) {\n#ifdef CLIPPLANE\nif (fClipDistance>0.0)\ndiscard;\n#endif\nvec4 baseColor=texture2D(diffuseSampler,vUV);\ngl_FragColor=(baseColor*textureMask+(vec4(1.,1.,1.,1.)-textureMask))*vColor;\n}","gpuRenderParticlesVertexShader":"#version 300 es\nuniform vec4 colorDead;\nuniform mat4 view;\nuniform mat4 projection;\n\nin vec3 position;\nin float age;\nin float life;\nin float size;\nin vec4 color;\nin vec2 offset;\nin vec2 uv;\nout vec2 vUV;\nout vec4 vColor;\n#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nuniform mat4 invView;\nout float fClipDistance;\n#endif\nvoid main() {\nvUV=uv;\nfloat ratio=age/life;\nvColor=color*vec4(1.0-ratio)+colorDead*vec4(ratio);\n\nvec4 viewPosition=view*vec4(position,1.0);\ngl_Position=projection*(viewPosition+vec4(offset*size,0.,0.));\n\n#ifdef CLIPPLANE\nvec4 worldPos=invView*viewPosition;\nfClipDistance=dot(worldPos,vClipPlane);\n#endif \n}","gpuRenderParticlesPixelShader":"#version 300 es\nuniform sampler2D textureSampler;\nin vec2 vUV;\nin vec4 vColor;\nout vec4 outFragColor;\n#ifdef CLIPPLANE\nin float fClipDistance;\n#endif\nvoid main() {\n#ifdef CLIPPLANE\nif (fClipDistance>0.0)\ndiscard;\n#endif \noutFragColor=texture(textureSampler,vUV)*vColor;\n}\n","gpuUpdateParticlesVertexShader":"#version 300 es\n#define PI 3.14159\nuniform float currentCount;\nuniform float timeDelta;\nuniform float stopFactor;\nuniform vec3 generalRandoms;\nuniform mat4 emitterWM;\nuniform vec2 lifeTime;\nuniform vec2 emitPower;\nuniform vec2 sizeRange;\nuniform vec4 color1;\nuniform vec4 color2;\nuniform vec3 gravity;\nuniform sampler2D randomSampler;\n#ifdef BOXEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\nuniform vec3 minEmitBox;\nuniform vec3 maxEmitBox;\n#endif\n#ifdef SPHEREEMITTER\nuniform float radius;\n#ifdef DIRECTEDSPHEREEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CONEEMITTER\nuniform float radius;\nuniform float angle;\nuniform float height;\nuniform float directionRandomizer;\n#endif\n\nin vec3 position;\nin float age;\nin float life;\nin float seed;\nin float size;\nin vec4 color;\nin vec3 direction;\n\nout vec3 outPosition;\nout float outAge;\nout float outLife;\nout float outSeed;\nout float outSize;\nout vec4 outColor;\nout vec3 outDirection;\nvec3 getRandomVec3(float offset) {\nreturn texture(randomSampler,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() {\nif (age>=life) {\nif (stopFactor == 0.) {\noutPosition=position;\noutAge=life;\noutLife=life;\noutSeed=seed;\noutColor=vec4(0.,0.,0.,0.);\noutSize=0.;\noutDirection=direction;\nreturn;\n}\nvec3 position;\nvec3 direction;\n\nvec4 randoms=getRandomVec4(generalRandoms.x);\n\noutAge=0.0;\noutLife=lifeTime.x+(lifeTime.y-lifeTime.x)*randoms.r;\n\noutSeed=seed;\n\noutSize=sizeRange.x+(sizeRange.y-sizeRange.x)*randoms.g;\n\noutColor=color1+(color2-color1)*randoms.b;\n\n#ifdef BOXEMITTER\nvec3 randoms2=getRandomVec3(generalRandoms.y);\nvec3 randoms3=getRandomVec3(generalRandoms.z);\nposition=minEmitBox+(maxEmitBox-minEmitBox)*randoms2;\ndirection=direction1+(direction2-direction1)*randoms3;\n#elif defined(SPHEREEMITTER)\nvec3 randoms2=getRandomVec3(generalRandoms.y);\nvec3 randoms3=getRandomVec3(generalRandoms.z);\n\nfloat phi=2.0*PI*randoms2.x;\nfloat theta=PI*randoms2.y;\nfloat randX=cos(phi)*sin(theta);\nfloat randY=cos(theta);\nfloat randZ=sin(phi)*sin(theta);\nposition=(radius*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(CONEEMITTER)\nvec3 randoms2=getRandomVec3(generalRandoms.y);\nfloat s=2.0*PI*randoms2.x;\nfloat h=randoms2.y;\n\nh=1.-h*h;\nfloat lRadius=radius*randoms2.z;\nlRadius=lRadius*h;\nfloat randX=lRadius*sin(s);\nfloat randZ=lRadius*cos(s);\nfloat randY=h*height;\nposition=vec3(randX,randY,randZ); \n\nif (angle == 0.) {\ndirection=vec3(0.,1.0,0.);\n} else {\nvec3 randoms3=getRandomVec3(generalRandoms.z);\ndirection=position+directionRandomizer*randoms3;\n}\n#else \n\nposition=vec3(0.,0.,0.);\n\ndirection=2.0*(getRandomVec3(seed)-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;\noutDirection=(emitterWM*vec4(direction*power,0.)).xyz;\n} else { \noutPosition=position+direction*timeDelta;\noutAge=age+timeDelta;\noutLife=life;\noutSeed=seed;\noutColor=color;\noutSize=size;\noutDirection=direction+gravity*timeDelta;\n}\n}","gpuUpdateParticlesPixelShader":"#version 300 es\nvoid main() {\ndiscard;\n}\n","colorVertexShader":"\nattribute vec3 position;\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n\nuniform mat4 viewProjection;\nuniform mat4 world;\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\nvoid main(void) {\nmat4 finalWorld=world;\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}","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}","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}","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;\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;\nvec3 tangent=normalize(rvec-normal*dot(rvec,normal));\nvec3 bitangent=cross(normal,tangent);\nmat3 tbn=mat3(tangent,bitangent,normal);\nfloat difference;\nif (depth>maxZ) {\ngl_FragColor=vec4(1.0,1.0,1.0,1.0);\nreturn;\n}\nfor (int i=0; i<SAMPLES; ++i) {\n\nvec3 samplePosition=tbn*sampleSphere[i];\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\nfloat rangeCheck=abs(depth-sampleDepth)<correctedRadius ? 1.0 : 0.0;\ndifference=depthSign*samplePosition.z-sampleDepth;\n\nocclusion+=(difference>=1e-5 ? 1.0 : 0.0)*rangeCheck;\n}\n\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;\nvarying vec2 vUV;\nvoid main(void) {\nvec4 ssaoColor=texture2D(textureSampler,vUV);\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);\nif(range<rangeMaxClamped) \n{\ngl_FragColor=rgbyM;\nreturn;\n}\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}\ngl_FragColor=texture2D(textureSampler,posM,0.0);\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}","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\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\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 ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef POSITION\n#include<mrtFragmentDeclaration>[3]\n#else\n#include<mrtFragmentDeclaration>[2]\n#endif\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[2]=vec4(vPosition,1.0);\n#endif\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}","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#ifdef POINTSIZE\nuniform float pointSize;\n#endif\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\nvPositionUVW=position;\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\nvec3 reflectionColor=vec3(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).rgb;\n#else\nfloat lodReflectionNormalized=clamp(reflectionLOD,0.,1.);\nfloat lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;\nvec3 reflectionSpecularMid=sampleReflection(reflectionSampler,reflectionCoords).rgb;\nif(lodReflectionNormalizedDoubled<1.0){\nreflectionColor=mix(\nsampleReflection(reflectionSamplerHigh,reflectionCoords).rgb,\nreflectionSpecularMid,\nlodReflectionNormalizedDoubled\n);\n} else {\nreflectionColor=mix(\nreflectionSpecularMid,\nsampleReflection(reflectionSamplerLow,reflectionCoords).rgb,\nlodReflectionNormalizedDoubled-1.0\n);\n}\n#endif\n#else\nvec4 reflectionSample=sampleReflection(reflectionSampler,reflectionCoords);\nreflectionColor=reflectionSample.rgb;\n#endif\n#ifdef GAMMAREFLECTION\nreflectionColor=toLinearSpace(reflectionColor.rgb);\n#endif\n#ifdef REFLECTIONBGR\nreflectionColor=reflectionColor.bgr;\n#endif\n\nreflectionColor*=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*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,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"};
  97661. BABYLON.Effect.IncludesShadersStore={"depthPrePass":"#ifdef DEPTHPREPASS\ngl_FragColor=vec4(0.,0.,0.,1.0);\nreturn;\n#endif","bonesDeclaration":"#if NUM_BONE_INFLUENCERS>0\nuniform mat4 mBones[BonesPerMesh];\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nattribute vec4 matricesIndicesExtra;\nattribute vec4 matricesWeightsExtra;\n#endif\n#endif","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","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;\ninfluence=mBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=mBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence+=mBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence+=mBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif \nfinalWorld=finalWorld*influence;\n#endif","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","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}","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};\n#endif\n#ifdef 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;\n#endif\n#ifdef 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 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=vDirectionW;\nfloat t=clamp(direction.y*-0.5+0.5,0.,1.0);\nfloat s=atan(direction.z,direction.x)*RECIPROCAL_PI2+0.5;\n#ifdef REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\nreturn vec3(1.0-s,t,0);\n#else\nreturn vec3(s,t,0);\n#endif\n#endif\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR\nvec3 cameraToVertex=normalize(worldPos.xyz-vEyePosition.xyz);\nvec3 r=reflect(cameraToVertex,worldNormal);\nfloat t=clamp(r.y*-0.5+0.5,0.,1.0);\nfloat s=atan(r.z,r.x)*RECIPROCAL_PI2+0.5;\nreturn vec3(s,t,0);\n#endif\n#ifdef REFLECTIONMAP_SPHERICAL\nvec3 viewDir=normalize(vec3(view*worldPos));\nvec3 viewNormal=normalize(vec3(view*vec4(worldNormal,0.0)));\nvec3 r=reflect(viewDir,viewNormal);\nr.z=r.z-1.0;\nfloat m=2.0*length(r);\nreturn vec3(r.x/m+0.5,1.0-r.y/m-0.5,0);\n#endif\n#ifdef REFLECTIONMAP_PLANAR\nvec3 viewDir=worldPos.xyz-vEyePosition.xyz;\nvec3 coords=normalize(reflect(viewDir,worldNormal));\nreturn vec3(reflectionMatrix*vec4(coords,1));\n#endif\n#ifdef REFLECTIONMAP_CUBIC\nvec3 viewDir=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\nvec4 applyImageProcessing(vec4 result) {\n#ifdef EXPOSURE\nresult.rgb*=exposureLinear;\n#endif\n#ifdef VIGNETTE\n\nvec2 viewportXY=gl_FragCoord.xy*vInverseScreenSize;\nviewportXY=viewportXY*2.0-1.0;\nvec3 vignetteXY1=vec3(viewportXY*vignetteSettings1.xy+vignetteSettings1.zw,1.0);\nfloat vignetteTerm=dot(vignetteXY1,vignetteXY1);\nfloat vignette=pow(vignetteTerm,vignetteSettings2.w);\n\nvec3 vignetteColor=vignetteSettings2.rgb;\n#ifdef VIGNETTEBLENDMODEMULTIPLY\nvec3 vignetteColorMultiplier=mix(vignetteColor,vec3(1,1,1),vignette);\nresult.rgb*=vignetteColorMultiplier;\n#endif\n#ifdef VIGNETTEBLENDMODEOPAQUE\nresult.rgb=mix(vignetteColor,result.rgb,vignette);\n#endif\n#endif\n#ifdef TONEMAPPING\nconst float tonemappingCalibration=1.590579;\nresult.rgb=1.0-exp2(-tonemappingCalibration*result.rgb);\n#endif\n\nresult.rgb=toGammaSpace(result.rgb);\nresult.rgb=clamp(result.rgb,0.0,1.0);\n#ifdef CONTRAST\n\nvec3 resultHighContrast=applyEaseInOut(result.rgb);\nif (contrast<1.0) {\n\nresult.rgb=mix(vec3(0.5,0.5,0.5),result.rgb,contrast);\n} else {\n\nresult.rgb=mix(result.rgb,resultHighContrast,contrast-1.0);\n}\n#endif\n\n#ifdef COLORGRADING\nvec3 colorTransformInput=result.rgb*colorTransformSettings.xxx+colorTransformSettings.yyy;\n#ifdef COLORGRADING3D\nvec3 colorTransformOutput=texture(txColorTransform,colorTransformInput).rgb;\n#else\nvec3 colorTransformOutput=sampleTexture3D(txColorTransform,colorTransformInput,colorTransformSettings.yz).rgb;\n#endif\nresult.rgb=mix(result.rgb,colorTransformOutput,colorTransformSettings.www);\n#endif\n#ifdef COLORCURVES\n\nfloat luma=getLuminance(result.rgb);\nvec2 curveMix=clamp(vec2(luma*3.0-1.5,luma*-3.0+1.5),vec2(0.0),vec2(1.0));\nvec4 colorCurve=vCameraColorCurveNeutral+curveMix.x*vCameraColorCurvePositive-curveMix.y*vCameraColorCurveNegative;\nresult.rgb*=colorCurve.rgb;\nresult.rgb=mix(vec3(luma),result.rgb,colorCurve.a);\n#endif\nreturn result;\n}","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","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","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}\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,geometricRoughnessFactor,NdotL);\n#endif\n#ifdef HEMILIGHT{X}\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightGround,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,geometricRoughnessFactor,NdotL);\n#endif\n#if defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,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#endif\n#ifdef HEMILIGHT{X}\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightGround,glossiness);\n#endif\n#if defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,glossiness);\n#endif\n#endif\n#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 vec3 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 vec3 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 vec3 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#ifdef USEPHYSICALLIGHTFALLOFF\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 reflection,vec3 normal) {\n\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflection.z*=-1.0;\n#endif\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};\nfloat computeDistanceLightFalloff(vec3 lightOffset,float lightDistanceSquared,float range)\n{ \n#ifdef USEPHYSICALLIGHTFALLOFF\nfloat lightDistanceFalloff=1.0/((lightDistanceSquared+0.001));\n#else\nfloat lightDistanceFalloff=max(0.,1.0-length(lightOffset)/range);\n#endif\nreturn lightDistanceFalloff;\n}\nfloat computeDirectionalLightFalloff(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle,float exponent)\n{\nfloat falloff=0.0;\n#ifdef USEPHYSICALLIGHTFALLOFF\nconst float kMinusLog2ConeAngleIntensityRatio=6.64385618977; \n\n\n\n\n\nfloat concentrationKappa=kMinusLog2ConeAngleIntensityRatio/(1.0-cosHalfAngle);\n\n\nvec4 lightDirectionSpreadSG=vec4(-lightDirection*concentrationKappa,-concentrationKappa);\nfalloff=exp2(dot(vec4(directionToLightCenterW,1.0),lightDirectionSpreadSG));\n#else\nfloat cosAngle=max(0.000000000000001,dot(-lightDirection,directionToLightCenterW));\nif (cosAngle>=cosHalfAngle)\n{\nfalloff=max(0.,pow(cosAngle,exponent));\n}\n#endif\nreturn falloff;\n}\nlightingInfo computeLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float rangeRadius,float roughness,float NdotV,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,out float NdotL) {\nlightingInfo result;\nvec3 lightDirection;\nfloat attenuation=1.0;\nfloat lightDistance;\n\nif (lightData.w == 0.)\n{\nvec3 lightOffset=lightData.xyz-vPositionW;\nfloat lightDistanceSquared=dot(lightOffset,lightOffset);\nattenuation=computeDistanceLightFalloff(lightOffset,lightDistanceSquared,rangeRadius);\nlightDistance=sqrt(lightDistanceSquared);\nlightDirection=normalize(lightOffset);\n}\n\nelse\n{\nlightDistance=length(-lightData.xyz);\nlightDirection=normalize(-lightData.xyz);\n}\n\nroughness=adjustRoughnessFromLightProperties(roughness,rangeRadius,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*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*attenuation;\n#endif\nreturn result;\n}\nlightingInfo computeSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 diffuseColor,vec3 specularColor,float rangeRadius,float roughness,float NdotV,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,out float NdotL) {\nlightingInfo result;\nvec3 lightOffset=lightData.xyz-vPositionW;\nvec3 directionToLightCenterW=normalize(lightOffset);\n\nfloat lightDistanceSquared=dot(lightOffset,lightOffset);\nfloat attenuation=computeDistanceLightFalloff(lightOffset,lightDistanceSquared,rangeRadius);\n\nfloat directionalAttenuation=computeDirectionalLightFalloff(lightDirection.xyz,directionToLightCenterW,lightDirection.w,lightData.w);\nattenuation*=directionalAttenuation;\n\nfloat lightDistance=sqrt(lightDistanceSquared);\nroughness=adjustRoughnessFromLightProperties(roughness,rangeRadius,lightDistance);\n\nvec3 H=normalize(viewDirectionW+directionToLightCenterW);\nNdotL=clamp(dot(vNormal,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*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*attenuation;\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}","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};","mrtFragmentDeclaration":"#if __VERSION__>=200\nlayout(location=0) out vec4 glFragData[{X}];\n#endif\n","bones300Declaration":"#if NUM_BONE_INFLUENCERS>0\nuniform mat4 mBones[BonesPerMesh];\nin vec4 matricesIndices;\nin vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nin vec4 matricesIndicesExtra;\nin vec4 matricesWeightsExtra;\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","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};"};
  97662. var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
  97663. globalObject["BABYLON"] = BABYLON;
  97664. //backwards compatibility
  97665. if(typeof earcut !== 'undefined') {
  97666. globalObject["Earcut"] = {
  97667. earcut: earcut
  97668. };
  97669. }
  97670. return BABYLON;
  97671. });
  97672. /* WEBPACK VAR INJECTION */}.call(exports, __webpack_require__(19)))
  97673. /***/ }),
  97674. /* 1 */
  97675. /***/ (function(module, exports, __webpack_require__) {
  97676. "use strict";
  97677. Object.defineProperty(exports, "__esModule", { value: true });
  97678. var babylonjs_1 = __webpack_require__(0);
  97679. var helper_1 = __webpack_require__(3);
  97680. /**
  97681. * This is a simple HTML mapper.
  97682. * This mapper parses a single HTML element and returns the configuration from its attributes.
  97683. * it parses numbers and boolean values to the corresponding variable types.
  97684. * The following HTML element:
  97685. * <div test="1" random-flag="true" a.string.object="test"> will result in the following configuration:
  97686. *
  97687. * {
  97688. * test: 1, //a number!
  97689. * randomFlag: boolean, //camelCase and boolean
  97690. * a: {
  97691. * string: {
  97692. * object: "test" //dot-separated object levels
  97693. * }
  97694. * }
  97695. * }
  97696. */
  97697. var HTMLMapper = /** @class */ (function () {
  97698. function HTMLMapper() {
  97699. }
  97700. /**
  97701. * Map a specific element and get configuration from it
  97702. * @param element the HTML element to analyze.
  97703. */
  97704. HTMLMapper.prototype.map = function (element) {
  97705. var config = {};
  97706. var _loop_1 = function (attrIdx) {
  97707. var attr = element.attributes.item(attrIdx);
  97708. if (!attr) {
  97709. return "continue";
  97710. }
  97711. // map "object.property" to the right configuration place.
  97712. var split = attr.nodeName.split('.');
  97713. split.reduce(function (currentConfig, key, idx) {
  97714. //convert html-style to json-style
  97715. var camelKey = helper_1.kebabToCamel(key);
  97716. if (idx === split.length - 1) {
  97717. var val = attr.nodeValue; // firefox warns nodeValue is deprecated, but I found no sign of it anywhere.
  97718. if (val === "true") {
  97719. val = true;
  97720. }
  97721. else if (val === "false") {
  97722. val = false;
  97723. }
  97724. else {
  97725. var isnum = /^\d+$/.test(val);
  97726. if (isnum) {
  97727. var number = parseFloat(val);
  97728. if (!isNaN(number)) {
  97729. val = number;
  97730. }
  97731. }
  97732. }
  97733. currentConfig[camelKey] = val;
  97734. }
  97735. else {
  97736. currentConfig[camelKey] = currentConfig[camelKey] || {};
  97737. }
  97738. return currentConfig[camelKey];
  97739. }, config);
  97740. };
  97741. for (var attrIdx = 0; attrIdx < element.attributes.length; ++attrIdx) {
  97742. _loop_1(attrIdx);
  97743. }
  97744. return config;
  97745. };
  97746. return HTMLMapper;
  97747. }());
  97748. /**
  97749. * A simple string-to-JSON mapper.
  97750. * This is the main mapper, used to analyze downloaded JSON-Configuration or JSON payload
  97751. */
  97752. var JSONMapper = /** @class */ (function () {
  97753. function JSONMapper() {
  97754. }
  97755. JSONMapper.prototype.map = function (rawSource) {
  97756. return JSON.parse(rawSource);
  97757. };
  97758. return JSONMapper;
  97759. }());
  97760. /**
  97761. * The DOM Mapper will traverse an entire DOM Tree and will load the configuration from the
  97762. * DOM elements and attributes.
  97763. */
  97764. var DOMMapper = /** @class */ (function () {
  97765. function DOMMapper() {
  97766. }
  97767. /**
  97768. * The mapping function that will convert HTML data to a viewer configuration object
  97769. * @param baseElement the baseElement from which to start traversing
  97770. * @returns a ViewerCOnfiguration object from the provided HTML Element
  97771. */
  97772. DOMMapper.prototype.map = function (baseElement) {
  97773. var htmlMapper = new HTMLMapper();
  97774. var config = htmlMapper.map(baseElement);
  97775. var traverseChildren = function (element, partConfig) {
  97776. var children = element.children;
  97777. if (children.length) {
  97778. for (var i = 0; i < children.length; ++i) {
  97779. var item = children.item(i);
  97780. // use the HTML Mapper to read configuration from a single element
  97781. var configMapped = htmlMapper.map(item);
  97782. var key = helper_1.kebabToCamel(item.nodeName.toLowerCase());
  97783. if (item.attributes.getNamedItem('array') && item.attributes.getNamedItem('array').nodeValue === 'true') {
  97784. partConfig[key] = [];
  97785. }
  97786. else {
  97787. if (element.attributes.getNamedItem('array') && element.attributes.getNamedItem('array').nodeValue === 'true') {
  97788. partConfig.push(configMapped);
  97789. }
  97790. else if (partConfig[key]) {
  97791. //exists already! probably an array
  97792. element.setAttribute('array', 'true');
  97793. var oldItem = partConfig[key];
  97794. partConfig = [oldItem, configMapped];
  97795. }
  97796. else {
  97797. partConfig[key] = configMapped;
  97798. }
  97799. }
  97800. traverseChildren(item, partConfig[key] || configMapped);
  97801. }
  97802. }
  97803. return partConfig;
  97804. };
  97805. traverseChildren(baseElement, config);
  97806. return config;
  97807. };
  97808. return DOMMapper;
  97809. }());
  97810. /**
  97811. * The MapperManager manages the different implemented mappers.
  97812. * It allows the user to register new mappers as well and use them to parse their own configuration data
  97813. */
  97814. var MapperManager = /** @class */ (function () {
  97815. function MapperManager() {
  97816. this._mappers = {
  97817. "html": new HTMLMapper(),
  97818. "json": new JSONMapper(),
  97819. "dom": new DOMMapper()
  97820. };
  97821. }
  97822. /**
  97823. * Get a specific configuration mapper.
  97824. *
  97825. * @param type the name of the mapper to load
  97826. */
  97827. MapperManager.prototype.getMapper = function (type) {
  97828. if (!this._mappers[type]) {
  97829. babylonjs_1.Tools.Error("No mapper defined for " + type);
  97830. }
  97831. return this._mappers[type] || this._mappers[MapperManager.DefaultMapper];
  97832. };
  97833. /**
  97834. * Use this functio to register your own configuration mapper.
  97835. * After a mapper is registered, it can be used to parse the specific type fo configuration to the standard ViewerConfiguration.
  97836. * @param type the name of the mapper. This will be used to define the configuration type and/or to get the mapper
  97837. * @param mapper The implemented mapper
  97838. */
  97839. MapperManager.prototype.registerMapper = function (type, mapper) {
  97840. this._mappers[type] = mapper;
  97841. };
  97842. /**
  97843. * Dispose the mapper manager and all of its mappers.
  97844. */
  97845. MapperManager.prototype.dispose = function () {
  97846. this._mappers = {};
  97847. };
  97848. /**
  97849. * The default mapper is the JSON mapper.
  97850. */
  97851. MapperManager.DefaultMapper = 'json';
  97852. return MapperManager;
  97853. }());
  97854. exports.MapperManager = MapperManager;
  97855. /**
  97856. * mapperManager is a singleton of the type MapperManager.
  97857. * The mapperManager can be disposed directly with calling mapperManager.dispose()
  97858. * or indirectly with using BabylonViewer.disposeAll()
  97859. */
  97860. exports.mapperManager = new MapperManager();
  97861. /***/ }),
  97862. /* 2 */
  97863. /***/ (function(module, exports, __webpack_require__) {
  97864. (function (global, factory) {
  97865. true ? module.exports = factory() :
  97866. typeof define === 'function' && define.amd ? define(factory) :
  97867. (global.deepmerge = factory());
  97868. }(this, (function () { 'use strict';
  97869. var isMergeableObject = function isMergeableObject(value) {
  97870. return isNonNullObject(value)
  97871. && !isSpecial(value)
  97872. };
  97873. function isNonNullObject(value) {
  97874. return !!value && typeof value === 'object'
  97875. }
  97876. function isSpecial(value) {
  97877. var stringValue = Object.prototype.toString.call(value);
  97878. return stringValue === '[object RegExp]'
  97879. || stringValue === '[object Date]'
  97880. || isReactElement(value)
  97881. }
  97882. // see https://github.com/facebook/react/blob/b5ac963fb791d1298e7f396236383bc955f916c1/src/isomorphic/classic/element/ReactElement.js#L21-L25
  97883. var canUseSymbol = typeof Symbol === 'function' && Symbol.for;
  97884. var REACT_ELEMENT_TYPE = canUseSymbol ? Symbol.for('react.element') : 0xeac7;
  97885. function isReactElement(value) {
  97886. return value.$$typeof === REACT_ELEMENT_TYPE
  97887. }
  97888. function emptyTarget(val) {
  97889. return Array.isArray(val) ? [] : {}
  97890. }
  97891. function cloneUnlessOtherwiseSpecified(value, optionsArgument) {
  97892. var clone = !optionsArgument || optionsArgument.clone !== false;
  97893. return (clone && isMergeableObject(value))
  97894. ? deepmerge(emptyTarget(value), value, optionsArgument)
  97895. : value
  97896. }
  97897. function defaultArrayMerge(target, source, optionsArgument) {
  97898. return target.concat(source).map(function(element) {
  97899. return cloneUnlessOtherwiseSpecified(element, optionsArgument)
  97900. })
  97901. }
  97902. function mergeObject(target, source, optionsArgument) {
  97903. var destination = {};
  97904. if (isMergeableObject(target)) {
  97905. Object.keys(target).forEach(function(key) {
  97906. destination[key] = cloneUnlessOtherwiseSpecified(target[key], optionsArgument);
  97907. });
  97908. }
  97909. Object.keys(source).forEach(function(key) {
  97910. if (!isMergeableObject(source[key]) || !target[key]) {
  97911. destination[key] = cloneUnlessOtherwiseSpecified(source[key], optionsArgument);
  97912. } else {
  97913. destination[key] = deepmerge(target[key], source[key], optionsArgument);
  97914. }
  97915. });
  97916. return destination
  97917. }
  97918. function deepmerge(target, source, optionsArgument) {
  97919. var sourceIsArray = Array.isArray(source);
  97920. var targetIsArray = Array.isArray(target);
  97921. var options = optionsArgument || { arrayMerge: defaultArrayMerge };
  97922. var sourceAndTargetTypesMatch = sourceIsArray === targetIsArray;
  97923. if (!sourceAndTargetTypesMatch) {
  97924. return cloneUnlessOtherwiseSpecified(source, optionsArgument)
  97925. } else if (sourceIsArray) {
  97926. var arrayMerge = options.arrayMerge || defaultArrayMerge;
  97927. return arrayMerge(target, source, optionsArgument)
  97928. } else {
  97929. return mergeObject(target, source, optionsArgument)
  97930. }
  97931. }
  97932. deepmerge.all = function deepmergeAll(array, optionsArgument) {
  97933. if (!Array.isArray(array)) {
  97934. throw new Error('first argument should be an array')
  97935. }
  97936. return array.reduce(function(prev, next) {
  97937. return deepmerge(prev, next, optionsArgument)
  97938. }, {})
  97939. };
  97940. var deepmerge_1 = deepmerge;
  97941. return deepmerge_1;
  97942. })));
  97943. /***/ }),
  97944. /* 3 */
  97945. /***/ (function(module, exports, __webpack_require__) {
  97946. "use strict";
  97947. Object.defineProperty(exports, "__esModule", { value: true });
  97948. /**
  97949. * Is the provided string a URL?
  97950. *
  97951. * @param urlToCheck the url to inspect
  97952. */
  97953. function isUrl(urlToCheck) {
  97954. if (urlToCheck.indexOf('http') === 0 || urlToCheck.indexOf('/') === 0 || urlToCheck.indexOf('./') === 0 || urlToCheck.indexOf('../') === 0) {
  97955. return true;
  97956. }
  97957. return false;
  97958. }
  97959. exports.isUrl = isUrl;
  97960. /**
  97961. * Convert a string from kebab-case to camelCase
  97962. * @param s string to convert
  97963. */
  97964. function kebabToCamel(s) {
  97965. return s.replace(/(\-\w)/g, function (m) { return m[1].toUpperCase(); });
  97966. }
  97967. exports.kebabToCamel = kebabToCamel;
  97968. //https://gist.github.com/youssman/745578062609e8acac9f
  97969. /**
  97970. * Convert a string from camelCase to kebab-case
  97971. * @param str string to convert
  97972. */
  97973. function camelToKebab(str) {
  97974. return !str ? null : str.replace(/([A-Z])/g, function (g) { return '-' + g[0].toLowerCase(); });
  97975. }
  97976. exports.camelToKebab = camelToKebab;
  97977. /***/ }),
  97978. /* 4 */
  97979. /***/ (function(module, exports, __webpack_require__) {
  97980. "use strict";
  97981. Object.defineProperty(exports, "__esModule", { value: true });
  97982. var babylonjs_1 = __webpack_require__(0);
  97983. /**
  97984. * The viewer manager is the container for all viewers currently registered on this page.
  97985. * It is possible to have more than one viewer on a single page.
  97986. */
  97987. var ViewerManager = /** @class */ (function () {
  97988. function ViewerManager() {
  97989. this._viewers = {};
  97990. this.onViewerAddedObservable = new babylonjs_1.Observable();
  97991. this.onViewerRemovedObservable = new babylonjs_1.Observable();
  97992. }
  97993. /**
  97994. * Adding a new viewer to the viewer manager and start tracking it.
  97995. * @param viewer the viewer to add
  97996. */
  97997. ViewerManager.prototype.addViewer = function (viewer) {
  97998. this._viewers[viewer.getBaseId()] = viewer;
  97999. this._onViewerAdded(viewer);
  98000. };
  98001. /**
  98002. * remove a viewer from the viewer manager
  98003. * @param viewer the viewer to remove
  98004. */
  98005. ViewerManager.prototype.removeViewer = function (viewer) {
  98006. var id = viewer.getBaseId();
  98007. delete this._viewers[id];
  98008. this.onViewerRemovedObservable.notifyObservers(id);
  98009. };
  98010. /**
  98011. * Get a viewer by its baseId (if the container element has an ID, it is the this is. if not, a random id was assigned)
  98012. * @param id the id of the HTMl element (or the viewer's, if none provided)
  98013. */
  98014. ViewerManager.prototype.getViewerById = function (id) {
  98015. return this._viewers[id];
  98016. };
  98017. /**
  98018. * Get a viewer using a container element
  98019. * @param element the HTML element to search viewers associated with
  98020. */
  98021. ViewerManager.prototype.getViewerByHTMLElement = function (element) {
  98022. for (var id in this._viewers) {
  98023. if (this._viewers[id].containerElement === element) {
  98024. return this.getViewerById(id);
  98025. }
  98026. }
  98027. };
  98028. /**
  98029. * Get a promise that will fullfil when this viewer was initialized.
  98030. * Since viewer initialization and template injection is asynchronous, using the promise will guaranty that
  98031. * you will get the viewer after everything was already configured.
  98032. * @param id the viewer id to find
  98033. */
  98034. ViewerManager.prototype.getViewerPromiseById = function (id) {
  98035. var _this = this;
  98036. return new Promise(function (resolve, reject) {
  98037. var localViewer = _this.getViewerById(id);
  98038. if (localViewer) {
  98039. return resolve(localViewer);
  98040. }
  98041. var viewerFunction = function (viewer) {
  98042. if (viewer.getBaseId() === id) {
  98043. resolve(viewer);
  98044. _this.onViewerAddedObservable.removeCallback(viewerFunction);
  98045. }
  98046. };
  98047. _this.onViewerAddedObservable.add(viewerFunction);
  98048. });
  98049. };
  98050. ViewerManager.prototype._onViewerAdded = function (viewer) {
  98051. this.onViewerAdded && this.onViewerAdded(viewer);
  98052. this.onViewerAddedObservable.notifyObservers(viewer);
  98053. };
  98054. /**
  98055. * dispose the manager and all of its associated viewers
  98056. */
  98057. ViewerManager.prototype.dispose = function () {
  98058. for (var id in this._viewers) {
  98059. this._viewers[id].dispose();
  98060. }
  98061. };
  98062. return ViewerManager;
  98063. }());
  98064. exports.ViewerManager = ViewerManager;
  98065. exports.viewerManager = new ViewerManager();
  98066. /***/ }),
  98067. /* 5 */
  98068. /***/ (function(module, exports, __webpack_require__) {
  98069. "use strict";
  98070. var __extends = (this && this.__extends) || (function () {
  98071. var extendStatics = Object.setPrototypeOf ||
  98072. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  98073. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  98074. return function (d, b) {
  98075. extendStatics(d, b);
  98076. function __() { this.constructor = d; }
  98077. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  98078. };
  98079. })();
  98080. Object.defineProperty(exports, "__esModule", { value: true });
  98081. var viewer_1 = __webpack_require__(6);
  98082. var babylonjs_1 = __webpack_require__(0);
  98083. /**
  98084. * The Default viewer is the default implementation of the AbstractViewer.
  98085. * It uses the templating system to render a new canvas and controls.
  98086. */
  98087. var DefaultViewer = /** @class */ (function (_super) {
  98088. __extends(DefaultViewer, _super);
  98089. /**
  98090. * Create a new default viewer
  98091. * @param containerElement the element in which the templates will be rendered
  98092. * @param initialConfiguration the initial configuration. Defaults to extending the default configuration
  98093. */
  98094. function DefaultViewer(containerElement, initialConfiguration) {
  98095. if (initialConfiguration === void 0) { initialConfiguration = { extends: 'default' }; }
  98096. var _this = _super.call(this, containerElement, initialConfiguration) || this;
  98097. _this.containerElement = containerElement;
  98098. _this._onModelLoaded = function (model) {
  98099. _this._configureTemplate(model);
  98100. // with a short timeout, making sure everything is there already.
  98101. var hideLoadingDelay = 500;
  98102. if (_this._configuration.lab && _this._configuration.lab.hideLoadingDelay !== undefined) {
  98103. hideLoadingDelay = _this._configuration.lab.hideLoadingDelay;
  98104. }
  98105. setTimeout(function () {
  98106. _this.hideLoadingScreen();
  98107. }, hideLoadingDelay);
  98108. return;
  98109. };
  98110. _this.onModelLoadedObservable.add(_this._onModelLoaded);
  98111. return _this;
  98112. }
  98113. /**
  98114. * Overriding the AbstractViewer's _initScene fcuntion
  98115. */
  98116. DefaultViewer.prototype._initScene = function () {
  98117. var _this = this;
  98118. return _super.prototype._initScene.call(this).then(function () {
  98119. _this._extendClassWithConfig(_this.scene, _this._configuration.scene);
  98120. return _this.scene;
  98121. });
  98122. };
  98123. /**
  98124. * This will be executed when the templates initialize.
  98125. */
  98126. DefaultViewer.prototype._onTemplatesLoaded = function () {
  98127. var _this = this;
  98128. this.showLoadingScreen();
  98129. // navbar
  98130. this._initNavbar();
  98131. // close overlay button
  98132. var closeButton = document.getElementById('close-button');
  98133. if (closeButton) {
  98134. closeButton.addEventListener('pointerdown', function () {
  98135. _this.hideOverlayScreen();
  98136. });
  98137. }
  98138. return _super.prototype._onTemplatesLoaded.call(this);
  98139. };
  98140. DefaultViewer.prototype._initNavbar = function () {
  98141. var navbar = this.templateManager.getTemplate('navBar');
  98142. if (navbar) {
  98143. var navbarHeight_1 = navbar.parent.clientHeight + 'px';
  98144. var navbarShown_1 = true;
  98145. var timeoutCancel_1 /*: number*/;
  98146. var triggerNavbar = function (show, evt) {
  98147. if (show === void 0) { show = false; }
  98148. // only left-click on no-button.
  98149. if (!navbar || evt.button > 0)
  98150. return;
  98151. // clear timeout
  98152. timeoutCancel_1 && clearTimeout(timeoutCancel_1);
  98153. // if state is the same, do nothing
  98154. if (show === navbarShown_1)
  98155. return;
  98156. //showing? simply show it!
  98157. if (show) {
  98158. navbar.parent.style.bottom = show ? '0px' : '-' + navbarHeight_1;
  98159. navbarShown_1 = show;
  98160. }
  98161. else {
  98162. var visibilityTimeout = 2000;
  98163. if (navbar.configuration.params && navbar.configuration.params.visibilityTimeout !== undefined) {
  98164. visibilityTimeout = navbar.configuration.params.visibilityTimeout;
  98165. }
  98166. // not showing? set timeout until it is removed.
  98167. timeoutCancel_1 = setTimeout(function () {
  98168. if (navbar) {
  98169. navbar.parent.style.bottom = '-' + navbarHeight_1;
  98170. }
  98171. navbarShown_1 = show;
  98172. }, visibilityTimeout);
  98173. }
  98174. };
  98175. this.templateManager.eventManager.registerCallback('viewer', triggerNavbar.bind(this, false), 'pointerout');
  98176. this.templateManager.eventManager.registerCallback('viewer', triggerNavbar.bind(this, true), 'pointerdown');
  98177. this.templateManager.eventManager.registerCallback('viewer', triggerNavbar.bind(this, false), 'pointerup');
  98178. this.templateManager.eventManager.registerCallback('navBar', triggerNavbar.bind(this, true), 'pointerover');
  98179. // other events
  98180. var viewerTemplate = this.templateManager.getTemplate('viewer');
  98181. var viewerElement_1 = viewerTemplate && viewerTemplate.parent;
  98182. // full screen
  98183. var triggerFullscren = function (eventData) {
  98184. if (viewerElement_1) {
  98185. var fullscreenElement = document.fullscreenElement || document.webkitFullscreenElement || document.mozFullScreenElement || document.msFullscreenElement;
  98186. if (!fullscreenElement) {
  98187. var requestFullScreen = viewerElement_1.requestFullscreen || viewerElement_1.webkitRequestFullscreen || viewerElement_1.msRequestFullscreen || viewerElement_1.mozRequestFullScreen;
  98188. requestFullScreen.call(viewerElement_1);
  98189. }
  98190. else {
  98191. var exitFullscreen = document.exitFullscreen || document.webkitExitFullscreen || document.msExitFullscreen || document.mozCancelFullScreen;
  98192. exitFullscreen.call(document);
  98193. }
  98194. }
  98195. };
  98196. this.templateManager.eventManager.registerCallback('navBar', triggerFullscren, 'pointerdown', '#fullscreen-button');
  98197. }
  98198. };
  98199. /**
  98200. * Preparing the container element to present the viewer
  98201. */
  98202. DefaultViewer.prototype._prepareContainerElement = function () {
  98203. this.containerElement.style.position = 'relative';
  98204. this.containerElement.style.display = 'flex';
  98205. };
  98206. /**
  98207. * This function will configure the templates and update them after a model was loaded
  98208. * It is mainly responsible to changing the title and subtitle etc'.
  98209. * @param model the model to be used to configure the templates by
  98210. */
  98211. DefaultViewer.prototype._configureTemplate = function (model) {
  98212. var navbar = this.templateManager.getTemplate('navBar');
  98213. if (!navbar)
  98214. return;
  98215. var modelConfiguration = model.configuration;
  98216. var metadataContainer = navbar.parent.querySelector('#model-metadata');
  98217. if (metadataContainer) {
  98218. if (modelConfiguration.title !== undefined) {
  98219. var element = metadataContainer.querySelector('span.model-title');
  98220. if (element) {
  98221. element.innerHTML = modelConfiguration.title;
  98222. }
  98223. }
  98224. if (modelConfiguration.subtitle !== undefined) {
  98225. var element = metadataContainer.querySelector('span.model-subtitle');
  98226. if (element) {
  98227. element.innerHTML = modelConfiguration.subtitle;
  98228. }
  98229. }
  98230. if (modelConfiguration.thumbnail !== undefined) {
  98231. metadataContainer.querySelector('.thumbnail').style.backgroundImage = "url('" + modelConfiguration.thumbnail + "')";
  98232. }
  98233. }
  98234. };
  98235. /**
  98236. * This will load a new model to the default viewer
  98237. * overriding the AbstractViewer's loadModel.
  98238. * The scene will automatically be cleared of the old models, if exist.
  98239. * @param model the configuration object (or URL) to load.
  98240. */
  98241. DefaultViewer.prototype.loadModel = function (model) {
  98242. var _this = this;
  98243. if (model === void 0) { model = this._configuration.model; }
  98244. this.showLoadingScreen();
  98245. return _super.prototype.loadModel.call(this, model, true).catch(function (error) {
  98246. console.log(error);
  98247. _this.hideLoadingScreen();
  98248. _this.showOverlayScreen('error');
  98249. return Promise.reject(error);
  98250. });
  98251. };
  98252. /**
  98253. * Show the overlay and the defined sub-screen.
  98254. * Mainly used for help and errors
  98255. * @param subScreen the name of the subScreen. Those can be defined in the configuration object
  98256. */
  98257. DefaultViewer.prototype.showOverlayScreen = function (subScreen) {
  98258. var _this = this;
  98259. var template = this.templateManager.getTemplate('overlay');
  98260. if (!template)
  98261. return Promise.resolve('Overlay template not found');
  98262. return template.show((function (template) {
  98263. var canvasRect = _this.containerElement.getBoundingClientRect();
  98264. var canvasPositioning = window.getComputedStyle(_this.containerElement).position;
  98265. template.parent.style.display = 'flex';
  98266. template.parent.style.width = canvasRect.width + "px";
  98267. template.parent.style.height = canvasRect.height + "px";
  98268. template.parent.style.opacity = "1";
  98269. var subTemplate = _this.templateManager.getTemplate(subScreen);
  98270. if (!subTemplate) {
  98271. return Promise.reject(subScreen + ' template not found');
  98272. }
  98273. return subTemplate.show((function (template) {
  98274. template.parent.style.display = 'flex';
  98275. return Promise.resolve(template);
  98276. }));
  98277. }));
  98278. };
  98279. /**
  98280. * Hide the overlay screen.
  98281. */
  98282. DefaultViewer.prototype.hideOverlayScreen = function () {
  98283. var template = this.templateManager.getTemplate('overlay');
  98284. if (!template)
  98285. return Promise.resolve('Overlay template not found');
  98286. return template.hide((function (template) {
  98287. template.parent.style.opacity = "0";
  98288. var onTransitionEnd = function () {
  98289. template.parent.removeEventListener("transitionend", onTransitionEnd);
  98290. template.parent.style.display = 'none';
  98291. };
  98292. template.parent.addEventListener("transitionend", onTransitionEnd);
  98293. var overlays = template.parent.querySelectorAll('.overlay');
  98294. if (overlays) {
  98295. for (var i = 0; i < overlays.length; ++i) {
  98296. var htmlElement = overlays.item(i);
  98297. htmlElement.style.display = 'none';
  98298. }
  98299. }
  98300. return Promise.resolve(template);
  98301. }));
  98302. };
  98303. /**
  98304. * Show the loading screen.
  98305. * The loading screen can be configured using the configuration object
  98306. */
  98307. DefaultViewer.prototype.showLoadingScreen = function () {
  98308. var _this = this;
  98309. var template = this.templateManager.getTemplate('loadingScreen');
  98310. if (!template)
  98311. return Promise.resolve('Loading Screen template not found');
  98312. return template.show((function (template) {
  98313. var canvasRect = _this.containerElement.getBoundingClientRect();
  98314. var canvasPositioning = window.getComputedStyle(_this.containerElement).position;
  98315. template.parent.style.display = 'flex';
  98316. template.parent.style.width = canvasRect.width + "px";
  98317. template.parent.style.height = canvasRect.height + "px";
  98318. template.parent.style.opacity = "1";
  98319. // from the configuration!!!
  98320. template.parent.style.backgroundColor = "black";
  98321. return Promise.resolve(template);
  98322. }));
  98323. };
  98324. /**
  98325. * Hide the loading screen
  98326. */
  98327. DefaultViewer.prototype.hideLoadingScreen = function () {
  98328. var template = this.templateManager.getTemplate('loadingScreen');
  98329. if (!template)
  98330. return Promise.resolve('Loading Screen template not found');
  98331. return template.hide((function (template) {
  98332. template.parent.style.opacity = "0";
  98333. var onTransitionEnd = function () {
  98334. template.parent.removeEventListener("transitionend", onTransitionEnd);
  98335. template.parent.style.display = 'none';
  98336. };
  98337. template.parent.addEventListener("transitionend", onTransitionEnd);
  98338. return Promise.resolve(template);
  98339. }));
  98340. };
  98341. /**
  98342. * An extension of the light configuration of the abstract viewer.
  98343. * @param lightsConfiguration the light configuration to use
  98344. * @param model the model that will be used to configure the lights (if the lights are model-dependant)
  98345. */
  98346. DefaultViewer.prototype._configureLights = function (lightsConfiguration, model) {
  98347. var _this = this;
  98348. if (lightsConfiguration === void 0) { lightsConfiguration = {}; }
  98349. _super.prototype._configureLights.call(this, lightsConfiguration, model);
  98350. // labs feature - flashlight
  98351. if (this._configuration.lab && this._configuration.lab.flashlight) {
  98352. var pointerPosition = babylonjs_1.Vector3.Zero();
  98353. var lightTarget_1;
  98354. var angle = 0.5;
  98355. var exponent = Math.PI / 2;
  98356. if (typeof this._configuration.lab.flashlight === "object") {
  98357. exponent = this._configuration.lab.flashlight.exponent || exponent;
  98358. angle = this._configuration.lab.flashlight.angle || angle;
  98359. }
  98360. var flashlight = new babylonjs_1.SpotLight("flashlight", babylonjs_1.Vector3.Zero(), babylonjs_1.Vector3.Zero(), exponent, angle, this.scene);
  98361. if (typeof this._configuration.lab.flashlight === "object") {
  98362. flashlight.intensity = this._configuration.lab.flashlight.intensity || flashlight.intensity;
  98363. if (this._configuration.lab.flashlight.diffuse) {
  98364. flashlight.diffuse.r = this._configuration.lab.flashlight.diffuse.r;
  98365. flashlight.diffuse.g = this._configuration.lab.flashlight.diffuse.g;
  98366. flashlight.diffuse.b = this._configuration.lab.flashlight.diffuse.b;
  98367. }
  98368. if (this._configuration.lab.flashlight.specular) {
  98369. flashlight.specular.r = this._configuration.lab.flashlight.specular.r;
  98370. flashlight.specular.g = this._configuration.lab.flashlight.specular.g;
  98371. flashlight.specular.b = this._configuration.lab.flashlight.specular.b;
  98372. }
  98373. }
  98374. this.scene.constantlyUpdateMeshUnderPointer = true;
  98375. this.scene.onPointerObservable.add(function (eventData, eventState) {
  98376. if (eventData.type === 4 && eventData.pickInfo) {
  98377. lightTarget_1 = (eventData.pickInfo.pickedPoint);
  98378. }
  98379. else {
  98380. lightTarget_1 = undefined;
  98381. }
  98382. });
  98383. var updateFlashlightFunction = function () {
  98384. if (_this.camera && flashlight) {
  98385. flashlight.position.copyFrom(_this.camera.position);
  98386. if (lightTarget_1) {
  98387. lightTarget_1.subtractToRef(flashlight.position, flashlight.direction);
  98388. }
  98389. }
  98390. };
  98391. this.scene.registerBeforeRender(updateFlashlightFunction);
  98392. this._registeredOnBeforeRenderFunctions.push(updateFlashlightFunction);
  98393. }
  98394. };
  98395. return DefaultViewer;
  98396. }(viewer_1.AbstractViewer));
  98397. exports.DefaultViewer = DefaultViewer;
  98398. /***/ }),
  98399. /* 6 */
  98400. /***/ (function(module, exports, __webpack_require__) {
  98401. "use strict";
  98402. Object.defineProperty(exports, "__esModule", { value: true });
  98403. var viewerManager_1 = __webpack_require__(4);
  98404. var templateManager_1 = __webpack_require__(23);
  98405. var loader_1 = __webpack_require__(26);
  98406. var babylonjs_1 = __webpack_require__(0);
  98407. var deepmerge = __webpack_require__(2);
  98408. var modelLoader_1 = __webpack_require__(14);
  98409. /**
  98410. * The AbstractViewr is the center of Babylon's viewer.
  98411. * It is the basic implementation of the default viewer and is responsible of loading and showing the model and the templates
  98412. */
  98413. var AbstractViewer = /** @class */ (function () {
  98414. function AbstractViewer(containerElement, initialConfiguration) {
  98415. if (initialConfiguration === void 0) { initialConfiguration = {}; }
  98416. var _this = this;
  98417. this.containerElement = containerElement;
  98418. /**
  98419. * is this viewer disposed?
  98420. */
  98421. this._isDisposed = false;
  98422. /**
  98423. * The resize function that will be registered with the window object
  98424. */
  98425. this._resize = function () {
  98426. // Only resize if Canvas is in the DOM
  98427. if (!_this.isCanvasInDOM()) {
  98428. return;
  98429. }
  98430. if (_this.canvas.clientWidth <= 0 || _this.canvas.clientHeight <= 0) {
  98431. return;
  98432. }
  98433. _this.engine.resize();
  98434. };
  98435. /**
  98436. * render loop that will be executed by the engine
  98437. */
  98438. this._render = function () {
  98439. _this.scene && _this.scene.activeCamera && _this.scene.render();
  98440. };
  98441. // if exists, use the container id. otherwise, generate a random string.
  98442. if (containerElement.id) {
  98443. this.baseId = containerElement.id;
  98444. }
  98445. else {
  98446. this.baseId = containerElement.id = 'bjs' + Math.random().toString(32).substr(2, 8);
  98447. }
  98448. this.onSceneInitObservable = new babylonjs_1.Observable();
  98449. this.onEngineInitObservable = new babylonjs_1.Observable();
  98450. this.onModelLoadedObservable = new babylonjs_1.Observable();
  98451. this.onModelLoadProgressObservable = new babylonjs_1.Observable();
  98452. this.onModelLoadErrorObservable = new babylonjs_1.Observable();
  98453. this.onInitDoneObservable = new babylonjs_1.Observable();
  98454. this.onLoaderInitObservable = new babylonjs_1.Observable();
  98455. this._registeredOnBeforeRenderFunctions = [];
  98456. this.models = [];
  98457. this.modelLoader = new modelLoader_1.ModelLoader(this);
  98458. // add this viewer to the viewer manager
  98459. viewerManager_1.viewerManager.addViewer(this);
  98460. // create a new template manager. TODO - singleton?
  98461. this.templateManager = new templateManager_1.TemplateManager(containerElement);
  98462. this._prepareContainerElement();
  98463. // extend the configuration
  98464. this._configurationLoader = new loader_1.ConfigurationLoader();
  98465. this._configurationLoader.loadConfiguration(initialConfiguration, function (configuration) {
  98466. _this._configuration = deepmerge(_this._configuration || {}, configuration);
  98467. if (_this._configuration.observers) {
  98468. _this._configureObservers(_this._configuration.observers);
  98469. }
  98470. //this.updateConfiguration(configuration);
  98471. // initialize the templates
  98472. var templateConfiguration = _this._configuration.templates || {};
  98473. _this.templateManager.initTemplate(templateConfiguration);
  98474. // when done, execute onTemplatesLoaded()
  98475. _this.templateManager.onAllLoaded.add(function () {
  98476. var canvas = _this.templateManager.getCanvas();
  98477. if (canvas) {
  98478. _this._canvas = canvas;
  98479. }
  98480. _this._onTemplateLoaded();
  98481. });
  98482. });
  98483. }
  98484. Object.defineProperty(AbstractViewer.prototype, "isHdrSupported", {
  98485. /**
  98486. * Returns a boolean representing HDR support
  98487. */
  98488. get: function () {
  98489. return this._hdrSupport;
  98490. },
  98491. enumerable: true,
  98492. configurable: true
  98493. });
  98494. Object.defineProperty(AbstractViewer.prototype, "canvas", {
  98495. /**
  98496. * The (single) canvas of this viewer
  98497. */
  98498. get: function () {
  98499. return this._canvas;
  98500. },
  98501. enumerable: true,
  98502. configurable: true
  98503. });
  98504. /**
  98505. * get the baseId of this viewer
  98506. */
  98507. AbstractViewer.prototype.getBaseId = function () {
  98508. return this.baseId;
  98509. };
  98510. /**
  98511. * Do we have a canvas to render on, and is it a part of the scene
  98512. */
  98513. AbstractViewer.prototype.isCanvasInDOM = function () {
  98514. return !!this._canvas && !!this._canvas.parentElement;
  98515. };
  98516. /**
  98517. * Update the current viewer configuration with new values.
  98518. * Only provided information will be updated, old configuration values will be kept.
  98519. * If this.configuration was manually changed, you can trigger this function with no parameters,
  98520. * and the entire configuration will be updated.
  98521. * @param newConfiguration
  98522. */
  98523. AbstractViewer.prototype.updateConfiguration = function (newConfiguration) {
  98524. if (newConfiguration === void 0) { newConfiguration = this._configuration; }
  98525. // update this.configuration with the new data
  98526. this._configuration = deepmerge(this._configuration || {}, newConfiguration);
  98527. // update scene configuration
  98528. if (newConfiguration.scene) {
  98529. this._configureScene(newConfiguration.scene);
  98530. }
  98531. // optimizer
  98532. if (newConfiguration.optimizer) {
  98533. this._configureOptimizer(newConfiguration.optimizer);
  98534. }
  98535. // observers in configuration
  98536. if (newConfiguration.observers) {
  98537. this._configureObservers(newConfiguration.observers);
  98538. }
  98539. // configure model
  98540. if (newConfiguration.model && typeof newConfiguration.model === 'object') {
  98541. this._configureModel(newConfiguration.model);
  98542. }
  98543. // lights
  98544. if (newConfiguration.lights) {
  98545. this._configureLights(newConfiguration.lights);
  98546. }
  98547. // environment
  98548. if (newConfiguration.skybox !== undefined || newConfiguration.ground !== undefined) {
  98549. this._configureEnvironment(newConfiguration.skybox, newConfiguration.ground);
  98550. }
  98551. // camera
  98552. if (newConfiguration.camera) {
  98553. this._configureCamera(newConfiguration.camera);
  98554. }
  98555. };
  98556. AbstractViewer.prototype._configureEnvironment = function (skyboxConifguration, groundConfiguration) {
  98557. if (!skyboxConifguration && !groundConfiguration) {
  98558. if (this.environmentHelper) {
  98559. this.environmentHelper.dispose();
  98560. delete this.environmentHelper;
  98561. }
  98562. ;
  98563. return Promise.resolve(this.scene);
  98564. }
  98565. var options = {
  98566. createGround: !!groundConfiguration,
  98567. createSkybox: !!skyboxConifguration,
  98568. setupImageProcessing: false // will be done at the scene level!
  98569. };
  98570. if (groundConfiguration) {
  98571. var groundConfig = (typeof groundConfiguration === 'boolean') ? {} : groundConfiguration;
  98572. var groundSize = groundConfig.size || (typeof skyboxConifguration === 'object' && skyboxConifguration.scale);
  98573. if (groundSize) {
  98574. options.groundSize = groundSize;
  98575. }
  98576. options.enableGroundShadow = groundConfig === true || groundConfig.receiveShadows;
  98577. if (groundConfig.shadowLevel !== undefined) {
  98578. options.groundShadowLevel = groundConfig.shadowLevel;
  98579. }
  98580. options.enableGroundMirror = !!groundConfig.mirror;
  98581. if (groundConfig.texture) {
  98582. options.groundTexture = groundConfig.texture;
  98583. }
  98584. if (groundConfig.color) {
  98585. options.groundColor = new babylonjs_1.Color3(groundConfig.color.r, groundConfig.color.g, groundConfig.color.b);
  98586. }
  98587. if (groundConfig.opacity !== undefined) {
  98588. options.groundOpacity = groundConfig.opacity;
  98589. }
  98590. if (groundConfig.mirror) {
  98591. options.enableGroundMirror = true;
  98592. // to prevent undefines
  98593. if (typeof groundConfig.mirror === "object") {
  98594. if (groundConfig.mirror.amount !== undefined)
  98595. options.groundMirrorAmount = groundConfig.mirror.amount;
  98596. if (groundConfig.mirror.sizeRatio !== undefined)
  98597. options.groundMirrorSizeRatio = groundConfig.mirror.sizeRatio;
  98598. if (groundConfig.mirror.blurKernel !== undefined)
  98599. options.groundMirrorBlurKernel = groundConfig.mirror.blurKernel;
  98600. if (groundConfig.mirror.fresnelWeight !== undefined)
  98601. options.groundMirrorFresnelWeight = groundConfig.mirror.fresnelWeight;
  98602. if (groundConfig.mirror.fallOffDistance !== undefined)
  98603. options.groundMirrorFallOffDistance = groundConfig.mirror.fallOffDistance;
  98604. if (this._defaultPipelineTextureType !== undefined)
  98605. options.groundMirrorTextureType = this._defaultPipelineTextureType;
  98606. }
  98607. }
  98608. }
  98609. var postInitSkyboxMaterial = false;
  98610. if (skyboxConifguration) {
  98611. var conf = skyboxConifguration === true ? {} : skyboxConifguration;
  98612. if (conf.material && conf.material.imageProcessingConfiguration) {
  98613. options.setupImageProcessing = false; // will be configured later manually.
  98614. }
  98615. var skyboxSize = conf.scale;
  98616. if (skyboxSize) {
  98617. options.skyboxSize = skyboxSize;
  98618. }
  98619. options.sizeAuto = !options.skyboxSize;
  98620. if (conf.color) {
  98621. options.skyboxColor = new babylonjs_1.Color3(conf.color.r, conf.color.g, conf.color.b);
  98622. }
  98623. if (conf.cubeTexture && conf.cubeTexture.url) {
  98624. if (typeof conf.cubeTexture.url === "string") {
  98625. options.skyboxTexture = conf.cubeTexture.url;
  98626. }
  98627. else {
  98628. // init later!
  98629. postInitSkyboxMaterial = true;
  98630. }
  98631. }
  98632. if (conf.material && conf.material.imageProcessingConfiguration) {
  98633. postInitSkyboxMaterial = true;
  98634. }
  98635. }
  98636. options.setupImageProcessing = false; // TMP
  98637. if (!this.environmentHelper) {
  98638. this.environmentHelper = this.scene.createDefaultEnvironment(options);
  98639. }
  98640. else {
  98641. // there might be a new scene! we need to dispose.
  98642. // get the scene used by the envHelper
  98643. var scene = this.environmentHelper.rootMesh.getScene();
  98644. // is it a different scene? Oh no!
  98645. if (scene !== this.scene) {
  98646. this.environmentHelper.dispose();
  98647. this.environmentHelper = this.scene.createDefaultEnvironment(options);
  98648. }
  98649. else {
  98650. this.environmentHelper.updateOptions(options);
  98651. }
  98652. }
  98653. if (postInitSkyboxMaterial) {
  98654. var skyboxMaterial = this.environmentHelper.skyboxMaterial;
  98655. if (skyboxMaterial) {
  98656. if (typeof skyboxConifguration === 'object' && skyboxConifguration.material && skyboxConifguration.material.imageProcessingConfiguration) {
  98657. this._extendClassWithConfig(skyboxMaterial.imageProcessingConfiguration, skyboxConifguration.material.imageProcessingConfiguration);
  98658. }
  98659. }
  98660. }
  98661. };
  98662. /**
  98663. * internally configure the scene using the provided configuration.
  98664. * The scene will not be recreated, but just updated.
  98665. * @param sceneConfig the (new) scene configuration
  98666. */
  98667. AbstractViewer.prototype._configureScene = function (sceneConfig) {
  98668. // sanity check!
  98669. if (!this.scene) {
  98670. return;
  98671. }
  98672. if (sceneConfig.debug) {
  98673. this.scene.debugLayer.show();
  98674. }
  98675. else {
  98676. if (this.scene.debugLayer.isVisible()) {
  98677. this.scene.debugLayer.hide();
  98678. }
  98679. }
  98680. if (sceneConfig.clearColor) {
  98681. var cc = sceneConfig.clearColor;
  98682. var oldcc = this.scene.clearColor;
  98683. if (cc.r !== undefined) {
  98684. oldcc.r = cc.r;
  98685. }
  98686. if (cc.g !== undefined) {
  98687. oldcc.g = cc.g;
  98688. }
  98689. if (cc.b !== undefined) {
  98690. oldcc.b = cc.b;
  98691. }
  98692. if (cc.a !== undefined) {
  98693. oldcc.a = cc.a;
  98694. }
  98695. }
  98696. // image processing configuration - optional.
  98697. if (sceneConfig.imageProcessingConfiguration) {
  98698. this._extendClassWithConfig(this.scene.imageProcessingConfiguration, sceneConfig.imageProcessingConfiguration);
  98699. }
  98700. if (sceneConfig.environmentTexture) {
  98701. if (this.scene.environmentTexture) {
  98702. this.scene.environmentTexture.dispose();
  98703. }
  98704. var environmentTexture = babylonjs_1.CubeTexture.CreateFromPrefilteredData(sceneConfig.environmentTexture, this.scene);
  98705. this.scene.environmentTexture = environmentTexture;
  98706. }
  98707. if (sceneConfig.autoRotate) {
  98708. this.camera.useAutoRotationBehavior = true;
  98709. }
  98710. };
  98711. /**
  98712. * Configure the scene optimizer.
  98713. * The existing scene optimizer will be disposed and a new one will be created.
  98714. * @param optimizerConfig the (new) optimizer configuration
  98715. */
  98716. AbstractViewer.prototype._configureOptimizer = function (optimizerConfig) {
  98717. if (typeof optimizerConfig === 'boolean') {
  98718. if (this.sceneOptimizer) {
  98719. this.sceneOptimizer.stop();
  98720. this.sceneOptimizer.dispose();
  98721. delete this.sceneOptimizer;
  98722. }
  98723. if (optimizerConfig) {
  98724. this.sceneOptimizer = new babylonjs_1.SceneOptimizer(this.scene);
  98725. this.sceneOptimizer.start();
  98726. }
  98727. }
  98728. else {
  98729. var optimizerOptions = new babylonjs_1.SceneOptimizerOptions(optimizerConfig.targetFrameRate, optimizerConfig.trackerDuration);
  98730. // check for degradation
  98731. if (optimizerConfig.degradation) {
  98732. switch (optimizerConfig.degradation) {
  98733. case "low":
  98734. optimizerOptions = babylonjs_1.SceneOptimizerOptions.LowDegradationAllowed(optimizerConfig.targetFrameRate);
  98735. break;
  98736. case "moderate":
  98737. optimizerOptions = babylonjs_1.SceneOptimizerOptions.ModerateDegradationAllowed(optimizerConfig.targetFrameRate);
  98738. break;
  98739. case "hight":
  98740. optimizerOptions = babylonjs_1.SceneOptimizerOptions.HighDegradationAllowed(optimizerConfig.targetFrameRate);
  98741. break;
  98742. }
  98743. }
  98744. if (this.sceneOptimizer) {
  98745. this.sceneOptimizer.stop();
  98746. this.sceneOptimizer.dispose();
  98747. }
  98748. this.sceneOptimizer = new babylonjs_1.SceneOptimizer(this.scene, optimizerOptions, optimizerConfig.autoGeneratePriorities, optimizerConfig.improvementMode);
  98749. this.sceneOptimizer.start();
  98750. }
  98751. };
  98752. /**
  98753. * this is used to register native functions using the configuration object.
  98754. * This will configure the observers.
  98755. * @param observersConfiguration observers configuration
  98756. */
  98757. AbstractViewer.prototype._configureObservers = function (observersConfiguration) {
  98758. if (observersConfiguration.onEngineInit) {
  98759. this.onEngineInitObservable.add(window[observersConfiguration.onEngineInit]);
  98760. }
  98761. else {
  98762. if (observersConfiguration.onEngineInit === '' && this._configuration.observers && this._configuration.observers.onEngineInit) {
  98763. this.onEngineInitObservable.removeCallback(window[this._configuration.observers.onEngineInit]);
  98764. }
  98765. }
  98766. if (observersConfiguration.onSceneInit) {
  98767. this.onSceneInitObservable.add(window[observersConfiguration.onSceneInit]);
  98768. }
  98769. else {
  98770. if (observersConfiguration.onSceneInit === '' && this._configuration.observers && this._configuration.observers.onSceneInit) {
  98771. this.onSceneInitObservable.removeCallback(window[this._configuration.observers.onSceneInit]);
  98772. }
  98773. }
  98774. if (observersConfiguration.onModelLoaded) {
  98775. this.onModelLoadedObservable.add(window[observersConfiguration.onModelLoaded]);
  98776. }
  98777. else {
  98778. if (observersConfiguration.onModelLoaded === '' && this._configuration.observers && this._configuration.observers.onModelLoaded) {
  98779. this.onModelLoadedObservable.removeCallback(window[this._configuration.observers.onModelLoaded]);
  98780. }
  98781. }
  98782. };
  98783. /**
  98784. * (Re) configure the camera. The camera will only be created once and from this point will only be reconfigured.
  98785. * @param cameraConfig the new camera configuration
  98786. * @param model optionally use the model to configure the camera.
  98787. */
  98788. AbstractViewer.prototype._configureCamera = function (cameraConfig, model) {
  98789. var _this = this;
  98790. var focusMeshes = model ? model.meshes : this.scene.meshes;
  98791. if (!this.scene.activeCamera) {
  98792. this.scene.createDefaultCamera(true, true, true);
  98793. this.camera = this.scene.activeCamera;
  98794. }
  98795. if (cameraConfig.position) {
  98796. this.camera.position.copyFromFloats(cameraConfig.position.x || 0, cameraConfig.position.y || 0, cameraConfig.position.z || 0);
  98797. }
  98798. if (cameraConfig.rotation) {
  98799. this.camera.rotationQuaternion = new babylonjs_1.Quaternion(cameraConfig.rotation.x || 0, cameraConfig.rotation.y || 0, cameraConfig.rotation.z || 0, cameraConfig.rotation.w || 0);
  98800. }
  98801. this._extendClassWithConfig(this.camera, cameraConfig);
  98802. this.camera.minZ = cameraConfig.minZ || this.camera.minZ;
  98803. this.camera.maxZ = cameraConfig.maxZ || this.camera.maxZ;
  98804. if (cameraConfig.behaviors) {
  98805. for (var name_1 in cameraConfig.behaviors) {
  98806. this._setCameraBehavior(cameraConfig.behaviors[name_1], focusMeshes);
  98807. }
  98808. }
  98809. ;
  98810. var sceneExtends = this.scene.getWorldExtends(function (mesh) {
  98811. return !_this.environmentHelper || (mesh !== _this.environmentHelper.ground && mesh !== _this.environmentHelper.rootMesh && mesh !== _this.environmentHelper.skybox);
  98812. });
  98813. var sceneDiagonal = sceneExtends.max.subtract(sceneExtends.min);
  98814. var sceneDiagonalLenght = sceneDiagonal.length();
  98815. if (isFinite(sceneDiagonalLenght))
  98816. this.camera.upperRadiusLimit = sceneDiagonalLenght * 3;
  98817. };
  98818. /**
  98819. * configure the lights.
  98820. *
  98821. * @param lightsConfiguration the (new) light(s) configuration
  98822. * @param model optionally use the model to configure the camera.
  98823. */
  98824. AbstractViewer.prototype._configureLights = function (lightsConfiguration, model) {
  98825. var _this = this;
  98826. if (lightsConfiguration === void 0) { lightsConfiguration = {}; }
  98827. var focusMeshes = model ? model.meshes : this.scene.meshes;
  98828. // sanity check!
  98829. if (!Object.keys(lightsConfiguration).length)
  98830. return;
  98831. var lightsAvailable = this.scene.lights.map(function (light) { return light.name; });
  98832. // compare to the global (!) configuration object and dispose unneeded:
  98833. var lightsToConfigure = Object.keys(this._configuration.lights || []);
  98834. if (Object.keys(lightsToConfigure).length !== lightsAvailable.length) {
  98835. lightsAvailable.forEach(function (lName) {
  98836. if (lightsToConfigure.indexOf(lName) === -1) {
  98837. _this.scene.getLightByName(lName).dispose();
  98838. }
  98839. });
  98840. }
  98841. Object.keys(lightsConfiguration).forEach(function (name, idx) {
  98842. var lightConfig = { type: 0 };
  98843. if (typeof lightsConfiguration[name] === 'object') {
  98844. lightConfig = lightsConfiguration[name];
  98845. }
  98846. lightConfig.name = name;
  98847. var light;
  98848. // light is not already available
  98849. if (lightsAvailable.indexOf(name) === -1) {
  98850. var constructor = babylonjs_1.Light.GetConstructorFromName(lightConfig.type, lightConfig.name, _this.scene);
  98851. if (!constructor)
  98852. return;
  98853. light = constructor();
  98854. }
  98855. else {
  98856. // available? get it from the scene
  98857. light = _this.scene.getLightByName(name);
  98858. lightsAvailable = lightsAvailable.filter(function (ln) { return ln !== name; });
  98859. if (lightConfig.type !== undefined && light.getTypeID() !== lightConfig.type) {
  98860. light.dispose();
  98861. var constructor = babylonjs_1.Light.GetConstructorFromName(lightConfig.type, lightConfig.name, _this.scene);
  98862. if (!constructor)
  98863. return;
  98864. light = constructor();
  98865. }
  98866. }
  98867. // if config set the light to false, dispose it.
  98868. if (lightsConfiguration[name] === false) {
  98869. light.dispose();
  98870. return;
  98871. }
  98872. //enabled
  98873. var enabled = lightConfig.enabled !== undefined ? lightConfig.enabled : !lightConfig.disabled;
  98874. light.setEnabled(enabled);
  98875. _this._extendClassWithConfig(light, lightConfig);
  98876. //position. Some lights don't support shadows
  98877. if (light instanceof babylonjs_1.ShadowLight) {
  98878. if (lightConfig.target) {
  98879. if (light.setDirectionToTarget) {
  98880. var target = babylonjs_1.Vector3.Zero().copyFrom(lightConfig.target);
  98881. light.setDirectionToTarget(target);
  98882. }
  98883. }
  98884. else if (lightConfig.direction) {
  98885. var direction = babylonjs_1.Vector3.Zero().copyFrom(lightConfig.direction);
  98886. light.direction = direction;
  98887. }
  98888. var shadowGenerator = light.getShadowGenerator();
  98889. if (lightConfig.shadowEnabled && _this._maxShadows) {
  98890. if (!shadowGenerator) {
  98891. shadowGenerator = new babylonjs_1.ShadowGenerator(512, light);
  98892. // TODO blur kernel definition
  98893. }
  98894. _this._extendClassWithConfig(shadowGenerator, lightConfig.shadowConfig || {});
  98895. // add the focues meshes to the shadow list
  98896. var shadownMap = shadowGenerator.getShadowMap();
  98897. if (!shadownMap)
  98898. return;
  98899. var renderList = shadownMap.renderList;
  98900. for (var index = 0; index < focusMeshes.length; index++) {
  98901. if (babylonjs_1.Tags.MatchesQuery(focusMeshes[index], 'castShadow')) {
  98902. renderList && renderList.push(focusMeshes[index]);
  98903. }
  98904. }
  98905. }
  98906. else if (shadowGenerator) {
  98907. shadowGenerator.dispose();
  98908. }
  98909. }
  98910. });
  98911. };
  98912. /**
  98913. * configure all models using the configuration.
  98914. * @param modelConfiguration the configuration to use to reconfigure the models
  98915. */
  98916. AbstractViewer.prototype._configureModel = function (modelConfiguration) {
  98917. this.models.forEach(function (model) {
  98918. model.updateConfiguration(modelConfiguration);
  98919. });
  98920. };
  98921. /**
  98922. * Dispoe the entire viewer including the scene and the engine
  98923. */
  98924. AbstractViewer.prototype.dispose = function () {
  98925. if (this._isDisposed) {
  98926. return;
  98927. }
  98928. window.removeEventListener('resize', this._resize);
  98929. if (this.sceneOptimizer) {
  98930. this.sceneOptimizer.stop();
  98931. this.sceneOptimizer.dispose();
  98932. }
  98933. if (this.environmentHelper) {
  98934. this.environmentHelper.dispose();
  98935. }
  98936. if (this._configurationLoader) {
  98937. this._configurationLoader.dispose();
  98938. }
  98939. //observers
  98940. this.onEngineInitObservable.clear();
  98941. delete this.onEngineInitObservable;
  98942. this.onInitDoneObservable.clear();
  98943. delete this.onInitDoneObservable;
  98944. this.onLoaderInitObservable.clear();
  98945. delete this.onLoaderInitObservable;
  98946. this.onModelLoadedObservable.clear();
  98947. delete this.onModelLoadedObservable;
  98948. this.onModelLoadErrorObservable.clear();
  98949. delete this.onModelLoadErrorObservable;
  98950. this.onModelLoadProgressObservable.clear();
  98951. delete this.onModelLoadProgressObservable;
  98952. this.onSceneInitObservable.clear();
  98953. delete this.onSceneInitObservable;
  98954. if (this.scene.activeCamera) {
  98955. this.scene.activeCamera.detachControl(this.canvas);
  98956. }
  98957. this.modelLoader.dispose();
  98958. this.models.forEach(function (model) {
  98959. model.dispose();
  98960. });
  98961. this.models.length = 0;
  98962. this.scene.dispose();
  98963. this.engine.dispose();
  98964. this.templateManager.dispose();
  98965. viewerManager_1.viewerManager.removeViewer(this);
  98966. this._isDisposed = true;
  98967. };
  98968. /**
  98969. * This function will execute when the HTML templates finished initializing.
  98970. * It should initialize the engine and continue execution.
  98971. *
  98972. * @returns {Promise<AbstractViewer>} The viewer object will be returned after the object was loaded.
  98973. */
  98974. AbstractViewer.prototype._onTemplatesLoaded = function () {
  98975. return Promise.resolve(this);
  98976. };
  98977. /**
  98978. * This will force the creation of an engine and a scene.
  98979. * It will also load a model if preconfigured.
  98980. * But first - it will load the extendible onTemplateLoaded()!
  98981. */
  98982. AbstractViewer.prototype._onTemplateLoaded = function () {
  98983. var _this = this;
  98984. return this._onTemplatesLoaded().then(function () {
  98985. var autoLoadModel = _this._configuration.model;
  98986. return _this._initEngine().then(function (engine) {
  98987. return _this.onEngineInitObservable.notifyObserversWithPromise(engine);
  98988. }).then(function () {
  98989. if (autoLoadModel) {
  98990. return _this.loadModel().catch(function (e) { }).then(function () { return _this.scene; });
  98991. }
  98992. else {
  98993. return _this.scene || _this._initScene();
  98994. }
  98995. }).then(function (scene) {
  98996. return _this.onSceneInitObservable.notifyObserversWithPromise(scene);
  98997. }).then(function () {
  98998. return _this.onInitDoneObservable.notifyObserversWithPromise(_this);
  98999. }).catch(function (e) {
  99000. babylonjs_1.Tools.Warn(e.toString());
  99001. return _this;
  99002. });
  99003. });
  99004. };
  99005. /**
  99006. * Initialize the engine. Retruns a promise in case async calls are needed.
  99007. *
  99008. * @protected
  99009. * @returns {Promise<Engine>}
  99010. * @memberof Viewer
  99011. */
  99012. AbstractViewer.prototype._initEngine = function () {
  99013. // init custom shaders
  99014. this._injectCustomShaders();
  99015. var canvasElement = this.templateManager.getCanvas();
  99016. if (!canvasElement) {
  99017. return Promise.reject('Canvas element not found!');
  99018. }
  99019. var config = this._configuration.engine || {};
  99020. // TDO enable further configuration
  99021. this.engine = new babylonjs_1.Engine(canvasElement, !!config.antialiasing, config.engineOptions);
  99022. // Disable manifest checking
  99023. babylonjs_1.Database.IDBStorageEnabled = false;
  99024. if (!config.disableResize) {
  99025. window.addEventListener('resize', this._resize);
  99026. }
  99027. this.engine.runRenderLoop(this._render);
  99028. if (this._configuration.engine && this._configuration.engine.adaptiveQuality) {
  99029. var scale = Math.max(0.5, 1 / (window.devicePixelRatio || 2));
  99030. this.engine.setHardwareScalingLevel(scale);
  99031. }
  99032. // set hardware limitations for scene initialization
  99033. this._handleHardwareLimitations();
  99034. return Promise.resolve(this.engine);
  99035. };
  99036. /**
  99037. * initialize the scene. Calling thsi function again will dispose the old scene, if exists.
  99038. */
  99039. AbstractViewer.prototype._initScene = function () {
  99040. // if the scen exists, dispose it.
  99041. if (this.scene) {
  99042. this.scene.dispose();
  99043. }
  99044. // create a new scene
  99045. this.scene = new babylonjs_1.Scene(this.engine);
  99046. // make sure there is a default camera and light.
  99047. this.scene.createDefaultLight(true);
  99048. if (this._configuration.scene) {
  99049. this._configureScene(this._configuration.scene);
  99050. // Scene optimizer
  99051. if (this._configuration.optimizer) {
  99052. this._configureOptimizer(this._configuration.optimizer);
  99053. }
  99054. }
  99055. return Promise.resolve(this.scene);
  99056. };
  99057. /**
  99058. * Initialize a model loading. The returns object (a ViewerModel object) will be loaded in the background.
  99059. * The difference between this and loadModel is that loadModel will fulfill the promise when the model finished loading.
  99060. *
  99061. * @param modelConfig model configuration to use when loading the model.
  99062. * @param clearScene should the scene be cleared before loading this model
  99063. * @returns a ViewerModel object that is not yet fully loaded.
  99064. */
  99065. AbstractViewer.prototype.initModel = function (modelConfig, clearScene) {
  99066. var _this = this;
  99067. if (clearScene === void 0) { clearScene = true; }
  99068. if (clearScene) {
  99069. this.models.forEach(function (m) { return m.dispose(); });
  99070. this.models.length = 0;
  99071. }
  99072. var model = this.modelLoader.load(modelConfig);
  99073. this.lastUsedLoader = model.loader;
  99074. model.onLoadErrorObservable.add(function (errorObject) {
  99075. _this.onModelLoadErrorObservable.notifyObserversWithPromise(errorObject);
  99076. });
  99077. model.onLoadProgressObservable.add(function (progressEvent) {
  99078. return _this.onModelLoadProgressObservable.notifyObserversWithPromise(progressEvent);
  99079. });
  99080. this.onLoaderInitObservable.notifyObserversWithPromise(this.lastUsedLoader);
  99081. model.onLoadedObservable.add(function () {
  99082. _this.onModelLoadedObservable.notifyObserversWithPromise(model)
  99083. .then(function () {
  99084. _this._configureLights(_this._configuration.lights);
  99085. if (_this._configuration.camera || !_this.scene.activeCamera) {
  99086. _this._configureCamera(_this._configuration.camera || {}, model);
  99087. }
  99088. return _this._initEnvironment(model);
  99089. }).then(function () {
  99090. _this._isLoading = false;
  99091. return model;
  99092. });
  99093. });
  99094. return model;
  99095. };
  99096. /**
  99097. * load a model using the provided configuration
  99098. *
  99099. * @param modelConfig the model configuration or URL to load.
  99100. * @param clearScene Should the scene be cleared before loading the model
  99101. * @returns a Promise the fulfills when the model finished loading successfully.
  99102. */
  99103. AbstractViewer.prototype.loadModel = function (modelConfig, clearScene) {
  99104. var _this = this;
  99105. if (modelConfig === void 0) { modelConfig = this._configuration.model; }
  99106. if (clearScene === void 0) { clearScene = true; }
  99107. // no model was provided? Do nothing!
  99108. var modelUrl = (typeof modelConfig === 'string') ? modelConfig : modelConfig.url;
  99109. if (!modelUrl) {
  99110. return Promise.reject("no model configuration found");
  99111. }
  99112. if (this._isLoading) {
  99113. // We can decide here whether or not to cancel the lst load, but the developer can do that.
  99114. return Promise.reject("another model is curently being loaded.");
  99115. }
  99116. this._isLoading = true;
  99117. if ((typeof modelConfig === 'string')) {
  99118. if (this._configuration.model && typeof this._configuration.model === 'object') {
  99119. this._configuration.model.url = modelConfig;
  99120. }
  99121. }
  99122. else {
  99123. if (this._configuration.model) {
  99124. deepmerge(this._configuration.model, modelConfig);
  99125. }
  99126. else {
  99127. this._configuration.model = modelConfig;
  99128. }
  99129. }
  99130. return Promise.resolve(this.scene).then(function (scene) {
  99131. if (!scene)
  99132. return _this._initScene();
  99133. return scene;
  99134. }).then(function () {
  99135. return new Promise(function (resolve, reject) {
  99136. // at this point, configuration.model is an object, not a string
  99137. return _this.initModel(modelConfig, clearScene);
  99138. });
  99139. });
  99140. };
  99141. /**
  99142. * initialize the environment for a specific model.
  99143. * Per default it will use the viewer'S configuration.
  99144. * @param model the model to use to configure the environment.
  99145. * @returns a Promise that will resolve when the configuration is done.
  99146. */
  99147. AbstractViewer.prototype._initEnvironment = function (model) {
  99148. this._configureEnvironment(this._configuration.skybox, this._configuration.ground);
  99149. return Promise.resolve(this.scene);
  99150. };
  99151. /**
  99152. * Alters render settings to reduce features based on hardware feature limitations
  99153. * @param enableHDR Allows the viewer to run in HDR mode.
  99154. */
  99155. AbstractViewer.prototype._handleHardwareLimitations = function (enableHDR) {
  99156. if (enableHDR === void 0) { enableHDR = true; }
  99157. //flip rendering settings switches based on hardware support
  99158. var maxVaryingRows = this.engine.getCaps().maxVaryingVectors;
  99159. var maxFragmentSamplers = this.engine.getCaps().maxTexturesImageUnits;
  99160. //shadows are disabled if there's not enough varyings for a single shadow
  99161. if ((maxVaryingRows < 8) || (maxFragmentSamplers < 8)) {
  99162. this._maxShadows = 0;
  99163. }
  99164. else {
  99165. this._maxShadows = 3;
  99166. }
  99167. //can we render to any >= 16-bit targets (required for HDR)
  99168. var caps = this.engine.getCaps();
  99169. var linearHalfFloatTargets = caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering;
  99170. var linearFloatTargets = caps.textureFloatRender && caps.textureFloatLinearFiltering;
  99171. this._hdrSupport = enableHDR && !!(linearFloatTargets || linearHalfFloatTargets);
  99172. if (linearHalfFloatTargets) {
  99173. this._defaultHighpTextureType = babylonjs_1.Engine.TEXTURETYPE_HALF_FLOAT;
  99174. this._shadowGeneratorBias = 0.002;
  99175. }
  99176. else if (linearFloatTargets) {
  99177. this._defaultHighpTextureType = babylonjs_1.Engine.TEXTURETYPE_FLOAT;
  99178. this._shadowGeneratorBias = 0.001;
  99179. }
  99180. else {
  99181. this._defaultHighpTextureType = babylonjs_1.Engine.TEXTURETYPE_UNSIGNED_INT;
  99182. this._shadowGeneratorBias = 0.001;
  99183. }
  99184. this._defaultPipelineTextureType = this._hdrSupport ? this._defaultHighpTextureType : babylonjs_1.Engine.TEXTURETYPE_UNSIGNED_INT;
  99185. };
  99186. /**
  99187. * Injects all the spectre shader in the babylon shader store
  99188. */
  99189. AbstractViewer.prototype._injectCustomShaders = function () {
  99190. var customShaders = this._configuration.customShaders;
  99191. // Inject all the spectre shader in the babylon shader store.
  99192. if (!customShaders) {
  99193. return;
  99194. }
  99195. if (customShaders.shaders) {
  99196. Object.keys(customShaders.shaders).forEach(function (key) {
  99197. // typescript considers a callback "unsafe", so... '!'
  99198. babylonjs_1.Effect.ShadersStore[key] = customShaders.shaders[key];
  99199. });
  99200. }
  99201. if (customShaders.includes) {
  99202. Object.keys(customShaders.includes).forEach(function (key) {
  99203. // typescript considers a callback "unsafe", so... '!'
  99204. babylonjs_1.Effect.IncludesShadersStore[key] = customShaders.includes[key];
  99205. });
  99206. }
  99207. };
  99208. /**
  99209. * This will extend an object with configuration values.
  99210. * What it practically does it take the keys from the configuration and set them on the object.
  99211. * I the configuration is a tree, it will traverse into the tree.
  99212. * @param object the object to extend
  99213. * @param config the configuration object that will extend the object
  99214. */
  99215. AbstractViewer.prototype._extendClassWithConfig = function (object, config) {
  99216. var _this = this;
  99217. if (!config)
  99218. return;
  99219. Object.keys(config).forEach(function (key) {
  99220. if (key in object && typeof object[key] !== 'function') {
  99221. // if (typeof object[key] === 'function') return;
  99222. // if it is an object, iterate internally until reaching basic types
  99223. if (typeof object[key] === 'object') {
  99224. _this._extendClassWithConfig(object[key], config[key]);
  99225. }
  99226. else {
  99227. if (config[key] !== undefined) {
  99228. object[key] = config[key];
  99229. }
  99230. }
  99231. }
  99232. });
  99233. };
  99234. AbstractViewer.prototype._setCameraBehavior = function (behaviorConfig, payload) {
  99235. var behavior;
  99236. var type = (typeof behaviorConfig !== "object") ? behaviorConfig : behaviorConfig.type;
  99237. var config = (typeof behaviorConfig === "object") ? behaviorConfig : {};
  99238. // constructing behavior
  99239. switch (type) {
  99240. case 0 /* AUTOROTATION */:
  99241. this.camera.useAutoRotationBehavior = true;
  99242. behavior = this.camera.autoRotationBehavior;
  99243. break;
  99244. case 1 /* BOUNCING */:
  99245. this.camera.useBouncingBehavior = true;
  99246. behavior = this.camera.bouncingBehavior;
  99247. break;
  99248. case 2 /* FRAMING */:
  99249. this.camera.useFramingBehavior = true;
  99250. behavior = this.camera.framingBehavior;
  99251. break;
  99252. default:
  99253. behavior = null;
  99254. break;
  99255. }
  99256. if (behavior) {
  99257. if (typeof behaviorConfig === "object") {
  99258. this._extendClassWithConfig(behavior, behaviorConfig);
  99259. }
  99260. }
  99261. // post attach configuration. Some functionalities require the attached camera.
  99262. switch (type) {
  99263. case 0 /* AUTOROTATION */:
  99264. break;
  99265. case 1 /* BOUNCING */:
  99266. break;
  99267. case 2 /* FRAMING */:
  99268. if (config.zoomOnBoundingInfo) {
  99269. //payload is an array of meshes
  99270. var meshes = payload;
  99271. var bounding = meshes[0].getHierarchyBoundingVectors();
  99272. behavior.zoomOnBoundingInfo(bounding.min, bounding.max);
  99273. }
  99274. break;
  99275. }
  99276. };
  99277. return AbstractViewer;
  99278. }());
  99279. exports.AbstractViewer = AbstractViewer;
  99280. /***/ }),
  99281. /* 7 */
  99282. /***/ (function(module, exports) {
  99283. module.exports = "<viewer></viewer> <loading-screen></loading-screen> <overlay></overlay>";
  99284. /***/ }),
  99285. /* 8 */
  99286. /***/ (function(module, exports) {
  99287. module.exports = "<style>loading-screen{position:absolute;left:0;z-index:100;opacity:1;pointer-events:none;display:flex;justify-content:center;align-items:center;-webkit-transition:opacity 2s ease;-moz-transition:opacity 2s ease;transition:opacity 2s ease}img.loading-image{-webkit-animation:spin 2s linear infinite;animation:spin 2s linear infinite}@-webkit-keyframes spin{0%{-webkit-transform:rotate(0)}100%{-webkit-transform:rotate(360deg)}}@keyframes spin{0%{transform:rotate(0)}100%{transform:rotate(360deg)}}</style> <img class=loading-image src={{loadingImage}}>";
  99288. /***/ }),
  99289. /* 9 */
  99290. /***/ (function(module, exports) {
  99291. module.exports = "data:image/png;base64,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"
  99292. /***/ }),
  99293. /* 10 */
  99294. /***/ (function(module, exports) {
  99295. module.exports = "<style>viewer{position:relative;overflow:hidden;flex:1;z-index:1;justify-content:center;align-items:center;width:100%;height:100%}.babylonjs-canvas{flex:1;width:100%;height:100%;touch-action:none}</style> <canvas class=babylonjs-canvas id={{canvasId}}> </canvas> <nav-bar></nav-bar>";
  99296. /***/ }),
  99297. /* 11 */
  99298. /***/ (function(module, exports) {
  99299. module.exports = "<style>overlay{position:absolute;z-index:99;opacity:0;display:flex;justify-content:center;align-items:center;-webkit-transition:opacity 1s ease;-moz-transition:opacity 1s ease;transition:opacity 1s ease}.overlay-item{width:100%;height:100%;display:none;align-items:center;justify-content:center;background-color:rgba(121,121,121,.3)}error.overlay-item{background-color:rgba(121,121,121,1)}div#close-button{position:absolute;top:10px;right:10px;width:30px;height:30px;cursor:pointer}div#close-button img{width:100%}</style> <div id=close-button> <img src={{closeImage}} alt={{closeText}}> </div> <help class=overlay-item></help> <error class=overlay-item></error> <share class=overlay-item></share>";
  99300. /***/ }),
  99301. /* 12 */
  99302. /***/ (function(module, exports) {
  99303. module.exports = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAADAAAAAwCAQAAAD9CzEMAAAAt0lEQVR42u2WAQbDQBBFQ9IbRtDcrrqK3LBbXrEH6OuHEPMBjPd2xHyZKtdNpcLMg11Pr7y4/YdvwIdd4jtw4BU0Rjrbz9mNzkjzgpU3wNhCvH5M3i1fKzzeK3K8V+R4r8jxTpHjlULhc0WOd8fU6e4I8y3y13tFjHel4GswwAvFSR/ZN6Zv2gjvmzbGhwqPzxUenys83is8Pld4vFac/9sy8/SVNrbgYJl8WGhsvkpoA1+pVK6ZLyLNXm2txsT5AAAAAElFTkSuQmCC"
  99304. /***/ }),
  99305. /* 13 */
  99306. /***/ (function(module, exports) {
  99307. module.exports = "Error loading the model";
  99308. /***/ }),
  99309. /* 14 */
  99310. /***/ (function(module, exports, __webpack_require__) {
  99311. "use strict";
  99312. Object.defineProperty(exports, "__esModule", { value: true });
  99313. var babylonjs_1 = __webpack_require__(0);
  99314. var viewerModel_1 = __webpack_require__(15);
  99315. /**
  99316. * An instance of the class is in charge of loading the model correctly.
  99317. * This class will continously be expended with tasks required from the specific loaders Babylon has.
  99318. *
  99319. * A Model loader is unique per (Abstract)Viewer. It is being generated by the viewer
  99320. */
  99321. var ModelLoader = /** @class */ (function () {
  99322. /**
  99323. * Create a new Model loader
  99324. * @param _viewer the viewer using this model loader
  99325. */
  99326. function ModelLoader(_viewer) {
  99327. this._viewer = _viewer;
  99328. this._disposed = false;
  99329. this._loaders = [];
  99330. this._loadId = 0;
  99331. }
  99332. /**
  99333. * Load a model using predefined configuration
  99334. * @param modelConfiguration the modelConfiguration to use to load the model
  99335. */
  99336. ModelLoader.prototype.load = function (modelConfiguration) {
  99337. var model = new viewerModel_1.ViewerModel(this._viewer, modelConfiguration);
  99338. if (!modelConfiguration.url) {
  99339. model.state = viewerModel_1.ModelState.ERROR;
  99340. babylonjs_1.Tools.Error("No URL provided");
  99341. return model;
  99342. }
  99343. var filename = babylonjs_1.Tools.GetFilename(modelConfiguration.url) || modelConfiguration.url;
  99344. var base = modelConfiguration.root || babylonjs_1.Tools.GetFolderPath(modelConfiguration.url);
  99345. var plugin = modelConfiguration.loader;
  99346. model.loader = babylonjs_1.SceneLoader.ImportMesh(undefined, base, filename, this._viewer.scene, function (meshes, particleSystems, skeletons, animationGroups) {
  99347. meshes.forEach(function (mesh) {
  99348. babylonjs_1.Tags.AddTagsTo(mesh, "viewerMesh");
  99349. });
  99350. model.meshes = meshes;
  99351. model.particleSystems = particleSystems;
  99352. model.skeletons = skeletons;
  99353. for (var _i = 0, animationGroups_1 = animationGroups; _i < animationGroups_1.length; _i++) {
  99354. var animationGroup = animationGroups_1[_i];
  99355. model.addAnimationGroup(animationGroup);
  99356. }
  99357. model.initAnimations();
  99358. model.onLoadedObservable.notifyObserversWithPromise(model);
  99359. }, function (progressEvent) {
  99360. model.onLoadProgressObservable.notifyObserversWithPromise(progressEvent);
  99361. }, function (e, m, exception) {
  99362. model.state = viewerModel_1.ModelState.ERROR;
  99363. babylonjs_1.Tools.Error("Load Error: There was an error loading the model. " + m);
  99364. model.onLoadErrorObservable.notifyObserversWithPromise({ message: m, exception: exception });
  99365. }, plugin);
  99366. if (model.loader.name === "gltf") {
  99367. var gltfLoader = model.loader;
  99368. gltfLoader.animationStartMode = BABYLON.GLTFLoaderAnimationStartMode.NONE;
  99369. }
  99370. model.loadId = this._loadId++;
  99371. this._loaders.push(model.loader);
  99372. return model;
  99373. };
  99374. ModelLoader.prototype.cancelLoad = function (model) {
  99375. var loader = model.loader || this._loaders[model.loadId];
  99376. // ATM only available in the GLTF Loader
  99377. if (loader && loader.name === "gltf") {
  99378. var gltfLoader = loader;
  99379. gltfLoader.dispose();
  99380. model.state = viewerModel_1.ModelState.CANCELED;
  99381. }
  99382. else {
  99383. babylonjs_1.Tools.Warn("This type of loader cannot cancel the request");
  99384. }
  99385. };
  99386. /**
  99387. * dispose the model loader.
  99388. * If loaders are registered and are in the middle of loading, they will be disposed and the request(s) will be cancelled.
  99389. */
  99390. ModelLoader.prototype.dispose = function () {
  99391. this._loaders.forEach(function (loader) {
  99392. if (loader.name === "gltf") {
  99393. loader.dispose();
  99394. }
  99395. });
  99396. this._loaders.length = 0;
  99397. this._disposed = true;
  99398. };
  99399. return ModelLoader;
  99400. }());
  99401. exports.ModelLoader = ModelLoader;
  99402. /***/ }),
  99403. /* 15 */
  99404. /***/ (function(module, exports, __webpack_require__) {
  99405. "use strict";
  99406. Object.defineProperty(exports, "__esModule", { value: true });
  99407. var babylonjs_1 = __webpack_require__(0);
  99408. var modelAnimation_1 = __webpack_require__(16);
  99409. var deepmerge = __webpack_require__(2);
  99410. var ModelState;
  99411. (function (ModelState) {
  99412. ModelState[ModelState["INIT"] = 0] = "INIT";
  99413. ModelState[ModelState["LOADING"] = 1] = "LOADING";
  99414. ModelState[ModelState["LOADED"] = 2] = "LOADED";
  99415. ModelState[ModelState["CANCELED"] = 3] = "CANCELED";
  99416. ModelState[ModelState["ERROR"] = 4] = "ERROR";
  99417. })(ModelState = exports.ModelState || (exports.ModelState = {}));
  99418. /**
  99419. * The viewer model is a container for all assets representing a sngle loaded model.
  99420. */
  99421. var ViewerModel = /** @class */ (function () {
  99422. function ViewerModel(_viewer, modelConfiguration) {
  99423. this._viewer = _viewer;
  99424. /**
  99425. * the list of meshes that are a part of this model
  99426. */
  99427. this.meshes = [];
  99428. /**
  99429. * ParticleSystems connected to this model
  99430. */
  99431. this.particleSystems = [];
  99432. /**
  99433. * Skeletons defined in this model
  99434. */
  99435. this.skeletons = [];
  99436. this.onLoadedObservable = new babylonjs_1.Observable();
  99437. this.onLoadErrorObservable = new babylonjs_1.Observable();
  99438. this.onLoadProgressObservable = new babylonjs_1.Observable();
  99439. this.onAfterConfigure = new babylonjs_1.Observable();
  99440. this.state = ModelState.INIT;
  99441. this._animations = [];
  99442. //create a copy of the configuration to make sure it doesn't change even after it is changed in the viewer
  99443. this._modelConfiguration = deepmerge({}, modelConfiguration);
  99444. this._viewer.models.push(this);
  99445. }
  99446. Object.defineProperty(ViewerModel.prototype, "configuration", {
  99447. /**
  99448. * Get the model's configuration
  99449. */
  99450. get: function () {
  99451. return this._modelConfiguration;
  99452. },
  99453. /**
  99454. * (Re-)set the model's entire configuration
  99455. * @param newConfiguration the new configuration to replace the new one
  99456. */
  99457. set: function (newConfiguration) {
  99458. this._modelConfiguration = newConfiguration;
  99459. this._configureModel();
  99460. },
  99461. enumerable: true,
  99462. configurable: true
  99463. });
  99464. /**
  99465. * Update the current configuration with new values.
  99466. * Configuration will not be overwritten, but merged with the new configuration.
  99467. * Priority is to the new configuration
  99468. * @param newConfiguration the configuration to be merged into the current configuration;
  99469. */
  99470. ViewerModel.prototype.updateConfiguration = function (newConfiguration) {
  99471. this._modelConfiguration = deepmerge(this._modelConfiguration, newConfiguration);
  99472. this._configureModel();
  99473. };
  99474. ViewerModel.prototype.initAnimations = function () {
  99475. var _this = this;
  99476. this._animations.forEach(function (a) {
  99477. a.dispose();
  99478. });
  99479. this._animations.length = 0;
  99480. // check if this is not a gltf loader and init the animations
  99481. if (this.loader.name !== 'gltf') {
  99482. this.skeletons.forEach(function (skeleton, idx) {
  99483. var ag = new babylonjs_1.AnimationGroup("animation-" + idx, _this._viewer.scene);
  99484. skeleton.getAnimatables().forEach(function (a) {
  99485. if (a.animations[0]) {
  99486. ag.addTargetedAnimation(a.animations[0], a);
  99487. }
  99488. });
  99489. _this.addAnimationGroup(ag);
  99490. });
  99491. }
  99492. if (!this._modelConfiguration)
  99493. return;
  99494. if (this._modelConfiguration.animation) {
  99495. if (this._modelConfiguration.animation.playOnce) {
  99496. this._animations.forEach(function (a) {
  99497. a.playMode = modelAnimation_1.AnimationPlayMode.ONCE;
  99498. });
  99499. }
  99500. if (this._modelConfiguration.animation.autoStart && this._animations.length) {
  99501. var animationName = this._modelConfiguration.animation.autoStart === true ?
  99502. this._animations[0].name : this._modelConfiguration.animation.autoStart;
  99503. this.playAnimation(animationName);
  99504. }
  99505. }
  99506. };
  99507. /**
  99508. * Add a new animation group to this model.
  99509. * @param animationGroup the new animation group to be added
  99510. */
  99511. ViewerModel.prototype.addAnimationGroup = function (animationGroup) {
  99512. this._animations.push(new modelAnimation_1.GroupModelAnimation(animationGroup));
  99513. };
  99514. /**
  99515. * Get the ModelAnimation array
  99516. */
  99517. ViewerModel.prototype.getAnimations = function () {
  99518. return this._animations;
  99519. };
  99520. /**
  99521. * Get the animations' names. Using the names you can play a specific animation.
  99522. */
  99523. ViewerModel.prototype.getAnimationNames = function () {
  99524. return this._animations.map(function (a) { return a.name; });
  99525. };
  99526. /**
  99527. * Get an animation by the provided name. Used mainly when playing n animation.
  99528. * @param name the name of the animation to find
  99529. */
  99530. ViewerModel.prototype._getAnimationByName = function (name) {
  99531. // can't use .find, noe available on IE
  99532. var filtered = this._animations.filter(function (a) { return a.name === name; });
  99533. // what the next line means - if two animations have the same name, they will not be returned!
  99534. if (filtered.length === 1) {
  99535. return filtered[0];
  99536. }
  99537. else {
  99538. return null;
  99539. }
  99540. };
  99541. /**
  99542. * Choose an initialized animation using its name and start playing it
  99543. * @param name the name of the animation to play
  99544. * @returns The model aniamtion to be played.
  99545. */
  99546. ViewerModel.prototype.playAnimation = function (name) {
  99547. var animation = this._getAnimationByName(name);
  99548. if (animation) {
  99549. if (this.currentAnimation) {
  99550. this.currentAnimation.stop();
  99551. }
  99552. this.currentAnimation = animation;
  99553. animation.start();
  99554. return animation;
  99555. }
  99556. else {
  99557. throw new Error("animation not found - " + name);
  99558. }
  99559. };
  99560. ViewerModel.prototype._configureModel = function () {
  99561. var meshesWithNoParent = this.meshes.filter(function (m) { return !m.parent; });
  99562. var updateMeshesWithNoParent = function (variable, value, param) {
  99563. meshesWithNoParent.forEach(function (mesh) {
  99564. if (param) {
  99565. mesh[variable][param] = value;
  99566. }
  99567. else {
  99568. mesh[variable] = value;
  99569. }
  99570. });
  99571. };
  99572. var updateXYZ = function (variable, configValues) {
  99573. if (configValues.x !== undefined) {
  99574. updateMeshesWithNoParent(variable, configValues.x, 'x');
  99575. }
  99576. if (configValues.y !== undefined) {
  99577. updateMeshesWithNoParent(variable, configValues.y, 'y');
  99578. }
  99579. if (configValues.z !== undefined) {
  99580. updateMeshesWithNoParent(variable, configValues.z, 'z');
  99581. }
  99582. if (configValues.w !== undefined) {
  99583. updateMeshesWithNoParent(variable, configValues.w, 'w');
  99584. }
  99585. };
  99586. // position?
  99587. if (this._modelConfiguration.position) {
  99588. updateXYZ('position', this._modelConfiguration.position);
  99589. }
  99590. if (this._modelConfiguration.rotation) {
  99591. //quaternion?
  99592. if (this._modelConfiguration.rotation.w) {
  99593. meshesWithNoParent.forEach(function (mesh) {
  99594. if (!mesh.rotationQuaternion) {
  99595. mesh.rotationQuaternion = new babylonjs_1.Quaternion();
  99596. }
  99597. });
  99598. updateXYZ('rotationQuaternion', this._modelConfiguration.rotation);
  99599. }
  99600. else {
  99601. updateXYZ('rotation', this._modelConfiguration.rotation);
  99602. }
  99603. }
  99604. if (this._modelConfiguration.scaling) {
  99605. updateXYZ('scaling', this._modelConfiguration.scaling);
  99606. }
  99607. if (this._modelConfiguration.castShadow) {
  99608. this.meshes.forEach(function (mesh) {
  99609. babylonjs_1.Tags.AddTagsTo(mesh, 'castShadow');
  99610. });
  99611. }
  99612. if (this._modelConfiguration.normalize) {
  99613. var center = false;
  99614. var unitSize = false;
  99615. var parentIndex = void 0;
  99616. if (this._modelConfiguration.normalize === true) {
  99617. center = true;
  99618. unitSize = true;
  99619. parentIndex = 0;
  99620. }
  99621. else {
  99622. center = !!this._modelConfiguration.normalize.center;
  99623. unitSize = !!this._modelConfiguration.normalize.unitSize;
  99624. parentIndex = this._modelConfiguration.normalize.parentIndex;
  99625. }
  99626. var meshesToNormalize = [];
  99627. if (parentIndex !== undefined) {
  99628. meshesToNormalize.push(this.meshes[parentIndex]);
  99629. }
  99630. else {
  99631. meshesToNormalize = meshesWithNoParent;
  99632. }
  99633. if (unitSize) {
  99634. meshesToNormalize.forEach(function (mesh) {
  99635. mesh.normalizeToUnitCube(true);
  99636. mesh.computeWorldMatrix(true);
  99637. });
  99638. }
  99639. if (center) {
  99640. meshesToNormalize.forEach(function (mesh) {
  99641. var boundingInfo = mesh.getHierarchyBoundingVectors(true);
  99642. var sizeVec = boundingInfo.max.subtract(boundingInfo.min);
  99643. var halfSizeVec = sizeVec.scale(0.5);
  99644. var center = boundingInfo.min.add(halfSizeVec);
  99645. mesh.position = center.scale(-1);
  99646. // Set on ground.
  99647. mesh.position.y += halfSizeVec.y;
  99648. // Recompute Info.
  99649. mesh.computeWorldMatrix(true);
  99650. });
  99651. }
  99652. }
  99653. this.onAfterConfigure.notifyObservers(this);
  99654. };
  99655. /**
  99656. * Dispose this model, including all of its associated assets.
  99657. */
  99658. ViewerModel.prototype.dispose = function () {
  99659. this.onAfterConfigure.clear();
  99660. this.onLoadedObservable.clear();
  99661. this.onLoadErrorObservable.clear();
  99662. this.onLoadProgressObservable.clear();
  99663. if (this.loader && this.loader.name === "gltf") {
  99664. this.loader.dispose();
  99665. }
  99666. this.particleSystems.forEach(function (ps) { return ps.dispose(); });
  99667. this.particleSystems.length = 0;
  99668. this.skeletons.forEach(function (s) { return s.dispose(); });
  99669. this.skeletons.length = 0;
  99670. this._animations.forEach(function (ag) { return ag.dispose(); });
  99671. this._animations.length = 0;
  99672. this.meshes.forEach(function (m) { return m.dispose(); });
  99673. this.meshes.length = 0;
  99674. this._viewer.models.splice(this._viewer.models.indexOf(this), 1);
  99675. };
  99676. return ViewerModel;
  99677. }());
  99678. exports.ViewerModel = ViewerModel;
  99679. /***/ }),
  99680. /* 16 */
  99681. /***/ (function(module, exports, __webpack_require__) {
  99682. "use strict";
  99683. Object.defineProperty(exports, "__esModule", { value: true });
  99684. /**
  99685. * Animation play mode enum - is the animation looping or playing once
  99686. */
  99687. var AnimationPlayMode;
  99688. (function (AnimationPlayMode) {
  99689. AnimationPlayMode[AnimationPlayMode["ONCE"] = 0] = "ONCE";
  99690. AnimationPlayMode[AnimationPlayMode["LOOP"] = 1] = "LOOP";
  99691. })(AnimationPlayMode = exports.AnimationPlayMode || (exports.AnimationPlayMode = {}));
  99692. /**
  99693. * An enum representing the current state of an animation object
  99694. */
  99695. var AnimationState;
  99696. (function (AnimationState) {
  99697. AnimationState[AnimationState["INIT"] = 0] = "INIT";
  99698. AnimationState[AnimationState["PLAYING"] = 1] = "PLAYING";
  99699. AnimationState[AnimationState["PAUSED"] = 2] = "PAUSED";
  99700. AnimationState[AnimationState["STOPPED"] = 3] = "STOPPED";
  99701. AnimationState[AnimationState["ENDED"] = 4] = "ENDED";
  99702. })(AnimationState = exports.AnimationState || (exports.AnimationState = {}));
  99703. /**
  99704. * The GroupModelAnimation is an implementation of the IModelAnimation interface using BABYLON's
  99705. * native GroupAnimation class.
  99706. */
  99707. var GroupModelAnimation = /** @class */ (function () {
  99708. /**
  99709. * Create a new GroupModelAnimation object using an AnimationGroup object
  99710. * @param _animationGroup The aniamtion group to base the class on
  99711. */
  99712. function GroupModelAnimation(_animationGroup) {
  99713. var _this = this;
  99714. this._animationGroup = _animationGroup;
  99715. this._state = AnimationState.INIT;
  99716. this._playMode = AnimationPlayMode.LOOP;
  99717. this._animationGroup.onAnimationEndObservable.add(function () {
  99718. _this.stop();
  99719. _this._state = AnimationState.ENDED;
  99720. });
  99721. }
  99722. Object.defineProperty(GroupModelAnimation.prototype, "name", {
  99723. /**
  99724. * Get the animation's name
  99725. */
  99726. get: function () {
  99727. return this._animationGroup.name;
  99728. },
  99729. enumerable: true,
  99730. configurable: true
  99731. });
  99732. Object.defineProperty(GroupModelAnimation.prototype, "state", {
  99733. /**
  99734. * Get the current animation's state
  99735. */
  99736. get: function () {
  99737. return this._state;
  99738. },
  99739. enumerable: true,
  99740. configurable: true
  99741. });
  99742. Object.defineProperty(GroupModelAnimation.prototype, "speedRatio", {
  99743. /**
  99744. * Gets the speed ratio to use for all animations
  99745. */
  99746. get: function () {
  99747. return this._animationGroup.speedRatio;
  99748. },
  99749. /**
  99750. * Sets the speed ratio to use for all animations
  99751. */
  99752. set: function (value) {
  99753. this._animationGroup.speedRatio = value;
  99754. },
  99755. enumerable: true,
  99756. configurable: true
  99757. });
  99758. Object.defineProperty(GroupModelAnimation.prototype, "frames", {
  99759. /**
  99760. * Get the max numbers of frame available in the animation group
  99761. *
  99762. * In correlation to an arry, this would be ".length"
  99763. */
  99764. get: function () {
  99765. var animationFrames = this._animationGroup.targetedAnimations.map(function (ta) {
  99766. var keys = ta.animation.getKeys();
  99767. return keys[keys.length - 1].frame;
  99768. });
  99769. return Math.max.apply(null, animationFrames);
  99770. },
  99771. enumerable: true,
  99772. configurable: true
  99773. });
  99774. Object.defineProperty(GroupModelAnimation.prototype, "currentFrame", {
  99775. /**
  99776. * Get the current frame playing right now.
  99777. * This can be used to poll the frame currently playing (and, for exmaple, display a progress bar with the data)
  99778. *
  99779. * In correlation to an array, this would be the current index
  99780. */
  99781. get: function () {
  99782. // get the first currentFrame found
  99783. for (var i = 0; i < this._animationGroup.animatables.length; ++i) {
  99784. var animatable = this._animationGroup.animatables[i];
  99785. var animations = animatable.getAnimations();
  99786. if (!animations || !animations.length) {
  99787. continue;
  99788. }
  99789. for (var idx = 0; idx < animations.length; ++idx) {
  99790. if (animations[idx].currentFrame) {
  99791. return animations[idx].currentFrame;
  99792. }
  99793. }
  99794. }
  99795. return 0;
  99796. },
  99797. enumerable: true,
  99798. configurable: true
  99799. });
  99800. Object.defineProperty(GroupModelAnimation.prototype, "fps", {
  99801. /**
  99802. * Get the FPS value of this animation
  99803. */
  99804. get: function () {
  99805. // get the first currentFrame found
  99806. for (var i = 0; i < this._animationGroup.animatables.length; ++i) {
  99807. var animatable = this._animationGroup.animatables[i];
  99808. var animations = animatable.getAnimations();
  99809. if (!animations || !animations.length) {
  99810. continue;
  99811. }
  99812. for (var idx = 0; idx < animations.length; ++idx) {
  99813. if (animations[idx].animation && animations[idx].animation.framePerSecond) {
  99814. return animations[idx].animation.framePerSecond;
  99815. }
  99816. }
  99817. }
  99818. return 0;
  99819. },
  99820. enumerable: true,
  99821. configurable: true
  99822. });
  99823. Object.defineProperty(GroupModelAnimation.prototype, "playMode", {
  99824. /**
  99825. * What is the animation'S play mode (looping or played once)
  99826. */
  99827. get: function () {
  99828. return this._playMode;
  99829. },
  99830. /**
  99831. * Set the play mode.
  99832. * If the animation is played, it will continue playing at least once more, depending on the new play mode set.
  99833. * If the animation is not set, the will be initialized and will wait for the user to start playing it.
  99834. */
  99835. set: function (value) {
  99836. if (value === this._playMode) {
  99837. return;
  99838. }
  99839. this._playMode = value;
  99840. if (this.state === AnimationState.PLAYING) {
  99841. this._animationGroup.play(this._playMode === AnimationPlayMode.LOOP);
  99842. }
  99843. else {
  99844. this._animationGroup.reset();
  99845. this._state = AnimationState.INIT;
  99846. }
  99847. },
  99848. enumerable: true,
  99849. configurable: true
  99850. });
  99851. /**
  99852. * Reset the animation group
  99853. */
  99854. GroupModelAnimation.prototype.reset = function () {
  99855. this._animationGroup.reset();
  99856. };
  99857. /**
  99858. * Restart the animation group
  99859. */
  99860. GroupModelAnimation.prototype.restart = function () {
  99861. this._animationGroup.restart();
  99862. };
  99863. /**
  99864. *
  99865. * @param frameNumber Go to a specific frame in the animation
  99866. */
  99867. GroupModelAnimation.prototype.goToFrame = function (frameNumber) {
  99868. // this._animationGroup.goToFrame(frameNumber);
  99869. this._animationGroup['_animatables'].forEach(function (a) {
  99870. a.goToFrame(frameNumber);
  99871. });
  99872. };
  99873. /**
  99874. * Start playing the animation.
  99875. */
  99876. GroupModelAnimation.prototype.start = function () {
  99877. this._animationGroup.start(this.playMode === AnimationPlayMode.LOOP, this.speedRatio);
  99878. if (this._animationGroup.isStarted) {
  99879. this._state = AnimationState.PLAYING;
  99880. }
  99881. };
  99882. /**
  99883. * Pause the animation
  99884. */
  99885. GroupModelAnimation.prototype.pause = function () {
  99886. this._animationGroup.pause();
  99887. this._state = AnimationState.PAUSED;
  99888. };
  99889. /**
  99890. * Stop the animation.
  99891. * This will fail silently if the animation group is already stopped.
  99892. */
  99893. GroupModelAnimation.prototype.stop = function () {
  99894. this._animationGroup.stop();
  99895. if (!this._animationGroup.isStarted) {
  99896. this._state = AnimationState.STOPPED;
  99897. }
  99898. };
  99899. /**
  99900. * Dispose this animation object.
  99901. */
  99902. GroupModelAnimation.prototype.dispose = function () {
  99903. this._animationGroup.dispose();
  99904. };
  99905. return GroupModelAnimation;
  99906. }());
  99907. exports.GroupModelAnimation = GroupModelAnimation;
  99908. /***/ }),
  99909. /* 17 */
  99910. /***/ (function(module, exports, __webpack_require__) {
  99911. module.exports = __webpack_require__(18);
  99912. /***/ }),
  99913. /* 18 */
  99914. /***/ (function(module, exports, __webpack_require__) {
  99915. "use strict";
  99916. Object.defineProperty(exports, "__esModule", { value: true });
  99917. /// <reference path="../../dist/babylon.glTF2Interface.d.ts"/>
  99918. var mappers_1 = __webpack_require__(1);
  99919. exports.mapperManager = mappers_1.mapperManager;
  99920. var viewerManager_1 = __webpack_require__(4);
  99921. exports.viewerManager = viewerManager_1.viewerManager;
  99922. var defaultViewer_1 = __webpack_require__(5);
  99923. exports.DefaultViewer = defaultViewer_1.DefaultViewer;
  99924. var viewer_1 = __webpack_require__(6);
  99925. exports.AbstractViewer = viewer_1.AbstractViewer;
  99926. var modelLoader_1 = __webpack_require__(14);
  99927. exports.ModelLoader = modelLoader_1.ModelLoader;
  99928. var viewerModel_1 = __webpack_require__(15);
  99929. exports.ViewerModel = viewerModel_1.ViewerModel;
  99930. exports.ModelState = viewerModel_1.ModelState;
  99931. var modelAnimation_1 = __webpack_require__(16);
  99932. exports.AnimationPlayMode = modelAnimation_1.AnimationPlayMode;
  99933. exports.AnimationState = modelAnimation_1.AnimationState;
  99934. /**
  99935. * BabylonJS Viewer
  99936. *
  99937. * An HTML-Based viewer for 3D models, based on BabylonJS and its extensions.
  99938. */
  99939. var babylonjs_1 = __webpack_require__(0);
  99940. // load needed modules.
  99941. __webpack_require__(34);
  99942. __webpack_require__(35);
  99943. var initializer_1 = __webpack_require__(36);
  99944. exports.InitTags = initializer_1.InitTags;
  99945. // promise polyfill, if needed!
  99946. babylonjs_1.PromisePolyfill.Apply();
  99947. exports.disableInit = false;
  99948. document.addEventListener("DOMContentLoaded", init);
  99949. function init(event) {
  99950. document.removeEventListener("DOMContentLoaded", init);
  99951. if (exports.disableInit)
  99952. return;
  99953. initializer_1.InitTags();
  99954. }
  99955. /**
  99956. * Dispose all viewers currently registered
  99957. */
  99958. function disposeAll() {
  99959. viewerManager_1.viewerManager.dispose();
  99960. mappers_1.mapperManager.dispose();
  99961. }
  99962. exports.disposeAll = disposeAll;
  99963. /***/ }),
  99964. /* 19 */
  99965. /***/ (function(module, exports) {
  99966. var g;
  99967. // This works in non-strict mode
  99968. g = (function() {
  99969. return this;
  99970. })();
  99971. try {
  99972. // This works if eval is allowed (see CSP)
  99973. g = g || Function("return this")() || (1,eval)("this");
  99974. } catch(e) {
  99975. // This works if the window reference is available
  99976. if(typeof window === "object")
  99977. g = window;
  99978. }
  99979. // g can still be undefined, but nothing to do about it...
  99980. // We return undefined, instead of nothing here, so it's
  99981. // easier to handle this case. if(!global) { ...}
  99982. module.exports = g;
  99983. /***/ }),
  99984. /* 20 */
  99985. /***/ (function(module, exports) {
  99986. if(typeof CANNON === 'undefined') {var e = new Error("Cannot find module \"CANNON\""); e.code = 'MODULE_NOT_FOUND'; throw e;}
  99987. module.exports = CANNON;
  99988. /***/ }),
  99989. /* 21 */
  99990. /***/ (function(module, exports) {
  99991. if(typeof OIMO === 'undefined') {var e = new Error("Cannot find module \"OIMO\""); e.code = 'MODULE_NOT_FOUND'; throw e;}
  99992. module.exports = OIMO;
  99993. /***/ }),
  99994. /* 22 */
  99995. /***/ (function(module, exports) {
  99996. if(typeof earcut === 'undefined') {var e = new Error("Cannot find module \"earcut\""); e.code = 'MODULE_NOT_FOUND'; throw e;}
  99997. module.exports = earcut;
  99998. /***/ }),
  99999. /* 23 */
  100000. /***/ (function(module, exports, __webpack_require__) {
  100001. "use strict";
  100002. Object.defineProperty(exports, "__esModule", { value: true });
  100003. var babylonjs_1 = __webpack_require__(0);
  100004. var helper_1 = __webpack_require__(3);
  100005. /**
  100006. * The template manager, a member of the viewer class, will manage the viewer's templates and generate the HTML.
  100007. * The template manager managers a single viewer and can be seen as the collection of all sub-templates of the viewer.
  100008. */
  100009. var TemplateManager = /** @class */ (function () {
  100010. function TemplateManager(containerElement) {
  100011. this.containerElement = containerElement;
  100012. this.templates = {};
  100013. this.onTemplateInit = new babylonjs_1.Observable();
  100014. this.onTemplateLoaded = new babylonjs_1.Observable();
  100015. this.onTemplateStateChange = new babylonjs_1.Observable();
  100016. this.onAllLoaded = new babylonjs_1.Observable();
  100017. this.onEventTriggered = new babylonjs_1.Observable();
  100018. this.eventManager = new eventManager_1.EventManager(this);
  100019. }
  100020. /**
  100021. * Initialize the template(s) for the viewer. Called bay the Viewer class
  100022. * @param templates the templates to be used to initialize the main template
  100023. */
  100024. TemplateManager.prototype.initTemplate = function (templates) {
  100025. var _this = this;
  100026. var internalInit = function (dependencyMap, name, parentTemplate) {
  100027. //init template
  100028. var template = _this.templates[name];
  100029. var childrenTemplates = Object.keys(dependencyMap).map(function (childName) {
  100030. return internalInit(dependencyMap[childName], childName, template);
  100031. });
  100032. // register the observers
  100033. //template.onLoaded.add(() => {
  100034. var addToParent = function () {
  100035. var containingElement = parentTemplate && parentTemplate.parent.querySelector(helper_1.camelToKebab(name)) || _this.containerElement;
  100036. template.appendTo(containingElement);
  100037. _this._checkLoadedState();
  100038. };
  100039. if (parentTemplate && !parentTemplate.parent) {
  100040. parentTemplate.onAppended.add(function () {
  100041. addToParent();
  100042. });
  100043. }
  100044. else {
  100045. addToParent();
  100046. }
  100047. //});
  100048. return template;
  100049. };
  100050. //build the html tree
  100051. return this._buildHTMLTree(templates).then(function (htmlTree) {
  100052. if (_this.templates['main']) {
  100053. internalInit(htmlTree, 'main');
  100054. }
  100055. else {
  100056. _this._checkLoadedState();
  100057. }
  100058. return;
  100059. });
  100060. };
  100061. /**
  100062. *
  100063. * This function will create a simple map with child-dependencies of the template html tree.
  100064. * It will compile each template, check if its children exist in the configuration and will add them if they do.
  100065. * It is expected that the main template will be called main!
  100066. *
  100067. * @param templates
  100068. */
  100069. TemplateManager.prototype._buildHTMLTree = function (templates) {
  100070. var _this = this;
  100071. var promises = Object.keys(templates).map(function (name) {
  100072. // if the template was overridden
  100073. if (!templates[name])
  100074. return Promise.resolve(false);
  100075. // else - we have a template, let's do our job!
  100076. var template = new Template(name, templates[name]);
  100077. template.onLoaded.add(function () {
  100078. _this.onTemplateLoaded.notifyObservers(template);
  100079. });
  100080. template.onStateChange.add(function () {
  100081. _this.onTemplateStateChange.notifyObservers(template);
  100082. });
  100083. _this.onTemplateInit.notifyObservers(template);
  100084. // make sure the global onEventTriggered is called as well
  100085. template.onEventTriggered.add(function (eventData) { return _this.onEventTriggered.notifyObservers(eventData); });
  100086. _this.templates[name] = template;
  100087. return template.initPromise;
  100088. });
  100089. return Promise.all(promises).then(function () {
  100090. var templateStructure = {};
  100091. // now iterate through all templates and check for children:
  100092. var buildTree = function (parentObject, name) {
  100093. _this.templates[name].isInHtmlTree = true;
  100094. var childNodes = _this.templates[name].getChildElements().filter(function (n) { return !!_this.templates[n]; });
  100095. childNodes.forEach(function (element) {
  100096. parentObject[element] = {};
  100097. buildTree(parentObject[element], element);
  100098. });
  100099. };
  100100. if (_this.templates['main']) {
  100101. buildTree(templateStructure, "main");
  100102. }
  100103. return templateStructure;
  100104. });
  100105. };
  100106. /**
  100107. * Get the canvas in the template tree.
  100108. * There must be one and only one canvas inthe template.
  100109. */
  100110. TemplateManager.prototype.getCanvas = function () {
  100111. return this.containerElement.querySelector('canvas');
  100112. };
  100113. /**
  100114. * Get a specific template from the template tree
  100115. * @param name the name of the template to load
  100116. */
  100117. TemplateManager.prototype.getTemplate = function (name) {
  100118. return this.templates[name];
  100119. };
  100120. TemplateManager.prototype._checkLoadedState = function () {
  100121. var _this = this;
  100122. var done = Object.keys(this.templates).length === 0 || Object.keys(this.templates).every(function (key) {
  100123. return (_this.templates[key].isLoaded && !!_this.templates[key].parent) || !_this.templates[key].isInHtmlTree;
  100124. });
  100125. if (done) {
  100126. this.onAllLoaded.notifyObservers(this);
  100127. }
  100128. };
  100129. /**
  100130. * Dispose the template manager
  100131. */
  100132. TemplateManager.prototype.dispose = function () {
  100133. var _this = this;
  100134. // dispose all templates
  100135. Object.keys(this.templates).forEach(function (template) {
  100136. _this.templates[template].dispose();
  100137. });
  100138. this.templates = {};
  100139. this.eventManager.dispose();
  100140. this.onTemplateInit.clear();
  100141. this.onAllLoaded.clear();
  100142. this.onEventTriggered.clear();
  100143. this.onTemplateLoaded.clear();
  100144. this.onTemplateStateChange.clear();
  100145. };
  100146. return TemplateManager;
  100147. }());
  100148. exports.TemplateManager = TemplateManager;
  100149. var Handlebars = __webpack_require__(24);
  100150. var eventManager_1 = __webpack_require__(25);
  100151. // register a new helper. modified https://stackoverflow.com/questions/9838925/is-there-any-method-to-iterate-a-map-with-handlebars-js
  100152. Handlebars.registerHelper('eachInMap', function (map, block) {
  100153. var out = '';
  100154. Object.keys(map).map(function (prop) {
  100155. var data = map[prop];
  100156. if (typeof data === 'object') {
  100157. data.id = data.id || prop;
  100158. out += block.fn(data);
  100159. }
  100160. else {
  100161. out += block.fn({ id: prop, value: data });
  100162. }
  100163. });
  100164. return out;
  100165. });
  100166. /**
  100167. * This class represents a single template in the viewer's template tree.
  100168. * An example for a template is a single canvas, an overlay (containing sub-templates) or the navigation bar.
  100169. * A template is injected using the template manager in the correct position.
  100170. * The template is rendered using Handlebars and can use Handlebars' features (such as parameter injection)
  100171. *
  100172. * For further information please refer to the documentation page, https://doc.babylonjs.com
  100173. */
  100174. var Template = /** @class */ (function () {
  100175. function Template(name, _configuration) {
  100176. var _this = this;
  100177. this.name = name;
  100178. this._configuration = _configuration;
  100179. this.onLoaded = new babylonjs_1.Observable();
  100180. this.onAppended = new babylonjs_1.Observable();
  100181. this.onStateChange = new babylonjs_1.Observable();
  100182. this.onEventTriggered = new babylonjs_1.Observable();
  100183. this.loadRequests = [];
  100184. this.isLoaded = false;
  100185. this.isShown = false;
  100186. this.isInHtmlTree = false;
  100187. var htmlContentPromise = this._getTemplateAsHtml(_configuration);
  100188. this.initPromise = htmlContentPromise.then(function (htmlTemplate) {
  100189. if (htmlTemplate) {
  100190. _this._htmlTemplate = htmlTemplate;
  100191. var compiledTemplate = Handlebars.compile(htmlTemplate);
  100192. var config = _this._configuration.params || {};
  100193. var rawHtml = compiledTemplate(config);
  100194. _this._fragment = document.createRange().createContextualFragment(rawHtml);
  100195. _this.isLoaded = true;
  100196. _this.isShown = true;
  100197. _this.onLoaded.notifyObservers(_this);
  100198. }
  100199. return _this;
  100200. });
  100201. }
  100202. /**
  100203. * Some templates have parameters (like background color for example).
  100204. * The parameters are provided to Handlebars which in turn generates the template.
  100205. * This function will update the template with the new parameters
  100206. *
  100207. * @param params the new template parameters
  100208. */
  100209. Template.prototype.updateParams = function (params) {
  100210. this._configuration.params = params;
  100211. // update the template
  100212. if (this.isLoaded) {
  100213. this.dispose();
  100214. }
  100215. var compiledTemplate = Handlebars.compile(this._htmlTemplate);
  100216. var config = this._configuration.params || {};
  100217. var rawHtml = compiledTemplate(config);
  100218. this._fragment = document.createRange().createContextualFragment(rawHtml);
  100219. if (this.parent) {
  100220. this.appendTo(this.parent, true);
  100221. }
  100222. };
  100223. Object.defineProperty(Template.prototype, "configuration", {
  100224. /**
  100225. * Get the template'S configuration
  100226. */
  100227. get: function () {
  100228. return this._configuration;
  100229. },
  100230. enumerable: true,
  100231. configurable: true
  100232. });
  100233. /**
  100234. * A template can be a parent element for other templates or HTML elements.
  100235. * This function will deliver all child HTML elements of this template.
  100236. */
  100237. Template.prototype.getChildElements = function () {
  100238. var childrenArray = [];
  100239. //Edge and IE don't support frage,ent.children
  100240. var children = this._fragment.children;
  100241. if (!children) {
  100242. // casting to HTMLCollection, as both NodeListOf and HTMLCollection have 'item()' and 'length'.
  100243. children = this._fragment.querySelectorAll('*');
  100244. }
  100245. for (var i = 0; i < children.length; ++i) {
  100246. childrenArray.push(helper_1.kebabToCamel(children.item(i).nodeName.toLowerCase()));
  100247. }
  100248. return childrenArray;
  100249. };
  100250. /**
  100251. * Appending the template to a parent HTML element.
  100252. * If a parent is already set and you wish to replace the old HTML with new one, forceRemove should be true.
  100253. * @param parent the parent to which the template is added
  100254. * @param forceRemove if the parent already exists, shoud the template be removed from it?
  100255. */
  100256. Template.prototype.appendTo = function (parent, forceRemove) {
  100257. var _this = this;
  100258. if (this.parent) {
  100259. if (forceRemove) {
  100260. this.parent.removeChild(this._fragment);
  100261. }
  100262. else {
  100263. return;
  100264. }
  100265. }
  100266. this.parent = parent;
  100267. if (this._configuration.id) {
  100268. this.parent.id = this._configuration.id;
  100269. }
  100270. this._fragment = this.parent.appendChild(this._fragment);
  100271. // appended only one frame after.
  100272. setTimeout(function () {
  100273. _this._registerEvents();
  100274. _this.onAppended.notifyObservers(_this);
  100275. });
  100276. };
  100277. /**
  100278. * Show the template using the provided visibilityFunction, or natively using display: flex.
  100279. * The provided function returns a promise that should be fullfilled when the element is shown.
  100280. * Since it is a promise async operations are more than possible.
  100281. * See the default viewer for an opacity example.
  100282. * @param visibilityFunction The function to execute to show the template.
  100283. */
  100284. Template.prototype.show = function (visibilityFunction) {
  100285. var _this = this;
  100286. if (this._isHiding)
  100287. return Promise.resolve(this);
  100288. return Promise.resolve().then(function () {
  100289. _this._isShowing = true;
  100290. if (visibilityFunction) {
  100291. return visibilityFunction(_this);
  100292. }
  100293. else {
  100294. // flex? box? should this be configurable easier than the visibilityFunction?
  100295. _this.parent.style.display = 'flex';
  100296. return _this;
  100297. }
  100298. }).then(function () {
  100299. _this.isShown = true;
  100300. _this._isShowing = false;
  100301. _this.onStateChange.notifyObservers(_this);
  100302. return _this;
  100303. });
  100304. };
  100305. /**
  100306. * Hide the template using the provided visibilityFunction, or natively using display: none.
  100307. * The provided function returns a promise that should be fullfilled when the element is hidden.
  100308. * Since it is a promise async operations are more than possible.
  100309. * See the default viewer for an opacity example.
  100310. * @param visibilityFunction The function to execute to show the template.
  100311. */
  100312. Template.prototype.hide = function (visibilityFunction) {
  100313. var _this = this;
  100314. if (this._isShowing)
  100315. return Promise.resolve(this);
  100316. return Promise.resolve().then(function () {
  100317. _this._isHiding = true;
  100318. if (visibilityFunction) {
  100319. return visibilityFunction(_this);
  100320. }
  100321. else {
  100322. // flex? box? should this be configurable easier than the visibilityFunction?
  100323. _this.parent.style.display = 'hide';
  100324. return _this;
  100325. }
  100326. }).then(function () {
  100327. _this.isShown = false;
  100328. _this._isHiding = false;
  100329. _this.onStateChange.notifyObservers(_this);
  100330. return _this;
  100331. });
  100332. };
  100333. /**
  100334. * Dispose this template
  100335. */
  100336. Template.prototype.dispose = function () {
  100337. this.onAppended.clear();
  100338. this.onEventTriggered.clear();
  100339. this.onLoaded.clear();
  100340. this.onStateChange.clear();
  100341. this.isLoaded = false;
  100342. // remove from parent
  100343. try {
  100344. this.parent.removeChild(this._fragment);
  100345. }
  100346. catch (e) {
  100347. //noop
  100348. }
  100349. this.loadRequests.forEach(function (request) {
  100350. request.abort();
  100351. });
  100352. if (this._registeredEvents) {
  100353. this._registeredEvents.forEach(function (evt) {
  100354. evt.htmlElement.removeEventListener(evt.eventName, evt.function);
  100355. });
  100356. }
  100357. delete this._fragment;
  100358. };
  100359. Template.prototype._getTemplateAsHtml = function (templateConfig) {
  100360. var _this = this;
  100361. if (!templateConfig) {
  100362. return Promise.reject('No templateConfig provided');
  100363. }
  100364. else if (templateConfig.html !== undefined) {
  100365. return Promise.resolve(templateConfig.html);
  100366. }
  100367. else {
  100368. var location_1 = this._getTemplateLocation(templateConfig);
  100369. if (helper_1.isUrl(location_1)) {
  100370. return new Promise(function (resolve, reject) {
  100371. var fileRequest = babylonjs_1.Tools.LoadFile(location_1, function (data) {
  100372. resolve(data);
  100373. }, undefined, undefined, false, function (request, error) {
  100374. reject(error);
  100375. });
  100376. _this.loadRequests.push(fileRequest);
  100377. });
  100378. }
  100379. else {
  100380. location_1 = location_1.replace('#', '');
  100381. var element = document.getElementById(location_1);
  100382. if (element) {
  100383. return Promise.resolve(element.innerHTML);
  100384. }
  100385. else {
  100386. return Promise.reject('Template ID not found');
  100387. }
  100388. }
  100389. }
  100390. };
  100391. Template.prototype._registerEvents = function () {
  100392. var _this = this;
  100393. this._registeredEvents = this._registeredEvents || [];
  100394. if (this._registeredEvents.length) {
  100395. // first remove the registered events
  100396. this._registeredEvents.forEach(function (evt) {
  100397. evt.htmlElement.removeEventListener(evt.eventName, evt.function);
  100398. });
  100399. }
  100400. if (this._configuration.events) {
  100401. var _loop_1 = function (eventName) {
  100402. if (this_1._configuration.events && this_1._configuration.events[eventName]) {
  100403. var functionToFire_1 = function (selector, event) {
  100404. _this.onEventTriggered.notifyObservers({ event: event, template: _this, selector: selector });
  100405. };
  100406. // if boolean, set the parent as the event listener
  100407. if (typeof this_1._configuration.events[eventName] === 'boolean') {
  100408. var binding = functionToFire_1.bind(this_1, '#' + this_1.parent.id);
  100409. this_1.parent.addEventListener(eventName, functionToFire_1.bind(this_1, '#' + this_1.parent.id), false);
  100410. this_1._registeredEvents.push({
  100411. htmlElement: this_1.parent,
  100412. eventName: eventName,
  100413. function: binding
  100414. });
  100415. }
  100416. else if (typeof this_1._configuration.events[eventName] === 'object') {
  100417. var selectorsArray = Object.keys(this_1._configuration.events[eventName] || {});
  100418. // strict null checl is working incorrectly, must override:
  100419. var event_1 = this_1._configuration.events[eventName] || {};
  100420. selectorsArray.filter(function (selector) { return event_1[selector]; }).forEach(function (selector) {
  100421. if (selector && selector.indexOf('#') !== 0) {
  100422. selector = '#' + selector;
  100423. }
  100424. var htmlElement = _this.parent.querySelector(selector);
  100425. if (htmlElement) {
  100426. var binding = functionToFire_1.bind(_this, selector);
  100427. htmlElement.addEventListener(eventName, binding, false);
  100428. _this._registeredEvents.push({
  100429. htmlElement: htmlElement,
  100430. eventName: eventName,
  100431. function: binding
  100432. });
  100433. }
  100434. });
  100435. }
  100436. }
  100437. };
  100438. var this_1 = this;
  100439. for (var eventName in this._configuration.events) {
  100440. _loop_1(eventName);
  100441. }
  100442. }
  100443. };
  100444. Template.prototype._getTemplateLocation = function (templateConfig) {
  100445. if (!templateConfig || typeof templateConfig === 'string') {
  100446. return templateConfig;
  100447. }
  100448. else {
  100449. return templateConfig.location;
  100450. }
  100451. };
  100452. return Template;
  100453. }());
  100454. exports.Template = Template;
  100455. /***/ }),
  100456. /* 24 */
  100457. /***/ (function(module, exports, __webpack_require__) {
  100458. /**!
  100459. @license
  100460. handlebars v4.0.11
  100461. Copyright (C) 2011-2017 by Yehuda Katz
  100462. Permission is hereby granted, free of charge, to any person obtaining a copy
  100463. of this software and associated documentation files (the "Software"), to deal
  100464. in the Software without restriction, including without limitation the rights
  100465. to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  100466. copies of the Software, and to permit persons to whom the Software is
  100467. furnished to do so, subject to the following conditions:
  100468. The above copyright notice and this permission notice shall be included in
  100469. all copies or substantial portions of the Software.
  100470. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  100471. IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  100472. FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  100473. AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  100474. LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  100475. OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  100476. THE SOFTWARE.
  100477. */
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new Error(a)},parse:function(a){function b(){var a;return a=c.lexer.lex()||1,"number"!=typeof a&&(a=c.symbols_[a]||a),a}var c=this,d=[0],e=[null],f=[],g=this.table,h="",i=0,j=0,k=0;this.lexer.setInput(a),this.lexer.yy=this.yy,this.yy.lexer=this.lexer,this.yy.parser=this,"undefined"==typeof this.lexer.yylloc&&(this.lexer.yylloc={});var l=this.lexer.yylloc;f.push(l);var m=this.lexer.options&&this.lexer.options.ranges;"function"==typeof this.yy.parseError&&(this.parseError=this.yy.parseError);for(var n,o,p,q,r,s,t,u,v,w={};;){if(p=d[d.length-1],this.defaultActions[p]?q=this.defaultActions[p]:(null!==n&&"undefined"!=typeof n||(n=b()),q=g[p]&&g[p][n]),"undefined"==typeof q||!q.length||!q[0]){var x="";if(!k){v=[];for(s in g[p])this.terminals_[s]&&s>2&&v.push("'"+this.terminals_[s]+"'");x=this.lexer.showPosition?"Parse error on line "+(i+1)+":\n"+this.lexer.showPosition()+"\nExpecting "+v.join(", ")+", got '"+(this.terminals_[n]||n)+"'":"Parse error on line "+(i+1)+": Unexpected "+(1==n?"end of input":"'"+(this.terminals_[n]||n)+"'"),this.parseError(x,{text:this.lexer.match,token:this.terminals_[n]||n,line:this.lexer.yylineno,loc:l,expected:v})}}if(q[0]instanceof Array&&q.length>1)throw new Error("Parse Error: multiple actions possible at state: "+p+", token: "+n);switch(q[0]){case 1:d.push(n),e.push(this.lexer.yytext),f.push(this.lexer.yylloc),d.push(q[1]),n=null,o?(n=o,o=null):(j=this.lexer.yyleng,h=this.lexer.yytext,i=this.lexer.yylineno,l=this.lexer.yylloc,k>0&&k--);break;case 2:if(t=this.productions_[q[1]][1],w.$=e[e.length-t],w._$={first_line:f[f.length-(t||1)].first_line,last_line:f[f.length-1].last_line,first_column:f[f.length-(t||1)].first_column,last_column:f[f.length-1].last_column},m&&(w._$.range=[f[f.length-(t||1)].range[0],f[f.length-1].range[1]]),r=this.performAction.call(w,h,j,i,this.yy,q[1],e,f),"undefined"!=typeof r)return r;t&&(d=d.slice(0,-1*t*2),e=e.slice(0,-1*t),f=f.slice(0,-1*t)),d.push(this.productions_[q[1]][0]),e.push(w.$),f.push(w._$),u=g[d[d.length-2]][d[d.length-1]],d.push(u);break;case 3:return!0}}return!0}},c=function(){var a={EOF:1,parseError:function(a,b){if(!this.yy.parser)throw new Error(a);this.yy.parser.parseError(a,b)},setInput:function(a){return this._input=a,this._more=this._less=this.done=!1,this.yylineno=this.yyleng=0,this.yytext=this.matched=this.match="",this.conditionStack=["INITIAL"],this.yylloc={first_line:1,first_column:0,last_line:1,last_column:0},this.options.ranges&&(this.yylloc.range=[0,0]),this.offset=0,this},input:function(){var a=this._input[0];this.yytext+=a,this.yyleng++,this.offset++,this.match+=a,this.matched+=a;var b=a.match(/(?:\r\n?|\n).*/g);return b?(this.yylineno++,this.yylloc.last_line++):this.yylloc.last_column++,this.options.ranges&&this.yylloc.range[1]++,this._input=this._input.slice(1),a},unput:function(a){var b=a.length,c=a.split(/(?:\r\n?|\n)/g);this._input=a+this._input,this.yytext=this.yytext.substr(0,this.yytext.length-b-1),this.offset-=b;var d=this.match.split(/(?:\r\n?|\n)/g);this.match=this.match.substr(0,this.match.length-1),this.matched=this.matched.substr(0,this.matched.length-1),c.length-1&&(this.yylineno-=c.length-1);var e=this.yylloc.range;return this.yylloc={first_line:this.yylloc.first_line,last_line:this.yylineno+1,first_column:this.yylloc.first_column,last_column:c?(c.length===d.length?this.yylloc.first_column:0)+d[d.length-c.length].length-c[0].length:this.yylloc.first_column-b},this.options.ranges&&(this.yylloc.range=[e[0],e[0]+this.yyleng-b]),this},more:function(){return this._more=!0,this},less:function(a){this.unput(this.match.slice(a))},pastInput:function(){var a=this.matched.substr(0,this.matched.length-this.match.length);return(a.length>20?"...":"")+a.substr(-20).replace(/\n/g,"")},upcomingInput:function(){var a=this.match;return a.length<20&&(a+=this._input.substr(0,20-a.length)),(a.substr(0,20)+(a.length>20?"...":"")).replace(/\n/g,"")},showPosition:function(){var a=this.pastInput(),b=new Array(a.length+1).join("-");return a+this.upcomingInput()+"\n"+b+"^"},next:function(){if(this.done)return this.EOF;this._input||(this.done=!0);var a,b,c,d,e;this._more||(this.yytext="",this.match="");for(var f=this._currentRules(),g=0;g<f.length&&(c=this._input.match(this.rules[f[g]]),!c||b&&!(c[0].length>b[0].length)||(b=c,d=g,this.options.flex));g++);return b?(e=b[0].match(/(?:\r\n?|\n).*/g),e&&(this.yylineno+=e.length),this.yylloc={first_line:this.yylloc.last_line,last_line:this.yylineno+1,first_column:this.yylloc.last_column,last_column:e?e[e.length-1].length-e[e.length-1].match(/\r?\n?/)[0].length:this.yylloc.last_column+b[0].length},this.yytext+=b[0],this.match+=b[0],this.matches=b,this.yyleng=this.yytext.length,this.options.ranges&&(this.yylloc.range=[this.offset,this.offset+=this.yyleng]),this._more=!1,this._input=this._input.slice(b[0].length),this.matched+=b[0],a=this.performAction.call(this,this.yy,this,f[d],this.conditionStack[this.conditionStack.length-1]),this.done&&this._input&&(this.done=!1),a?a:void 0):""===this._input?this.EOF:this.parseError("Lexical error on line "+(this.yylineno+1)+". Unrecognized text.\n"+this.showPosition(),{text:"",token:null,line:this.yylineno})},lex:function(){var a=this.next();return"undefined"!=typeof a?a:this.lex()},begin:function(a){this.conditionStack.push(a)},popState:function(){return this.conditionStack.pop()},_currentRules:function(){return this.conditions[this.conditionStack[this.conditionStack.length-1]].rules},topState:function(){return this.conditionStack[this.conditionStack.length-2]},pushState:function(a){this.begin(a)}};return a.options={},a.performAction=function(a,b,c,d){function e(a,c){return b.yytext=b.yytext.substr(a,b.yyleng-c)}switch(c){case 0:if("\\\\"===b.yytext.slice(-2)?(e(0,1),this.begin("mu")):"\\"===b.yytext.slice(-1)?(e(0,1),this.begin("emu")):this.begin("mu"),b.yytext)return 15;break;case 1:return 15;case 2:return this.popState(),15;case 3:return this.begin("raw"),15;case 4:return this.popState(),"raw"===this.conditionStack[this.conditionStack.length-1]?15:(b.yytext=b.yytext.substr(5,b.yyleng-9),"END_RAW_BLOCK");case 5:return 15;case 6:return this.popState(),14;case 7:return 65;case 8:return 68;case 9:return 19;case 10:return this.popState(),this.begin("raw"),23;case 11:return 55;case 12:return 60;case 13:return 29;case 14:return 47;case 15:return this.popState(),44;case 16:return this.popState(),44;case 17:return 34;case 18:return 39;case 19:return 51;case 20:return 48;case 21:this.unput(b.yytext),this.popState(),this.begin("com");break;case 22:return this.popState(),14;case 23:return 48;case 24:return 73;case 25:return 72;case 26:return 72;case 27:return 87;case 28:break;case 29:return this.popState(),54;case 30:return this.popState(),33;case 31:return b.yytext=e(1,2).replace(/\\"/g,'"'),80;case 32:return b.yytext=e(1,2).replace(/\\'/g,"'"),80;case 33:return 85;case 34:return 82;case 35:return 82;case 36:return 83;case 37:return 84;case 38:return 81;case 39:return 75;case 40:return 77;case 41:return 72;case 42:return b.yytext=b.yytext.replace(/\\([\\\]])/g,"$1"),72;case 43:return"INVALID";case 44:return 5}},a.rules=[/^(?:[^\x00]*?(?=(\{\{)))/,/^(?:[^\x00]+)/,/^(?:[^\x00]{2,}?(?=(\{\{|\\\{\{|\\\\\{\{|$)))/,/^(?:\{\{\{\{(?=[^\/]))/,/^(?:\{\{\{\{\/[^\s!"#%-,\.\/;->@\[-\^`\{-~]+(?=[=}\s\/.])\}\}\}\})/,/^(?:[^\x00]*?(?=(\{\{\{\{)))/,/^(?:[\s\S]*?--(~)?\}\})/,/^(?:\()/,/^(?:\))/,/^(?:\{\{\{\{)/,/^(?:\}\}\}\})/,/^(?:\{\{(~)?>)/,/^(?:\{\{(~)?#>)/,/^(?:\{\{(~)?#\*?)/,/^(?:\{\{(~)?\/)/,/^(?:\{\{(~)?\^\s*(~)?\}\})/,/^(?:\{\{(~)?\s*else\s*(~)?\}\})/,/^(?:\{\{(~)?\^)/,/^(?:\{\{(~)?\s*else\b)/,/^(?:\{\{(~)?\{)/,/^(?:\{\{(~)?&)/,/^(?:\{\{(~)?!--)/,/^(?:\{\{(~)?![\s\S]*?\}\})/,/^(?:\{\{(~)?\*?)/,/^(?:=)/,/^(?:\.\.)/,/^(?:\.(?=([=~}\s\/.)|])))/,/^(?:[\/.])/,/^(?:\s+)/,/^(?:\}(~)?\}\})/,/^(?:(~)?\}\})/,/^(?:"(\\["]|[^"])*")/,/^(?:'(\\[']|[^'])*')/,/^(?:@)/,/^(?:true(?=([~}\s)])))/,/^(?:false(?=([~}\s)])))/,/^(?:undefined(?=([~}\s)])))/,/^(?:null(?=([~}\s)])))/,/^(?:-?[0-9]+(?:\.[0-9]+)?(?=([~}\s)])))/,/^(?:as\s+\|)/,/^(?:\|)/,/^(?:([^\s!"#%-,\.\/;->@\[-\^`\{-~]+(?=([=~}\s\/.)|]))))/,/^(?:\[(\\\]|[^\]])*\])/,/^(?:.)/,/^(?:$)/],a.conditions={mu:{rules:[7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44],inclusive:!1},emu:{rules:[2],inclusive:!1},com:{rules:[6],inclusive:!1},raw:{rules:[3,4,5],inclusive:!1},INITIAL:{rules:[0,1,44],inclusive:!0}},a}();return b.lexer=c,a.prototype=b,b.Parser=a,new a}();b["default"]=c,a.exports=b["default"]},function(a,b,c){"use strict";function d(){var a=arguments.length<=0||void 0===arguments[0]?{}:arguments[0];this.options=a}function e(a,b,c){void 0===b&&(b=a.length);var d=a[b-1],e=a[b-2];return d?"ContentStatement"===d.type?(e||!c?/\r?\n\s*?$/:/(^|\r?\n)\s*?$/).test(d.original):void 0:c}function f(a,b,c){void 0===b&&(b=-1);var d=a[b+1],e=a[b+2];return d?"ContentStatement"===d.type?(e||!c?/^\s*?\r?\n/:/^\s*?(\r?\n|$)/).test(d.original):void 0:c}function g(a,b,c){var d=a[null==b?0:b+1];if(d&&"ContentStatement"===d.type&&(c||!d.rightStripped)){var e=d.value;d.value=d.value.replace(c?/^\s+/:/^[ \t]*\r?\n?/,""),d.rightStripped=d.value!==e}}function h(a,b,c){var d=a[null==b?a.length-1:b-1];if(d&&"ContentStatement"===d.type&&(c||!d.leftStripped)){var e=d.value;return d.value=d.value.replace(c?/\s+$/:/[ \t]+$/,""),d.leftStripped=d.value!==e,d.leftStripped}}var i=c(1)["default"];b.__esModule=!0;var j=c(39),k=i(j);d.prototype=new k["default"],d.prototype.Program=function(a){var b=!this.options.ignoreStandalone,c=!this.isRootSeen;this.isRootSeen=!0;for(var d=a.body,i=0,j=d.length;i<j;i++){var k=d[i],l=this.accept(k);if(l){var m=e(d,i,c),n=f(d,i,c),o=l.openStandalone&&m,p=l.closeStandalone&&n,q=l.inlineStandalone&&m&&n;l.close&&g(d,i,!0),l.open&&h(d,i,!0),b&&q&&(g(d,i),h(d,i)&&"PartialStatement"===k.type&&(k.indent=/([ \t]+$)/.exec(d[i-1].original)[1])),b&&o&&(g((k.program||k.inverse).body),h(d,i)),b&&p&&(g(d,i),h((k.inverse||k.program).body))}}return a},d.prototype.BlockStatement=d.prototype.DecoratorBlock=d.prototype.PartialBlockStatement=function(a){this.accept(a.program),this.accept(a.inverse);var b=a.program||a.inverse,c=a.program&&a.inverse,d=c,i=c;if(c&&c.chained)for(d=c.body[0].program;i.chained;)i=i.body[i.body.length-1].program;var j={open:a.openStrip.open,close:a.closeStrip.close,openStandalone:f(b.body),closeStandalone:e((d||b).body)};if(a.openStrip.close&&g(b.body,null,!0),c){var k=a.inverseStrip;k.open&&h(b.body,null,!0),k.close&&g(d.body,null,!0),a.closeStrip.open&&h(i.body,null,!0),!this.options.ignoreStandalone&&e(b.body)&&f(d.body)&&(h(b.body),g(d.body))}else a.closeStrip.open&&h(b.body,null,!0);return j},d.prototype.Decorator=d.prototype.MustacheStatement=function(a){return a.strip},d.prototype.PartialStatement=d.prototype.CommentStatement=function(a){var b=a.strip||{};return{inlineStandalone:!0,open:b.open,close:b.close}},b["default"]=d,a.exports=b["default"]},function(a,b,c){"use strict";function d(){this.parents=[]}function e(a){this.acceptRequired(a,"path"),this.acceptArray(a.params),this.acceptKey(a,"hash")}function f(a){e.call(this,a),this.acceptKey(a,"program"),this.acceptKey(a,"inverse")}function g(a){this.acceptRequired(a,"name"),this.acceptArray(a.params),this.acceptKey(a,"hash")}var h=c(1)["default"];b.__esModule=!0;var i=c(6),j=h(i);d.prototype={constructor:d,mutating:!1,acceptKey:function(a,b){var c=this.accept(a[b]);if(this.mutating){if(c&&!d.prototype[c.type])throw new j["default"]('Unexpected node type "'+c.type+'" found when accepting '+b+" on "+a.type);a[b]=c}},acceptRequired:function(a,b){if(this.acceptKey(a,b),!a[b])throw new j["default"](a.type+" requires "+b)},acceptArray:function(a){for(var b=0,c=a.length;b<c;b++)this.acceptKey(a,b),a[b]||(a.splice(b,1),b--,c--)},accept:function(a){if(a){if(!this[a.type])throw new j["default"]("Unknown type: "+a.type,a);this.current&&this.parents.unshift(this.current),this.current=a;var b=this[a.type](a);return this.current=this.parents.shift(),!this.mutating||b?b:b!==!1?a:void 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  100480. var f=g.nameLookup(e,b[c],a);return d?[" && ",f]:[" != null ? ",f," : ",e]})},resolvePossibleLambda:function(){this.push([this.aliasable("container.lambda"),"(",this.popStack(),", ",this.contextName(0),")"])},pushStringParam:function(a,b){this.pushContext(),this.pushString(b),"SubExpression"!==b&&("string"==typeof a?this.pushString(a):this.pushStackLiteral(a))},emptyHash:function(a){this.trackIds&&this.push("{}"),this.stringParams&&(this.push("{}"),this.push("{}")),this.pushStackLiteral(a?"undefined":"{}")},pushHash:function(){this.hash&&this.hashes.push(this.hash),this.hash={values:[],types:[],contexts:[],ids:[]}},popHash:function(){var a=this.hash;this.hash=this.hashes.pop(),this.trackIds&&this.push(this.objectLiteral(a.ids)),this.stringParams&&(this.push(this.objectLiteral(a.contexts)),this.push(this.objectLiteral(a.types))),this.push(this.objectLiteral(a.values))},pushString:function(a){this.pushStackLiteral(this.quotedString(a))},pushLiteral:function(a){this.pushStackLiteral(a)},pushProgram:function(a){null!=a?this.pushStackLiteral(this.programExpression(a)):this.pushStackLiteral(null)},registerDecorator:function(a,b){var c=this.nameLookup("decorators",b,"decorator"),d=this.setupHelperArgs(b,a);this.decorators.push(["fn = ",this.decorators.functionCall(c,"",["fn","props","container",d])," || fn;"])},invokeHelper:function(a,b,c){var d=this.popStack(),e=this.setupHelper(a,b),f=c?[e.name," || "]:"",g=["("].concat(f,d);this.options.strict||g.push(" || ",this.aliasable("helpers.helperMissing")),g.push(")"),this.push(this.source.functionCall(g,"call",e.callParams))},invokeKnownHelper:function(a,b){var c=this.setupHelper(a,b);this.push(this.source.functionCall(c.name,"call",c.callParams))},invokeAmbiguous:function(a,b){this.useRegister("helper");var c=this.popStack();this.emptyHash();var d=this.setupHelper(0,a,b),e=this.lastHelper=this.nameLookup("helpers",a,"helper"),f=["(","(helper = ",e," || ",c,")"];this.options.strict||(f[0]="(helper = ",f.push(" != null ? helper : ",this.aliasable("helpers.helperMissing"))),this.push(["(",f,d.paramsInit?["),(",d.paramsInit]:[],"),","(typeof helper === ",this.aliasable('"function"')," ? ",this.source.functionCall("helper","call",d.callParams)," : helper))"])},invokePartial:function(a,b,c){var d=[],e=this.setupParams(b,1,d);a&&(b=this.popStack(),delete e.name),c&&(e.indent=JSON.stringify(c)),e.helpers="helpers",e.partials="partials",e.decorators="container.decorators",a?d.unshift(b):d.unshift(this.nameLookup("partials",b,"partial")),this.options.compat&&(e.depths="depths"),e=this.objectLiteral(e),d.push(e),this.push(this.source.functionCall("container.invokePartial","",d))},assignToHash:function(a){var b=this.popStack(),c=void 0,d=void 0,e=void 0;this.trackIds&&(e=this.popStack()),this.stringParams&&(d=this.popStack(),c=this.popStack());var f=this.hash;c&&(f.contexts[a]=c),d&&(f.types[a]=d),e&&(f.ids[a]=e),f.values[a]=b},pushId:function(a,b,c){"BlockParam"===a?this.pushStackLiteral("blockParams["+b[0]+"].path["+b[1]+"]"+(c?" + "+JSON.stringify("."+c):"")):"PathExpression"===a?this.pushString(b):"SubExpression"===a?this.pushStackLiteral("true"):this.pushStackLiteral("null")},compiler:e,compileChildren:function(a,b){for(var c=a.children,d=void 0,e=void 0,f=0,g=c.length;f<g;f++){d=c[f],e=new this.compiler;var h=this.matchExistingProgram(d);if(null==h){this.context.programs.push("");var i=this.context.programs.length;d.index=i,d.name="program"+i,this.context.programs[i]=e.compile(d,b,this.context,!this.precompile),this.context.decorators[i]=e.decorators,this.context.environments[i]=d,this.useDepths=this.useDepths||e.useDepths,this.useBlockParams=this.useBlockParams||e.useBlockParams,d.useDepths=this.useDepths,d.useBlockParams=this.useBlockParams}else d.index=h.index,d.name="program"+h.index,this.useDepths=this.useDepths||h.useDepths,this.useBlockParams=this.useBlockParams||h.useBlockParams}},matchExistingProgram:function(a){for(var b=0,c=this.context.environments.length;b<c;b++){var d=this.context.environments[b];if(d&&d.equals(a))return d}},programExpression:function(a){var b=this.environment.children[a],c=[b.index,"data",b.blockParams];return(this.useBlockParams||this.useDepths)&&c.push("blockParams"),this.useDepths&&c.push("depths"),"container.program("+c.join(", ")+")"},useRegister:function(a){this.registers[a]||(this.registers[a]=!0,this.registers.list.push(a))},push:function(a){return a instanceof d||(a=this.source.wrap(a)),this.inlineStack.push(a),a},pushStackLiteral:function(a){this.push(new d(a))},pushSource:function(a){this.pendingContent&&(this.source.push(this.appendToBuffer(this.source.quotedString(this.pendingContent),this.pendingLocation)),this.pendingContent=void 0),a&&this.source.push(a)},replaceStack:function(a){var b=["("],c=void 0,e=void 0,f=void 0;if(!this.isInline())throw new j["default"]("replaceStack on non-inline");var g=this.popStack(!0);if(g instanceof d)c=[g.value],b=["(",c],f=!0;else{e=!0;var h=this.incrStack();b=["((",this.push(h)," = ",g,")"],c=this.topStack()}var i=a.call(this,c);f||this.popStack(),e&&this.stackSlot--,this.push(b.concat(i,")"))},incrStack:function(){return this.stackSlot++,this.stackSlot>this.stackVars.length&&this.stackVars.push("stack"+this.stackSlot),this.topStackName()},topStackName:function(){return"stack"+this.stackSlot},flushInline:function(){var a=this.inlineStack;this.inlineStack=[];for(var b=0,c=a.length;b<c;b++){var e=a[b];if(e instanceof d)this.compileStack.push(e);else{var f=this.incrStack();this.pushSource([f," = ",e,";"]),this.compileStack.push(f)}}},isInline:function(){return this.inlineStack.length},popStack:function(a){var b=this.isInline(),c=(b?this.inlineStack:this.compileStack).pop();if(!a&&c instanceof d)return c.value;if(!b){if(!this.stackSlot)throw new j["default"]("Invalid stack pop");this.stackSlot--}return c},topStack:function(){var a=this.isInline()?this.inlineStack:this.compileStack,b=a[a.length-1];return b instanceof d?b.value:b},contextName:function(a){return this.useDepths&&a?"depths["+a+"]":"depth"+a},quotedString:function(a){return this.source.quotedString(a)},objectLiteral:function(a){return this.source.objectLiteral(a)},aliasable:function(a){var b=this.aliases[a];return b?(b.referenceCount++,b):(b=this.aliases[a]=this.source.wrap(a),b.aliasable=!0,b.referenceCount=1,b)},setupHelper:function(a,b,c){var d=[],e=this.setupHelperArgs(b,a,d,c),f=this.nameLookup("helpers",b,"helper"),g=this.aliasable(this.contextName(0)+" != null ? "+this.contextName(0)+" : (container.nullContext || {})");return{params:d,paramsInit:e,name:f,callParams:[g].concat(d)}},setupParams:function(a,b,c){var d={},e=[],f=[],g=[],h=!c,i=void 0;h&&(c=[]),d.name=this.quotedString(a),d.hash=this.popStack(),this.trackIds&&(d.hashIds=this.popStack()),this.stringParams&&(d.hashTypes=this.popStack(),d.hashContexts=this.popStack());var j=this.popStack(),k=this.popStack();(k||j)&&(d.fn=k||"container.noop",d.inverse=j||"container.noop");for(var l=b;l--;)i=this.popStack(),c[l]=i,this.trackIds&&(g[l]=this.popStack()),this.stringParams&&(f[l]=this.popStack(),e[l]=this.popStack());return h&&(d.args=this.source.generateArray(c)),this.trackIds&&(d.ids=this.source.generateArray(g)),this.stringParams&&(d.types=this.source.generateArray(f),d.contexts=this.source.generateArray(e)),this.options.data&&(d.data="data"),this.useBlockParams&&(d.blockParams="blockParams"),d},setupHelperArgs:function(a,b,c,d){var e=this.setupParams(a,b,c);return e=this.objectLiteral(e),d?(this.useRegister("options"),c.push("options"),["options=",e]):c?(c.push(e),""):e}},function(){for(var a="break else new var case finally return void catch for switch while continue function this with default if throw delete in try do instanceof typeof abstract enum int short boolean export interface static byte extends long super char final native synchronized class float package throws const goto private transient debugger implements protected volatile double import public let yield await null true false".split(" "),b=e.RESERVED_WORDS={},c=0,d=a.length;c<d;c++)b[a[c]]=!0}(),e.isValidJavaScriptVariableName=function(a){return!e.RESERVED_WORDS[a]&&/^[a-zA-Z_$][0-9a-zA-Z_$]*$/.test(a)},b["default"]=e,a.exports=b["default"]},function(a,b,c){"use strict";function d(a,b,c){if(f.isArray(a)){for(var d=[],e=0,g=a.length;e<g;e++)d.push(b.wrap(a[e],c));return d}return"boolean"==typeof a||"number"==typeof a?a+"":a}function e(a){this.srcFile=a,this.source=[]}b.__esModule=!0;var f=c(5),g=void 0;try{}catch(h){}g||(g=function(a,b,c,d){this.src="",d&&this.add(d)},g.prototype={add:function(a){f.isArray(a)&&(a=a.join("")),this.src+=a},prepend:function(a){f.isArray(a)&&(a=a.join("")),this.src=a+this.src},toStringWithSourceMap:function(){return{code:this.toString()}},toString:function(){return this.src}}),e.prototype={isEmpty:function(){return!this.source.length},prepend:function(a,b){this.source.unshift(this.wrap(a,b))},push:function(a,b){this.source.push(this.wrap(a,b))},merge:function(){var a=this.empty();return this.each(function(b){a.add([" ",b,"\n"])}),a},each:function(a){for(var b=0,c=this.source.length;b<c;b++)a(this.source[b])},empty:function(){var a=this.currentLocation||{start:{}};return new g(a.start.line,a.start.column,this.srcFile)},wrap:function(a){var b=arguments.length<=1||void 0===arguments[1]?this.currentLocation||{start:{}}:arguments[1];return a instanceof g?a:(a=d(a,this,b),new g(b.start.line,b.start.column,this.srcFile,a))},functionCall:function(a,b,c){return c=this.generateList(c),this.wrap([a,b?"."+b+"(":"(",c,")"])},quotedString:function(a){return'"'+(a+"").replace(/\\/g,"\\\\").replace(/"/g,'\\"').replace(/\n/g,"\\n").replace(/\r/g,"\\r").replace(/\u2028/g,"\\u2028").replace(/\u2029/g,"\\u2029")+'"'},objectLiteral:function(a){var b=[];for(var c in a)if(a.hasOwnProperty(c)){var e=d(a[c],this);"undefined"!==e&&b.push([this.quotedString(c),":",e])}var f=this.generateList(b);return f.prepend("{"),f.add("}"),f},generateList:function(a){for(var b=this.empty(),c=0,e=a.length;c<e;c++)c&&b.add(","),b.add(d(a[c],this));return b},generateArray:function(a){var b=this.generateList(a);return b.prepend("["),b.add("]"),b}},b["default"]=e,a.exports=b["default"]}])});
  100481. /***/ }),
  100482. /* 25 */
  100483. /***/ (function(module, exports, __webpack_require__) {
  100484. "use strict";
  100485. Object.defineProperty(exports, "__esModule", { value: true });
  100486. /**
  100487. * The EventManager is in charge of registering user interctions with the viewer.
  100488. * It is used in the TemplateManager
  100489. */
  100490. var EventManager = /** @class */ (function () {
  100491. function EventManager(_templateManager) {
  100492. var _this = this;
  100493. this._templateManager = _templateManager;
  100494. this._callbacksContainer = {};
  100495. this._templateManager.onEventTriggered.add(function (eventData) {
  100496. _this._eventTriggered(eventData);
  100497. });
  100498. }
  100499. /**
  100500. * Register a new callback to a specific template.
  100501. * The best example for the usage can be found in the DefaultViewer
  100502. *
  100503. * @param templateName the templateName to register the event to
  100504. * @param callback The callback to be executed
  100505. * @param eventType the type of event to register
  100506. * @param selector an optional selector. if not defined the parent object in the template will be selected
  100507. */
  100508. EventManager.prototype.registerCallback = function (templateName, callback, eventType, selector) {
  100509. if (!this._callbacksContainer[templateName]) {
  100510. this._callbacksContainer[templateName] = [];
  100511. }
  100512. this._callbacksContainer[templateName].push({
  100513. eventType: eventType,
  100514. callback: callback
  100515. });
  100516. };
  100517. /**
  100518. * This will remove a registered event from the defined template.
  100519. * Each one of the variables apart from the template name are optional, but one must be provided.
  100520. *
  100521. * @param templateName the templateName
  100522. * @param callback the callback to remove (optional)
  100523. * @param eventType the event type to remove (optional)
  100524. * @param selector the selector from which to remove the event (optional)
  100525. */
  100526. EventManager.prototype.unregisterCallback = function (templateName, callback, eventType, selector) {
  100527. var callbackDefs = this._callbacksContainer[templateName] || [];
  100528. this._callbacksContainer[templateName] = callbackDefs.filter(function (callbackDef) { return (!callbackDef.eventType || callbackDef.eventType === eventType) && (!callbackDef.selector || callbackDef.selector === selector); });
  100529. };
  100530. EventManager.prototype._eventTriggered = function (data) {
  100531. var templateName = data.template.name;
  100532. var eventType = data.event.type;
  100533. var selector = data.selector;
  100534. var callbackDefs = this._callbacksContainer[templateName] || [];
  100535. callbackDefs.filter(function (callbackDef) { return (!callbackDef.eventType || callbackDef.eventType === eventType) && (!callbackDef.selector || callbackDef.selector === selector); }).forEach(function (callbackDef) {
  100536. callbackDef.callback(data);
  100537. });
  100538. };
  100539. /**
  100540. * Dispose the event manager
  100541. */
  100542. EventManager.prototype.dispose = function () {
  100543. this._callbacksContainer = {};
  100544. };
  100545. return EventManager;
  100546. }());
  100547. exports.EventManager = EventManager;
  100548. /***/ }),
  100549. /* 26 */
  100550. /***/ (function(module, exports, __webpack_require__) {
  100551. "use strict";
  100552. Object.defineProperty(exports, "__esModule", { value: true });
  100553. var mappers_1 = __webpack_require__(1);
  100554. var types_1 = __webpack_require__(27);
  100555. var deepmerge = __webpack_require__(2);
  100556. var babylonjs_1 = __webpack_require__(0);
  100557. /**
  100558. * The configuration loader will load the configuration object from any source and will use the defined mapper to
  100559. * parse the object and return a conform ViewerConfiguration.
  100560. * It is a private member of the scene.
  100561. */
  100562. var ConfigurationLoader = /** @class */ (function () {
  100563. function ConfigurationLoader(_enableCache) {
  100564. if (_enableCache === void 0) { _enableCache = false; }
  100565. this._enableCache = _enableCache;
  100566. this._configurationCache = {};
  100567. this._loadRequests = [];
  100568. }
  100569. /**
  100570. * load a configuration object that is defined in the initial configuration provided.
  100571. * The viewer configuration can extend different types of configuration objects and have an extra configuration defined.
  100572. *
  100573. * @param initConfig the initial configuration that has the definitions of further configuration to load.
  100574. * @param callback an optional callback that will be called sync, if noconfiguration needs to be loaded or configuration is payload-only
  100575. * @returns A promise that delivers the extended viewer configuration, when done.
  100576. */
  100577. ConfigurationLoader.prototype.loadConfiguration = function (initConfig, callback) {
  100578. var _this = this;
  100579. if (initConfig === void 0) { initConfig = {}; }
  100580. var loadedConfig = deepmerge({}, initConfig);
  100581. var extendedConfiguration = types_1.getConfigurationType(loadedConfig.extends || "");
  100582. loadedConfig = deepmerge(extendedConfiguration, loadedConfig);
  100583. if (loadedConfig.configuration) {
  100584. var mapperType_1 = "json";
  100585. return Promise.resolve().then(function () {
  100586. if (typeof loadedConfig.configuration === "string" || (loadedConfig.configuration && loadedConfig.configuration.url)) {
  100587. // a file to load
  100588. var url = '';
  100589. if (typeof loadedConfig.configuration === "string") {
  100590. url = loadedConfig.configuration;
  100591. }
  100592. // if configuration is an object
  100593. if (typeof loadedConfig.configuration === "object" && loadedConfig.configuration.url) {
  100594. url = loadedConfig.configuration.url;
  100595. var type = loadedConfig.configuration.mapper;
  100596. // empty string?
  100597. if (!type) {
  100598. // load mapper type from filename / url
  100599. type = loadedConfig.configuration.url.split('.').pop();
  100600. }
  100601. mapperType_1 = type || mapperType_1;
  100602. }
  100603. return _this._loadFile(url);
  100604. }
  100605. else {
  100606. if (typeof loadedConfig.configuration === "object") {
  100607. mapperType_1 = loadedConfig.configuration.mapper || mapperType_1;
  100608. return loadedConfig.configuration.payload || {};
  100609. }
  100610. return {};
  100611. }
  100612. }).then(function (data) {
  100613. var mapper = mappers_1.mapperManager.getMapper(mapperType_1);
  100614. var parsed = mapper.map(data);
  100615. var merged = deepmerge(loadedConfig, parsed);
  100616. if (callback)
  100617. callback(merged);
  100618. return merged;
  100619. });
  100620. }
  100621. else {
  100622. if (callback)
  100623. callback(loadedConfig);
  100624. return Promise.resolve(loadedConfig);
  100625. }
  100626. };
  100627. /**
  100628. * Dispose the configuration loader. This will cancel file requests, if active.
  100629. */
  100630. ConfigurationLoader.prototype.dispose = function () {
  100631. this._loadRequests.forEach(function (request) {
  100632. request.abort();
  100633. });
  100634. this._loadRequests.length = 0;
  100635. };
  100636. ConfigurationLoader.prototype._loadFile = function (url) {
  100637. var _this = this;
  100638. var cacheReference = this._configurationCache;
  100639. if (this._enableCache && cacheReference[url]) {
  100640. return Promise.resolve(cacheReference[url]);
  100641. }
  100642. return new Promise(function (resolve, reject) {
  100643. var fileRequest = babylonjs_1.Tools.LoadFile(url, function (result) {
  100644. var idx = _this._loadRequests.indexOf(fileRequest);
  100645. if (idx !== -1)
  100646. _this._loadRequests.splice(idx, 1);
  100647. if (_this._enableCache)
  100648. cacheReference[url] = result;
  100649. resolve(result);
  100650. }, undefined, undefined, false, function (request, error) {
  100651. var idx = _this._loadRequests.indexOf(fileRequest);
  100652. if (idx !== -1)
  100653. _this._loadRequests.splice(idx, 1);
  100654. reject(error);
  100655. });
  100656. _this._loadRequests.push(fileRequest);
  100657. });
  100658. };
  100659. return ConfigurationLoader;
  100660. }());
  100661. exports.ConfigurationLoader = ConfigurationLoader;
  100662. /***/ }),
  100663. /* 27 */
  100664. /***/ (function(module, exports, __webpack_require__) {
  100665. "use strict";
  100666. Object.defineProperty(exports, "__esModule", { value: true });
  100667. var minimal_1 = __webpack_require__(28);
  100668. exports.minimalConfiguration = minimal_1.minimalConfiguration;
  100669. var default_1 = __webpack_require__(29);
  100670. exports.defaultConfiguration = default_1.defaultConfiguration;
  100671. var getConfigurationType = function (type) {
  100672. switch (type) {
  100673. case 'default':
  100674. return default_1.defaultConfiguration;
  100675. case 'minimal':
  100676. return minimal_1.minimalConfiguration;
  100677. case 'none':
  100678. return {};
  100679. default:
  100680. return default_1.defaultConfiguration;
  100681. }
  100682. };
  100683. exports.getConfigurationType = getConfigurationType;
  100684. /***/ }),
  100685. /* 28 */
  100686. /***/ (function(module, exports, __webpack_require__) {
  100687. "use strict";
  100688. Object.defineProperty(exports, "__esModule", { value: true });
  100689. exports.minimalConfiguration = {
  100690. version: "0.1",
  100691. templates: {
  100692. main: {
  100693. html: __webpack_require__(7)
  100694. },
  100695. loadingScreen: {
  100696. html: __webpack_require__(8),
  100697. params: {
  100698. backgroundColor: "#000000",
  100699. loadingImage: __webpack_require__(9) 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  100700. }
  100701. },
  100702. viewer: {
  100703. html: __webpack_require__(10),
  100704. },
  100705. overlay: {
  100706. html: __webpack_require__(11),
  100707. params: {
  100708. closeImage: __webpack_require__(12),
  100709. closeText: 'Close'
  100710. }
  100711. },
  100712. error: {
  100713. html: __webpack_require__(13)
  100714. }
  100715. },
  100716. engine: {
  100717. antialiasing: true
  100718. }
  100719. };
  100720. /***/ }),
  100721. /* 29 */
  100722. /***/ (function(module, exports, __webpack_require__) {
  100723. "use strict";
  100724. Object.defineProperty(exports, "__esModule", { value: true });
  100725. exports.defaultConfiguration = {
  100726. version: "3.2.0-alpha4",
  100727. templates: {
  100728. main: {
  100729. html: __webpack_require__(7)
  100730. },
  100731. loadingScreen: {
  100732. html: __webpack_require__(8),
  100733. params: {
  100734. backgroundColor: "#000000",
  100735. loadingImage: __webpack_require__(9)
  100736. }
  100737. },
  100738. viewer: {
  100739. html: __webpack_require__(10),
  100740. events: {
  100741. pointerout: true,
  100742. pointerdown: true,
  100743. pointerup: true
  100744. }
  100745. },
  100746. navBar: {
  100747. html: __webpack_require__(30),
  100748. params: {
  100749. buttons: {
  100750. /*"help-button": {
  100751. altText: "Help",
  100752. image: require('../../../assets/img/help-circle.png')
  100753. },*/
  100754. "fullscreen-button": {
  100755. altText: "Fullscreen",
  100756. image: __webpack_require__(31)
  100757. }
  100758. },
  100759. visibilityTimeout: 2000
  100760. },
  100761. events: {
  100762. pointerdown: { 'fullscreen-button': true /*, '#help-button': true*/ },
  100763. pointerover: true
  100764. }
  100765. },
  100766. overlay: {
  100767. html: __webpack_require__(11),
  100768. params: {
  100769. closeImage: __webpack_require__(12),
  100770. closeText: 'Close'
  100771. }
  100772. },
  100773. help: {
  100774. html: __webpack_require__(32)
  100775. },
  100776. share: {
  100777. html: __webpack_require__(33)
  100778. },
  100779. error: {
  100780. html: __webpack_require__(13)
  100781. }
  100782. },
  100783. camera: {
  100784. behaviors: {
  100785. autoRotate: 0,
  100786. framing: {
  100787. type: 2,
  100788. zoomOnBoundingInfo: true,
  100789. zoomStopsAnimation: false
  100790. }
  100791. }
  100792. },
  100793. /*lights: {
  100794. "default": {
  100795. type: 1,
  100796. shadowEnabled: true,
  100797. direction: { x: -0.2, y: -0.8, z: 0 },
  100798. position: { x: 10, y: 10, z: 0 },
  100799. intensity: 4.5,
  100800. shadowConfig: {
  100801. useBlurExponentialShadowMap: true,
  100802. useKernelBlur: true,
  100803. blurKernel: 64,
  100804. blurScale: 4
  100805. }
  100806. }
  100807. },*/
  100808. skybox: {
  100809. /*cubeTexture: {
  100810. url: 'https://playground.babylonjs.com/textures/environment.dds',
  100811. gammaSpace: false
  100812. },*/
  100813. pbr: true,
  100814. blur: 0.7,
  100815. infiniteDIstance: false,
  100816. },
  100817. ground: true,
  100818. engine: {
  100819. antialiasing: true
  100820. },
  100821. scene: {
  100822. imageProcessingConfiguration: {
  100823. exposure: 1.4,
  100824. contrast: 1.66,
  100825. toneMappingEnabled: true
  100826. }
  100827. }
  100828. };
  100829. /***/ }),
  100830. /* 30 */
  100831. /***/ (function(module, exports) {
  100832. module.exports = "<style>nav-bar{position:absolute;height:160px;width:100%;bottom:0;background-color:rgba(0,0,0,.3);color:#fff;transition:1s;align-items:flex-start;justify-content:space-around;display:flex;flex-direction:column}@media screen and (min-width:768px){nav-bar{align-items:center;flex-direction:row;justify-content:space-between;height:80px}}div.flex-container{display:flex;width:100%}div.thumbnail{position:relative;overflow:hidden;display:block;width:40px;height:40px;background-size:cover;background-position:center;border-radius:20px;margin:0 10px}div.title-container{flex-direction:column;display:flex;justify-content:space-between}span.model-title{font-size:125%}span.model-subtitle{font-size:90%}div.button-container{align-items:center;justify-content:flex-end}div.button{cursor:pointer;height:30px;margin:0 10px}div.button img{height:100%}</style> {{#if disableOnFullscreen}} <style>viewer:fullscreen nav-bar{display:none}viewer:-moz-full-screen nav-bar{display:none}viewer:-webkit-full-screen nav-bar{display:none}</style> {{/if}} <div class=flex-container id=model-metadata> <div class=thumbnail> </div> <div class=title-container> <span class=model-title>{{#if title}}{{title}}{{/if}}</span> <span class=model-subtitle> {{#if subtitle}}{{subtitle}} {{/if}}</span> </div> </div> <div class=\"button-container flex-container\"> {{#eachInMap buttons}} <div id={{id}} class=button> {{#if text}} <span>{{text}}</span>> {{/if}} {{#if image}} <img src={{image}} alt={{altText}}> {{/if}} </div> {{/eachInMap}} </div>";
  100833. /***/ }),
  100834. /* 31 */
  100835. /***/ (function(module, exports) {
  100836. module.exports = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAADAAAAAwAQAAAAB/ecQqAAAAAnRSTlMAAHaTzTgAAAAeSURBVHgBY6ASsP/A/wcXZQNGhCkyAfE24HUndQAAXlkXcQ24P7gAAAAASUVORK5CYII="
  100837. /***/ }),
  100838. /* 32 */
  100839. /***/ (function(module, exports) {
  100840. module.exports = "HELP";
  100841. /***/ }),
  100842. /* 33 */
  100843. /***/ (function(module, exports) {
  100844. module.exports = "SHARE";
  100845. /***/ }),
  100846. /* 34 */
  100847. /***/ (function(module, exports, __webpack_require__) {
  100848. (function universalModuleDefinition(root, factory) {
  100849. var amdDependencies = [];
  100850. var BABYLON = root.BABYLON || this.BABYLON;
  100851. if(true) {
  100852. BABYLON = BABYLON || __webpack_require__(0);
  100853. module.exports = factory(BABYLON);
  100854. } else if(typeof define === 'function' && define.amd) {
  100855. amdDependencies.push("babylonjs");
  100856. define("babylonjs-loaders", amdDependencies, factory);
  100857. } else if(typeof exports === 'object') {
  100858. BABYLON = BABYLON || require("babylonjs");
  100859. exports["babylonjs-loaders"] = factory(BABYLON);
  100860. } else {
  100861. root["BABYLON"] = factory(BABYLON);
  100862. }
  100863. })(this, function(BABYLON) {
  100864. BABYLON = BABYLON || this.BABYLON;
  100865. 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};
  100866. 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)}}();
  100867. var BABYLON;
  100868. (function (BABYLON) {
  100869. var STLFileLoader = /** @class */ (function () {
  100870. function STLFileLoader() {
  100871. this.solidPattern = /solid (\S*)([\S\s]*)endsolid[ ]*(\S*)/g;
  100872. this.facetsPattern = /facet([\s\S]*?)endfacet/g;
  100873. this.normalPattern = /normal[\s]+([\-+]?[0-9]+\.?[0-9]*([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+/g;
  100874. this.vertexPattern = /vertex[\s]+([\-+]?[0-9]+\.?[0-9]*([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+[\s]+([\-+]?[0-9]*\.?[0-9]+([eE][\-+]?[0-9]+)?)+/g;
  100875. this.name = "stl";
  100876. // force data to come in as an ArrayBuffer
  100877. // we'll convert to string if it looks like it's an ASCII .stl
  100878. this.extensions = {
  100879. ".stl": { isBinary: true },
  100880. };
  100881. }
  100882. STLFileLoader.prototype.importMesh = function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
  100883. var matches;
  100884. if (this.isBinary(data)) {
  100885. // binary .stl
  100886. var babylonMesh = new BABYLON.Mesh("stlmesh", scene);
  100887. this.parseBinary(babylonMesh, data);
  100888. if (meshes) {
  100889. meshes.push(babylonMesh);
  100890. }
  100891. return true;
  100892. }
  100893. // ASCII .stl
  100894. // convert to string
  100895. var array_buffer = new Uint8Array(data);
  100896. var str = '';
  100897. for (var i = 0; i < data.byteLength; i++) {
  100898. str += String.fromCharCode(array_buffer[i]); // implicitly assumes little-endian
  100899. }
  100900. data = str;
  100901. while (matches = this.solidPattern.exec(data)) {
  100902. var meshName = matches[1];
  100903. var meshNameFromEnd = matches[3];
  100904. if (meshName != meshNameFromEnd) {
  100905. BABYLON.Tools.Error("Error in STL, solid name != endsolid name");
  100906. return false;
  100907. }
  100908. // check meshesNames
  100909. if (meshesNames && meshName) {
  100910. if (meshesNames instanceof Array) {
  100911. if (!meshesNames.indexOf(meshName)) {
  100912. continue;
  100913. }
  100914. }
  100915. else {
  100916. if (meshName !== meshesNames) {
  100917. continue;
  100918. }
  100919. }
  100920. }
  100921. // stl mesh name can be empty as well
  100922. meshName = meshName || "stlmesh";
  100923. var babylonMesh = new BABYLON.Mesh(meshName, scene);
  100924. this.parseASCII(babylonMesh, matches[2]);
  100925. if (meshes) {
  100926. meshes.push(babylonMesh);
  100927. }
  100928. }
  100929. return true;
  100930. };
  100931. STLFileLoader.prototype.load = function (scene, data, rootUrl) {
  100932. var result = this.importMesh(null, scene, data, rootUrl, null, null, null);
  100933. if (result) {
  100934. scene.createDefaultCameraOrLight();
  100935. }
  100936. return result;
  100937. };
  100938. STLFileLoader.prototype.loadAssetContainer = function (scene, data, rootUrl, onError) {
  100939. var container = new BABYLON.AssetContainer(scene);
  100940. this.importMesh(null, scene, data, rootUrl, container.meshes, null, null);
  100941. container.removeAllFromScene();
  100942. return container;
  100943. };
  100944. STLFileLoader.prototype.isBinary = function (data) {
  100945. // check if file size is correct for binary stl
  100946. var faceSize, nFaces, reader;
  100947. reader = new DataView(data);
  100948. faceSize = (32 / 8 * 3) + ((32 / 8 * 3) * 3) + (16 / 8);
  100949. nFaces = reader.getUint32(80, true);
  100950. if (80 + (32 / 8) + (nFaces * faceSize) === reader.byteLength) {
  100951. return true;
  100952. }
  100953. // check characters higher than ASCII to confirm binary
  100954. var fileLength = reader.byteLength;
  100955. for (var index = 0; index < fileLength; index++) {
  100956. if (reader.getUint8(index) > 127) {
  100957. return true;
  100958. }
  100959. }
  100960. return false;
  100961. };
  100962. STLFileLoader.prototype.parseBinary = function (mesh, data) {
  100963. var reader = new DataView(data);
  100964. var faces = reader.getUint32(80, true);
  100965. var dataOffset = 84;
  100966. var faceLength = 12 * 4 + 2;
  100967. var offset = 0;
  100968. var positions = new Float32Array(faces * 3 * 3);
  100969. var normals = new Float32Array(faces * 3 * 3);
  100970. var indices = new Uint32Array(faces * 3);
  100971. var indicesCount = 0;
  100972. for (var face = 0; face < faces; face++) {
  100973. var start = dataOffset + face * faceLength;
  100974. var normalX = reader.getFloat32(start, true);
  100975. var normalY = reader.getFloat32(start + 4, true);
  100976. var normalZ = reader.getFloat32(start + 8, true);
  100977. for (var i = 1; i <= 3; i++) {
  100978. var vertexstart = start + i * 12;
  100979. // ordering is intentional to match ascii import
  100980. positions[offset] = reader.getFloat32(vertexstart, true);
  100981. positions[offset + 2] = reader.getFloat32(vertexstart + 4, true);
  100982. positions[offset + 1] = reader.getFloat32(vertexstart + 8, true);
  100983. normals[offset] = normalX;
  100984. normals[offset + 2] = normalY;
  100985. normals[offset + 1] = normalZ;
  100986. offset += 3;
  100987. }
  100988. indices[indicesCount] = indicesCount++;
  100989. indices[indicesCount] = indicesCount++;
  100990. indices[indicesCount] = indicesCount++;
  100991. }
  100992. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  100993. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  100994. mesh.setIndices(indices);
  100995. mesh.computeWorldMatrix(true);
  100996. };
  100997. STLFileLoader.prototype.parseASCII = function (mesh, solidData) {
  100998. var positions = [];
  100999. var normals = [];
  101000. var indices = [];
  101001. var indicesCount = 0;
  101002. //load facets, ignoring loop as the standard doesn't define it can contain more than vertices
  101003. var matches;
  101004. while (matches = this.facetsPattern.exec(solidData)) {
  101005. var facet = matches[1];
  101006. //one normal per face
  101007. var normalMatches = this.normalPattern.exec(facet);
  101008. this.normalPattern.lastIndex = 0;
  101009. if (!normalMatches) {
  101010. continue;
  101011. }
  101012. var normal = [Number(normalMatches[1]), Number(normalMatches[5]), Number(normalMatches[3])];
  101013. var vertexMatch;
  101014. while (vertexMatch = this.vertexPattern.exec(facet)) {
  101015. positions.push(Number(vertexMatch[1]), Number(vertexMatch[5]), Number(vertexMatch[3]));
  101016. normals.push(normal[0], normal[1], normal[2]);
  101017. }
  101018. indices.push(indicesCount++, indicesCount++, indicesCount++);
  101019. this.vertexPattern.lastIndex = 0;
  101020. }
  101021. this.facetsPattern.lastIndex = 0;
  101022. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  101023. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  101024. mesh.setIndices(indices);
  101025. mesh.computeWorldMatrix(true);
  101026. };
  101027. return STLFileLoader;
  101028. }());
  101029. BABYLON.STLFileLoader = STLFileLoader;
  101030. if (BABYLON.SceneLoader) {
  101031. BABYLON.SceneLoader.RegisterPlugin(new STLFileLoader());
  101032. }
  101033. })(BABYLON || (BABYLON = {}));
  101034. //# sourceMappingURL=babylon.stlFileLoader.js.map
  101035. var BABYLON;
  101036. (function (BABYLON) {
  101037. /**
  101038. * Class reading and parsing the MTL file bundled with the obj file.
  101039. */
  101040. var MTLFileLoader = /** @class */ (function () {
  101041. function MTLFileLoader() {
  101042. // All material loaded from the mtl will be set here
  101043. this.materials = [];
  101044. }
  101045. /**
  101046. * This function will read the mtl file and create each material described inside
  101047. * This function could be improve by adding :
  101048. * -some component missing (Ni, Tf...)
  101049. * -including the specific options available
  101050. *
  101051. * @param scene
  101052. * @param data
  101053. * @param rootUrl
  101054. */
  101055. MTLFileLoader.prototype.parseMTL = function (scene, data, rootUrl) {
  101056. if (data instanceof ArrayBuffer) {
  101057. return;
  101058. }
  101059. //Split the lines from the file
  101060. var lines = data.split('\n');
  101061. //Space char
  101062. var delimiter_pattern = /\s+/;
  101063. //Array with RGB colors
  101064. var color;
  101065. //New material
  101066. var material = null;
  101067. //Look at each line
  101068. for (var i = 0; i < lines.length; i++) {
  101069. var line = lines[i].trim();
  101070. // Blank line or comment
  101071. if (line.length === 0 || line.charAt(0) === '#') {
  101072. continue;
  101073. }
  101074. //Get the first parameter (keyword)
  101075. var pos = line.indexOf(' ');
  101076. var key = (pos >= 0) ? line.substring(0, pos) : line;
  101077. key = key.toLowerCase();
  101078. //Get the data following the key
  101079. var value = (pos >= 0) ? line.substring(pos + 1).trim() : "";
  101080. //This mtl keyword will create the new material
  101081. if (key === "newmtl") {
  101082. //Check if it is the first material.
  101083. // Materials specifications are described after this keyword.
  101084. if (material) {
  101085. //Add the previous material in the material array.
  101086. this.materials.push(material);
  101087. }
  101088. //Create a new material.
  101089. // value is the name of the material read in the mtl file
  101090. material = new BABYLON.StandardMaterial(value, scene);
  101091. }
  101092. else if (key === "kd" && material) {
  101093. // Diffuse color (color under white light) using RGB values
  101094. //value = "r g b"
  101095. color = value.split(delimiter_pattern, 3).map(parseFloat);
  101096. //color = [r,g,b]
  101097. //Set tghe color into the material
  101098. material.diffuseColor = BABYLON.Color3.FromArray(color);
  101099. }
  101100. else if (key === "ka" && material) {
  101101. // Ambient color (color under shadow) using RGB values
  101102. //value = "r g b"
  101103. color = value.split(delimiter_pattern, 3).map(parseFloat);
  101104. //color = [r,g,b]
  101105. //Set tghe color into the material
  101106. material.ambientColor = BABYLON.Color3.FromArray(color);
  101107. }
  101108. else if (key === "ks" && material) {
  101109. // Specular color (color when light is reflected from shiny surface) using RGB values
  101110. //value = "r g b"
  101111. color = value.split(delimiter_pattern, 3).map(parseFloat);
  101112. //color = [r,g,b]
  101113. //Set the color into the material
  101114. material.specularColor = BABYLON.Color3.FromArray(color);
  101115. }
  101116. else if (key === "ke" && material) {
  101117. // Emissive color using RGB values
  101118. color = value.split(delimiter_pattern, 3).map(parseFloat);
  101119. material.emissiveColor = BABYLON.Color3.FromArray(color);
  101120. }
  101121. else if (key === "ns" && material) {
  101122. //value = "Integer"
  101123. material.specularPower = parseFloat(value);
  101124. }
  101125. else if (key === "d" && material) {
  101126. //d is dissolve for current material. It mean alpha for BABYLON
  101127. material.alpha = parseFloat(value);
  101128. //Texture
  101129. //This part can be improved by adding the possible options of texture
  101130. }
  101131. else if (key === "map_ka" && material) {
  101132. // ambient texture map with a loaded image
  101133. //We must first get the folder of the image
  101134. material.ambientTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
  101135. }
  101136. else if (key === "map_kd" && material) {
  101137. // Diffuse texture map with a loaded image
  101138. material.diffuseTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
  101139. }
  101140. else if (key === "map_ks" && material) {
  101141. // Specular texture map with a loaded image
  101142. //We must first get the folder of the image
  101143. material.specularTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
  101144. }
  101145. else if (key === "map_ns") {
  101146. //Specular
  101147. //Specular highlight component
  101148. //We must first get the folder of the image
  101149. //
  101150. //Not supported by BABYLON
  101151. //
  101152. // continue;
  101153. }
  101154. else if (key === "map_bump" && material) {
  101155. //The bump texture
  101156. material.bumpTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
  101157. }
  101158. else if (key === "map_d" && material) {
  101159. // The dissolve of the material
  101160. material.opacityTexture = MTLFileLoader._getTexture(rootUrl, value, scene);
  101161. //Options for illumination
  101162. }
  101163. else if (key === "illum") {
  101164. //Illumination
  101165. if (value === "0") {
  101166. //That mean Kd == Kd
  101167. }
  101168. else if (value === "1") {
  101169. //Color on and Ambient on
  101170. }
  101171. else if (value === "2") {
  101172. //Highlight on
  101173. }
  101174. else if (value === "3") {
  101175. //Reflection on and Ray trace on
  101176. }
  101177. else if (value === "4") {
  101178. //Transparency: Glass on, Reflection: Ray trace on
  101179. }
  101180. else if (value === "5") {
  101181. //Reflection: Fresnel on and Ray trace on
  101182. }
  101183. else if (value === "6") {
  101184. //Transparency: Refraction on, Reflection: Fresnel off and Ray trace on
  101185. }
  101186. else if (value === "7") {
  101187. //Transparency: Refraction on, Reflection: Fresnel on and Ray trace on
  101188. }
  101189. else if (value === "8") {
  101190. //Reflection on and Ray trace off
  101191. }
  101192. else if (value === "9") {
  101193. //Transparency: Glass on, Reflection: Ray trace off
  101194. }
  101195. else if (value === "10") {
  101196. //Casts shadows onto invisible surfaces
  101197. }
  101198. }
  101199. else {
  101200. // console.log("Unhandled expression at line : " + i +'\n' + "with value : " + line);
  101201. }
  101202. }
  101203. //At the end of the file, add the last material
  101204. if (material) {
  101205. this.materials.push(material);
  101206. }
  101207. };
  101208. /**
  101209. * Gets the texture for the material.
  101210. *
  101211. * If the material is imported from input file,
  101212. * We sanitize the url to ensure it takes the textre from aside the material.
  101213. *
  101214. * @param rootUrl The root url to load from
  101215. * @param value The value stored in the mtl
  101216. * @return The Texture
  101217. */
  101218. MTLFileLoader._getTexture = function (rootUrl, value, scene) {
  101219. if (!value) {
  101220. return null;
  101221. }
  101222. var url = rootUrl;
  101223. // Load from input file.
  101224. if (rootUrl === "file:") {
  101225. var lastDelimiter = value.lastIndexOf("\\");
  101226. if (lastDelimiter === -1) {
  101227. lastDelimiter = value.lastIndexOf("/");
  101228. }
  101229. if (lastDelimiter > -1) {
  101230. url += value.substr(lastDelimiter + 1);
  101231. }
  101232. else {
  101233. url += value;
  101234. }
  101235. }
  101236. // Not from input file.
  101237. else {
  101238. url += value;
  101239. }
  101240. return new BABYLON.Texture(url, scene);
  101241. };
  101242. return MTLFileLoader;
  101243. }());
  101244. BABYLON.MTLFileLoader = MTLFileLoader;
  101245. var OBJFileLoader = /** @class */ (function () {
  101246. function OBJFileLoader() {
  101247. this.name = "obj";
  101248. this.extensions = ".obj";
  101249. this.obj = /^o/;
  101250. this.group = /^g/;
  101251. this.mtllib = /^mtllib /;
  101252. this.usemtl = /^usemtl /;
  101253. this.smooth = /^s /;
  101254. this.vertexPattern = /v( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
  101255. // vn float float float
  101256. this.normalPattern = /vn( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
  101257. // vt float float
  101258. this.uvPattern = /vt( +[\d|\.|\+|\-|e|E]+)( +[\d|\.|\+|\-|e|E]+)/;
  101259. // f vertex vertex vertex ...
  101260. this.facePattern1 = /f\s+(([\d]{1,}[\s]?){3,})+/;
  101261. // f vertex/uvs vertex/uvs vertex/uvs ...
  101262. this.facePattern2 = /f\s+((([\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
  101263. // f vertex/uvs/normal vertex/uvs/normal vertex/uvs/normal ...
  101264. this.facePattern3 = /f\s+((([\d]{1,}\/[\d]{1,}\/[\d]{1,}[\s]?){3,})+)/;
  101265. // f vertex//normal vertex//normal vertex//normal ...
  101266. this.facePattern4 = /f\s+((([\d]{1,}\/\/[\d]{1,}[\s]?){3,})+)/;
  101267. }
  101268. /**
  101269. * Calls synchronously the MTL file attached to this obj.
  101270. * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.
  101271. * Without this function materials are not displayed in the first frame (but displayed after).
  101272. * In consequence it is impossible to get material information in your HTML file
  101273. *
  101274. * @param url The URL of the MTL file
  101275. * @param rootUrl
  101276. * @param onSuccess Callback function to be called when the MTL file is loaded
  101277. * @private
  101278. */
  101279. OBJFileLoader.prototype._loadMTL = function (url, rootUrl, onSuccess) {
  101280. //The complete path to the mtl file
  101281. var pathOfFile = BABYLON.Tools.BaseUrl + rootUrl + url;
  101282. // Loads through the babylon tools to allow fileInput search.
  101283. BABYLON.Tools.LoadFile(pathOfFile, onSuccess, undefined, undefined, false, function () { console.warn("Error - Unable to load " + pathOfFile); });
  101284. };
  101285. OBJFileLoader.prototype.importMesh = function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
  101286. //get the meshes from OBJ file
  101287. var loadedMeshes = this._parseSolid(meshesNames, scene, data, rootUrl);
  101288. //Push meshes from OBJ file into the variable mesh of this function
  101289. if (meshes) {
  101290. loadedMeshes.forEach(function (mesh) {
  101291. meshes.push(mesh);
  101292. });
  101293. }
  101294. return true;
  101295. };
  101296. OBJFileLoader.prototype.load = function (scene, data, rootUrl) {
  101297. //Get the 3D model
  101298. return this.importMesh(null, scene, data, rootUrl, null, null, null);
  101299. };
  101300. OBJFileLoader.prototype.loadAssetContainer = function (scene, data, rootUrl, onError) {
  101301. var container = new BABYLON.AssetContainer(scene);
  101302. this.importMesh(null, scene, data, rootUrl, container.meshes, null, null);
  101303. container.removeAllFromScene();
  101304. return container;
  101305. };
  101306. /**
  101307. * Read the OBJ file and create an Array of meshes.
  101308. * Each mesh contains all information given by the OBJ and the MTL file.
  101309. * i.e. vertices positions and indices, optional normals values, optional UV values, optional material
  101310. *
  101311. * @param meshesNames
  101312. * @param scene BABYLON.Scene The scene where are displayed the data
  101313. * @param data String The content of the obj file
  101314. * @param rootUrl String The path to the folder
  101315. * @returns Array<AbstractMesh>
  101316. * @private
  101317. */
  101318. OBJFileLoader.prototype._parseSolid = function (meshesNames, scene, data, rootUrl) {
  101319. var positions = []; //values for the positions of vertices
  101320. var normals = []; //Values for the normals
  101321. var uvs = []; //Values for the textures
  101322. var meshesFromObj = []; //[mesh] Contains all the obj meshes
  101323. var handledMesh; //The current mesh of meshes array
  101324. var indicesForBabylon = []; //The list of indices for VertexData
  101325. var wrappedPositionForBabylon = []; //The list of position in vectors
  101326. var wrappedUvsForBabylon = []; //Array with all value of uvs to match with the indices
  101327. var wrappedNormalsForBabylon = []; //Array with all value of normals to match with the indices
  101328. var tuplePosNorm = []; //Create a tuple with indice of Position, Normal, UV [pos, norm, uvs]
  101329. var curPositionInIndices = 0;
  101330. var hasMeshes = false; //Meshes are defined in the file
  101331. var unwrappedPositionsForBabylon = []; //Value of positionForBabylon w/o Vector3() [x,y,z]
  101332. var unwrappedNormalsForBabylon = []; //Value of normalsForBabylon w/o Vector3() [x,y,z]
  101333. var unwrappedUVForBabylon = []; //Value of uvsForBabylon w/o Vector3() [x,y,z]
  101334. var triangles = []; //Indices from new triangles coming from polygons
  101335. var materialNameFromObj = ""; //The name of the current material
  101336. var fileToLoad = ""; //The name of the mtlFile to load
  101337. var materialsFromMTLFile = new MTLFileLoader();
  101338. var objMeshName = ""; //The name of the current obj mesh
  101339. var increment = 1; //Id for meshes created by the multimaterial
  101340. var isFirstMaterial = true;
  101341. /**
  101342. * Search for obj in the given array.
  101343. * This function is called to check if a couple of data already exists in an array.
  101344. *
  101345. * If found, returns the index of the founded tuple index. Returns -1 if not found
  101346. * @param arr Array<{ normals: Array<number>, idx: Array<number> }>
  101347. * @param obj Array<number>
  101348. * @returns {boolean}
  101349. */
  101350. var isInArray = function (arr, obj) {
  101351. if (!arr[obj[0]])
  101352. arr[obj[0]] = { normals: [], idx: [] };
  101353. var idx = arr[obj[0]].normals.indexOf(obj[1]);
  101354. return idx === -1 ? -1 : arr[obj[0]].idx[idx];
  101355. };
  101356. var isInArrayUV = function (arr, obj) {
  101357. if (!arr[obj[0]])
  101358. arr[obj[0]] = { normals: [], idx: [], uv: [] };
  101359. var idx = arr[obj[0]].normals.indexOf(obj[1]);
  101360. if (idx != 1 && (obj[2] == arr[obj[0]].uv[idx])) {
  101361. return arr[obj[0]].idx[idx];
  101362. }
  101363. return -1;
  101364. };
  101365. /**
  101366. * This function set the data for each triangle.
  101367. * Data are position, normals and uvs
  101368. * If a tuple of (position, normal) is not set, add the data into the corresponding array
  101369. * If the tuple already exist, add only their indice
  101370. *
  101371. * @param indicePositionFromObj Integer The index in positions array
  101372. * @param indiceUvsFromObj Integer The index in uvs array
  101373. * @param indiceNormalFromObj Integer The index in normals array
  101374. * @param positionVectorFromOBJ Vector3 The value of position at index objIndice
  101375. * @param textureVectorFromOBJ Vector3 The value of uvs
  101376. * @param normalsVectorFromOBJ Vector3 The value of normals at index objNormale
  101377. */
  101378. var setData = function (indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positionVectorFromOBJ, textureVectorFromOBJ, normalsVectorFromOBJ) {
  101379. //Check if this tuple already exists in the list of tuples
  101380. var _index;
  101381. if (OBJFileLoader.OPTIMIZE_WITH_UV) {
  101382. _index = isInArrayUV(tuplePosNorm, [
  101383. indicePositionFromObj,
  101384. indiceNormalFromObj,
  101385. indiceUvsFromObj
  101386. ]);
  101387. }
  101388. else {
  101389. _index = isInArray(tuplePosNorm, [
  101390. indicePositionFromObj,
  101391. indiceNormalFromObj
  101392. ]);
  101393. }
  101394. //If it not exists
  101395. if (_index == -1) {
  101396. //Add an new indice.
  101397. //The array of indices is only an array with his length equal to the number of triangles - 1.
  101398. //We add vertices data in this order
  101399. indicesForBabylon.push(wrappedPositionForBabylon.length);
  101400. //Push the position of vertice for Babylon
  101401. //Each element is a BABYLON.Vector3(x,y,z)
  101402. wrappedPositionForBabylon.push(positionVectorFromOBJ);
  101403. //Push the uvs for Babylon
  101404. //Each element is a BABYLON.Vector3(u,v)
  101405. wrappedUvsForBabylon.push(textureVectorFromOBJ);
  101406. //Push the normals for Babylon
  101407. //Each element is a BABYLON.Vector3(x,y,z)
  101408. wrappedNormalsForBabylon.push(normalsVectorFromOBJ);
  101409. //Add the tuple in the comparison list
  101410. tuplePosNorm[indicePositionFromObj].normals.push(indiceNormalFromObj);
  101411. tuplePosNorm[indicePositionFromObj].idx.push(curPositionInIndices++);
  101412. if (OBJFileLoader.OPTIMIZE_WITH_UV)
  101413. tuplePosNorm[indicePositionFromObj].uv.push(indiceUvsFromObj);
  101414. }
  101415. else {
  101416. //The tuple already exists
  101417. //Add the index of the already existing tuple
  101418. //At this index we can get the value of position, normal and uvs of vertex
  101419. indicesForBabylon.push(_index);
  101420. }
  101421. };
  101422. /**
  101423. * Transform BABYLON.Vector() object onto 3 digits in an array
  101424. */
  101425. var unwrapData = function () {
  101426. //Every array has the same length
  101427. for (var l = 0; l < wrappedPositionForBabylon.length; l++) {
  101428. //Push the x, y, z values of each element in the unwrapped array
  101429. unwrappedPositionsForBabylon.push(wrappedPositionForBabylon[l].x, wrappedPositionForBabylon[l].y, wrappedPositionForBabylon[l].z);
  101430. unwrappedNormalsForBabylon.push(wrappedNormalsForBabylon[l].x, wrappedNormalsForBabylon[l].y, wrappedNormalsForBabylon[l].z);
  101431. unwrappedUVForBabylon.push(wrappedUvsForBabylon[l].x, wrappedUvsForBabylon[l].y); //z is an optional value not supported by BABYLON
  101432. }
  101433. // Reset arrays for the next new meshes
  101434. wrappedPositionForBabylon = [];
  101435. wrappedNormalsForBabylon = [];
  101436. wrappedUvsForBabylon = [];
  101437. tuplePosNorm = [];
  101438. curPositionInIndices = 0;
  101439. };
  101440. /**
  101441. * Create triangles from polygons by recursion
  101442. * The best to understand how it works is to draw it in the same time you get the recursion.
  101443. * It is important to notice that a triangle is a polygon
  101444. * We get 4 patterns of face defined in OBJ File :
  101445. * facePattern1 = ["1","2","3","4","5","6"]
  101446. * facePattern2 = ["1/1","2/2","3/3","4/4","5/5","6/6"]
  101447. * facePattern3 = ["1/1/1","2/2/2","3/3/3","4/4/4","5/5/5","6/6/6"]
  101448. * facePattern4 = ["1//1","2//2","3//3","4//4","5//5","6//6"]
  101449. * Each pattern is divided by the same method
  101450. * @param face Array[String] The indices of elements
  101451. * @param v Integer The variable to increment
  101452. */
  101453. var getTriangles = function (face, v) {
  101454. //Work for each element of the array
  101455. if (v + 1 < face.length) {
  101456. //Add on the triangle variable the indexes to obtain triangles
  101457. triangles.push(face[0], face[v], face[v + 1]);
  101458. //Incrementation for recursion
  101459. v += 1;
  101460. //Recursion
  101461. getTriangles(face, v);
  101462. }
  101463. //Result obtained after 2 iterations:
  101464. //Pattern1 => triangle = ["1","2","3","1","3","4"];
  101465. //Pattern2 => triangle = ["1/1","2/2","3/3","1/1","3/3","4/4"];
  101466. //Pattern3 => triangle = ["1/1/1","2/2/2","3/3/3","1/1/1","3/3/3","4/4/4"];
  101467. //Pattern4 => triangle = ["1//1","2//2","3//3","1//1","3//3","4//4"];
  101468. };
  101469. /**
  101470. * Create triangles and push the data for each polygon for the pattern 1
  101471. * In this pattern we get vertice positions
  101472. * @param face
  101473. * @param v
  101474. */
  101475. var setDataForCurrentFaceWithPattern1 = function (face, v) {
  101476. //Get the indices of triangles for each polygon
  101477. getTriangles(face, v);
  101478. //For each element in the triangles array.
  101479. //This var could contains 1 to an infinity of triangles
  101480. for (var k = 0; k < triangles.length; k++) {
  101481. // Set position indice
  101482. var indicePositionFromObj = parseInt(triangles[k]) - 1;
  101483. setData(indicePositionFromObj, 0, 0, //In the pattern 1, normals and uvs are not defined
  101484. positions[indicePositionFromObj], //Get the vectors data
  101485. BABYLON.Vector2.Zero(), BABYLON.Vector3.Up() //Create default vectors
  101486. );
  101487. }
  101488. //Reset variable for the next line
  101489. triangles = [];
  101490. };
  101491. /**
  101492. * Create triangles and push the data for each polygon for the pattern 2
  101493. * In this pattern we get vertice positions and uvsu
  101494. * @param face
  101495. * @param v
  101496. */
  101497. var setDataForCurrentFaceWithPattern2 = function (face, v) {
  101498. //Get the indices of triangles for each polygon
  101499. getTriangles(face, v);
  101500. for (var k = 0; k < triangles.length; k++) {
  101501. //triangle[k] = "1/1"
  101502. //Split the data for getting position and uv
  101503. var point = triangles[k].split("/"); // ["1", "1"]
  101504. //Set position indice
  101505. var indicePositionFromObj = parseInt(point[0]) - 1;
  101506. //Set uv indice
  101507. var indiceUvsFromObj = parseInt(point[1]) - 1;
  101508. setData(indicePositionFromObj, indiceUvsFromObj, 0, //Default value for normals
  101509. positions[indicePositionFromObj], //Get the values for each element
  101510. uvs[indiceUvsFromObj], BABYLON.Vector3.Up() //Default value for normals
  101511. );
  101512. }
  101513. //Reset variable for the next line
  101514. triangles = [];
  101515. };
  101516. /**
  101517. * Create triangles and push the data for each polygon for the pattern 3
  101518. * In this pattern we get vertice positions, uvs and normals
  101519. * @param face
  101520. * @param v
  101521. */
  101522. var setDataForCurrentFaceWithPattern3 = function (face, v) {
  101523. //Get the indices of triangles for each polygon
  101524. getTriangles(face, v);
  101525. for (var k = 0; k < triangles.length; k++) {
  101526. //triangle[k] = "1/1/1"
  101527. //Split the data for getting position, uv, and normals
  101528. var point = triangles[k].split("/"); // ["1", "1", "1"]
  101529. // Set position indice
  101530. var indicePositionFromObj = parseInt(point[0]) - 1;
  101531. // Set uv indice
  101532. var indiceUvsFromObj = parseInt(point[1]) - 1;
  101533. // Set normal indice
  101534. var indiceNormalFromObj = parseInt(point[2]) - 1;
  101535. setData(indicePositionFromObj, indiceUvsFromObj, indiceNormalFromObj, positions[indicePositionFromObj], uvs[indiceUvsFromObj], normals[indiceNormalFromObj] //Set the vector for each component
  101536. );
  101537. }
  101538. //Reset variable for the next line
  101539. triangles = [];
  101540. };
  101541. /**
  101542. * Create triangles and push the data for each polygon for the pattern 4
  101543. * In this pattern we get vertice positions and normals
  101544. * @param face
  101545. * @param v
  101546. */
  101547. var setDataForCurrentFaceWithPattern4 = function (face, v) {
  101548. getTriangles(face, v);
  101549. for (var k = 0; k < triangles.length; k++) {
  101550. //triangle[k] = "1//1"
  101551. //Split the data for getting position and normals
  101552. var point = triangles[k].split("//"); // ["1", "1"]
  101553. // We check indices, and normals
  101554. var indicePositionFromObj = parseInt(point[0]) - 1;
  101555. var indiceNormalFromObj = parseInt(point[1]) - 1;
  101556. setData(indicePositionFromObj, 1, //Default value for uv
  101557. indiceNormalFromObj, positions[indicePositionFromObj], //Get each vector of data
  101558. BABYLON.Vector2.Zero(), normals[indiceNormalFromObj]);
  101559. }
  101560. //Reset variable for the next line
  101561. triangles = [];
  101562. };
  101563. var addPreviousObjMesh = function () {
  101564. //Check if it is not the first mesh. Otherwise we don't have data.
  101565. if (meshesFromObj.length > 0) {
  101566. //Get the previous mesh for applying the data about the faces
  101567. //=> in obj file, faces definition append after the name of the mesh
  101568. handledMesh = meshesFromObj[meshesFromObj.length - 1];
  101569. //Set the data into Array for the mesh
  101570. unwrapData();
  101571. // Reverse tab. Otherwise face are displayed in the wrong sens
  101572. indicesForBabylon.reverse();
  101573. //Set the information for the mesh
  101574. //Slice the array to avoid rewriting because of the fact this is the same var which be rewrited
  101575. handledMesh.indices = indicesForBabylon.slice();
  101576. handledMesh.positions = unwrappedPositionsForBabylon.slice();
  101577. handledMesh.normals = unwrappedNormalsForBabylon.slice();
  101578. handledMesh.uvs = unwrappedUVForBabylon.slice();
  101579. //Reset the array for the next mesh
  101580. indicesForBabylon = [];
  101581. unwrappedPositionsForBabylon = [];
  101582. unwrappedNormalsForBabylon = [];
  101583. unwrappedUVForBabylon = [];
  101584. }
  101585. };
  101586. //Main function
  101587. //Split the file into lines
  101588. var lines = data.split('\n');
  101589. //Look at each line
  101590. for (var i = 0; i < lines.length; i++) {
  101591. var line = lines[i].trim();
  101592. var result;
  101593. //Comment or newLine
  101594. if (line.length === 0 || line.charAt(0) === '#') {
  101595. continue;
  101596. //Get information about one position possible for the vertices
  101597. }
  101598. else if ((result = this.vertexPattern.exec(line)) !== null) {
  101599. //Create a Vector3 with the position x, y, z
  101600. //Value of result:
  101601. // ["v 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
  101602. //Add the Vector in the list of positions
  101603. positions.push(new BABYLON.Vector3(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));
  101604. }
  101605. else if ((result = this.normalPattern.exec(line)) !== null) {
  101606. //Create a Vector3 with the normals x, y, z
  101607. //Value of result
  101608. // ["vn 1.0 2.0 3.0", "1.0", "2.0", "3.0"]
  101609. //Add the Vector in the list of normals
  101610. normals.push(new BABYLON.Vector3(parseFloat(result[1]), parseFloat(result[2]), parseFloat(result[3])));
  101611. }
  101612. else if ((result = this.uvPattern.exec(line)) !== null) {
  101613. //Create a Vector2 with the normals u, v
  101614. //Value of result
  101615. // ["vt 0.1 0.2 0.3", "0.1", "0.2"]
  101616. //Add the Vector in the list of uvs
  101617. uvs.push(new BABYLON.Vector2(parseFloat(result[1]), parseFloat(result[2])));
  101618. //Identify patterns of faces
  101619. //Face could be defined in different type of pattern
  101620. }
  101621. else if ((result = this.facePattern3.exec(line)) !== null) {
  101622. //Value of result:
  101623. //["f 1/1/1 2/2/2 3/3/3", "1/1/1 2/2/2 3/3/3"...]
  101624. //Set the data for this face
  101625. setDataForCurrentFaceWithPattern3(result[1].trim().split(" "), // ["1/1/1", "2/2/2", "3/3/3"]
  101626. 1);
  101627. }
  101628. else if ((result = this.facePattern4.exec(line)) !== null) {
  101629. //Value of result:
  101630. //["f 1//1 2//2 3//3", "1//1 2//2 3//3"...]
  101631. //Set the data for this face
  101632. setDataForCurrentFaceWithPattern4(result[1].trim().split(" "), // ["1//1", "2//2", "3//3"]
  101633. 1);
  101634. }
  101635. else if ((result = this.facePattern2.exec(line)) !== null) {
  101636. //Value of result:
  101637. //["f 1/1 2/2 3/3", "1/1 2/2 3/3"...]
  101638. //Set the data for this face
  101639. setDataForCurrentFaceWithPattern2(result[1].trim().split(" "), // ["1/1", "2/2", "3/3"]
  101640. 1);
  101641. }
  101642. else if ((result = this.facePattern1.exec(line)) !== null) {
  101643. //Value of result
  101644. //["f 1 2 3", "1 2 3"...]
  101645. //Set the data for this face
  101646. setDataForCurrentFaceWithPattern1(result[1].trim().split(" "), // ["1", "2", "3"]
  101647. 1);
  101648. //Define a mesh or an object
  101649. //Each time this keyword is analysed, create a new Object with all data for creating a babylonMesh
  101650. }
  101651. else if (this.group.test(line) || this.obj.test(line)) {
  101652. //Create a new mesh corresponding to the name of the group.
  101653. //Definition of the mesh
  101654. var objMesh =
  101655. //Set the name of the current obj mesh
  101656. {
  101657. name: line.substring(2).trim(),
  101658. indices: undefined,
  101659. positions: undefined,
  101660. normals: undefined,
  101661. uvs: undefined,
  101662. materialName: ""
  101663. };
  101664. addPreviousObjMesh();
  101665. //Push the last mesh created with only the name
  101666. meshesFromObj.push(objMesh);
  101667. //Set this variable to indicate that now meshesFromObj has objects defined inside
  101668. hasMeshes = true;
  101669. isFirstMaterial = true;
  101670. increment = 1;
  101671. //Keyword for applying a material
  101672. }
  101673. else if (this.usemtl.test(line)) {
  101674. //Get the name of the material
  101675. materialNameFromObj = line.substring(7).trim();
  101676. //If this new material is in the same mesh
  101677. if (!isFirstMaterial) {
  101678. //Set the data for the previous mesh
  101679. addPreviousObjMesh();
  101680. //Create a new mesh
  101681. var objMesh =
  101682. //Set the name of the current obj mesh
  101683. {
  101684. name: objMeshName + "_mm" + increment.toString(),
  101685. indices: undefined,
  101686. positions: undefined,
  101687. normals: undefined,
  101688. uvs: undefined,
  101689. materialName: materialNameFromObj
  101690. };
  101691. increment++;
  101692. //If meshes are already defined
  101693. meshesFromObj.push(objMesh);
  101694. }
  101695. //Set the material name if the previous line define a mesh
  101696. if (hasMeshes && isFirstMaterial) {
  101697. //Set the material name to the previous mesh (1 material per mesh)
  101698. meshesFromObj[meshesFromObj.length - 1].materialName = materialNameFromObj;
  101699. isFirstMaterial = false;
  101700. }
  101701. //Keyword for loading the mtl file
  101702. }
  101703. else if (this.mtllib.test(line)) {
  101704. //Get the name of mtl file
  101705. fileToLoad = line.substring(7).trim();
  101706. //Apply smoothing
  101707. }
  101708. else if (this.smooth.test(line)) {
  101709. // smooth shading => apply smoothing
  101710. //Toda y I don't know it work with babylon and with obj.
  101711. //With the obj file an integer is set
  101712. }
  101713. else {
  101714. //If there is another possibility
  101715. console.log("Unhandled expression at line : " + line);
  101716. }
  101717. }
  101718. //At the end of the file, add the last mesh into the meshesFromObj array
  101719. if (hasMeshes) {
  101720. //Set the data for the last mesh
  101721. handledMesh = meshesFromObj[meshesFromObj.length - 1];
  101722. //Reverse indices for displaying faces in the good sens
  101723. indicesForBabylon.reverse();
  101724. //Get the good array
  101725. unwrapData();
  101726. //Set array
  101727. handledMesh.indices = indicesForBabylon;
  101728. handledMesh.positions = unwrappedPositionsForBabylon;
  101729. handledMesh.normals = unwrappedNormalsForBabylon;
  101730. handledMesh.uvs = unwrappedUVForBabylon;
  101731. }
  101732. //If any o or g keyword found, create a mesj with a random id
  101733. if (!hasMeshes) {
  101734. // reverse tab of indices
  101735. indicesForBabylon.reverse();
  101736. //Get positions normals uvs
  101737. unwrapData();
  101738. //Set data for one mesh
  101739. meshesFromObj.push({
  101740. name: BABYLON.Geometry.RandomId(),
  101741. indices: indicesForBabylon,
  101742. positions: unwrappedPositionsForBabylon,
  101743. normals: unwrappedNormalsForBabylon,
  101744. uvs: unwrappedUVForBabylon,
  101745. materialName: materialNameFromObj
  101746. });
  101747. }
  101748. //Create a BABYLON.Mesh list
  101749. var babylonMeshesArray = []; //The mesh for babylon
  101750. var materialToUse = new Array();
  101751. //Set data for each mesh
  101752. for (var j = 0; j < meshesFromObj.length; j++) {
  101753. //check meshesNames (stlFileLoader)
  101754. if (meshesNames && meshesFromObj[j].name) {
  101755. if (meshesNames instanceof Array) {
  101756. if (meshesNames.indexOf(meshesFromObj[j].name) == -1) {
  101757. continue;
  101758. }
  101759. }
  101760. else {
  101761. if (meshesFromObj[j].name !== meshesNames) {
  101762. continue;
  101763. }
  101764. }
  101765. }
  101766. //Get the current mesh
  101767. //Set the data with VertexBuffer for each mesh
  101768. handledMesh = meshesFromObj[j];
  101769. //Create a BABYLON.Mesh with the name of the obj mesh
  101770. var babylonMesh = new BABYLON.Mesh(meshesFromObj[j].name, scene);
  101771. //Push the name of the material to an array
  101772. //This is indispensable for the importMesh function
  101773. materialToUse.push(meshesFromObj[j].materialName);
  101774. var vertexData = new BABYLON.VertexData(); //The container for the values
  101775. //Set the data for the babylonMesh
  101776. vertexData.positions = handledMesh.positions;
  101777. vertexData.normals = handledMesh.normals;
  101778. vertexData.uvs = handledMesh.uvs;
  101779. vertexData.indices = handledMesh.indices;
  101780. //Set the data from the VertexBuffer to the current BABYLON.Mesh
  101781. vertexData.applyToMesh(babylonMesh);
  101782. if (OBJFileLoader.INVERT_Y) {
  101783. babylonMesh.scaling.y *= -1;
  101784. }
  101785. //Push the mesh into an array
  101786. babylonMeshesArray.push(babylonMesh);
  101787. }
  101788. //load the materials
  101789. //Check if we have a file to load
  101790. if (fileToLoad !== "") {
  101791. //Load the file synchronously
  101792. this._loadMTL(fileToLoad, rootUrl, function (dataLoaded) {
  101793. //Create materials thanks MTLLoader function
  101794. materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl);
  101795. //Look at each material loaded in the mtl file
  101796. for (var n = 0; n < materialsFromMTLFile.materials.length; n++) {
  101797. //Three variables to get all meshes with the same material
  101798. var startIndex = 0;
  101799. var _indices = [];
  101800. var _index;
  101801. //The material from MTL file is used in the meshes loaded
  101802. //Push the indice in an array
  101803. //Check if the material is not used for another mesh
  101804. while ((_index = materialToUse.indexOf(materialsFromMTLFile.materials[n].name, startIndex)) > -1) {
  101805. _indices.push(_index);
  101806. startIndex = _index + 1;
  101807. }
  101808. //If the material is not used dispose it
  101809. if (_index == -1 && _indices.length == 0) {
  101810. //If the material is not needed, remove it
  101811. materialsFromMTLFile.materials[n].dispose();
  101812. }
  101813. else {
  101814. for (var o = 0; o < _indices.length; o++) {
  101815. //Apply the material to the BABYLON.Mesh for each mesh with the material
  101816. babylonMeshesArray[_indices[o]].material = materialsFromMTLFile.materials[n];
  101817. }
  101818. }
  101819. }
  101820. });
  101821. }
  101822. //Return an array with all BABYLON.Mesh
  101823. return babylonMeshesArray;
  101824. };
  101825. OBJFileLoader.OPTIMIZE_WITH_UV = false;
  101826. OBJFileLoader.INVERT_Y = false;
  101827. return OBJFileLoader;
  101828. }());
  101829. BABYLON.OBJFileLoader = OBJFileLoader;
  101830. if (BABYLON.SceneLoader) {
  101831. //Add this loader into the register plugin
  101832. BABYLON.SceneLoader.RegisterPlugin(new OBJFileLoader());
  101833. }
  101834. })(BABYLON || (BABYLON = {}));
  101835. //# sourceMappingURL=babylon.objFileLoader.js.map
  101836. var BABYLON;
  101837. (function (BABYLON) {
  101838. /**
  101839. * Mode that determines the coordinate system to use.
  101840. */
  101841. var GLTFLoaderCoordinateSystemMode;
  101842. (function (GLTFLoaderCoordinateSystemMode) {
  101843. /**
  101844. * Automatically convert the glTF right-handed data to the appropriate system based on the current coordinate system mode of the scene.
  101845. */
  101846. GLTFLoaderCoordinateSystemMode[GLTFLoaderCoordinateSystemMode["AUTO"] = 0] = "AUTO";
  101847. /**
  101848. * Sets the useRightHandedSystem flag on the scene.
  101849. */
  101850. GLTFLoaderCoordinateSystemMode[GLTFLoaderCoordinateSystemMode["FORCE_RIGHT_HANDED"] = 1] = "FORCE_RIGHT_HANDED";
  101851. })(GLTFLoaderCoordinateSystemMode = BABYLON.GLTFLoaderCoordinateSystemMode || (BABYLON.GLTFLoaderCoordinateSystemMode = {}));
  101852. /**
  101853. * Mode that determines what animations will start.
  101854. */
  101855. var GLTFLoaderAnimationStartMode;
  101856. (function (GLTFLoaderAnimationStartMode) {
  101857. /**
  101858. * No animation will start.
  101859. */
  101860. GLTFLoaderAnimationStartMode[GLTFLoaderAnimationStartMode["NONE"] = 0] = "NONE";
  101861. /**
  101862. * The first animation will start.
  101863. */
  101864. GLTFLoaderAnimationStartMode[GLTFLoaderAnimationStartMode["FIRST"] = 1] = "FIRST";
  101865. /**
  101866. * All animations will start.
  101867. */
  101868. GLTFLoaderAnimationStartMode[GLTFLoaderAnimationStartMode["ALL"] = 2] = "ALL";
  101869. })(GLTFLoaderAnimationStartMode = BABYLON.GLTFLoaderAnimationStartMode || (BABYLON.GLTFLoaderAnimationStartMode = {}));
  101870. /**
  101871. * Loader state.
  101872. */
  101873. var GLTFLoaderState;
  101874. (function (GLTFLoaderState) {
  101875. /**
  101876. * The asset is loading.
  101877. */
  101878. GLTFLoaderState[GLTFLoaderState["LOADING"] = 0] = "LOADING";
  101879. /**
  101880. * The asset is ready for rendering.
  101881. */
  101882. GLTFLoaderState[GLTFLoaderState["READY"] = 1] = "READY";
  101883. /**
  101884. * The asset is completely loaded.
  101885. */
  101886. GLTFLoaderState[GLTFLoaderState["COMPLETE"] = 2] = "COMPLETE";
  101887. })(GLTFLoaderState = BABYLON.GLTFLoaderState || (BABYLON.GLTFLoaderState = {}));
  101888. /**
  101889. * File loader for loading glTF files into a scene.
  101890. */
  101891. var GLTFFileLoader = /** @class */ (function () {
  101892. function GLTFFileLoader() {
  101893. // #region Common options
  101894. /**
  101895. * Raised when the asset has been parsed
  101896. */
  101897. this.onParsedObservable = new BABYLON.Observable();
  101898. // #endregion
  101899. // #region V2 options
  101900. /**
  101901. * The coordinate system mode. Defaults to AUTO.
  101902. */
  101903. this.coordinateSystemMode = GLTFLoaderCoordinateSystemMode.AUTO;
  101904. /**
  101905. * The animation start mode. Defaults to FIRST.
  101906. */
  101907. this.animationStartMode = GLTFLoaderAnimationStartMode.FIRST;
  101908. /**
  101909. * Defines if the loader should compile materials before raising the success callback. Defaults to false.
  101910. */
  101911. this.compileMaterials = false;
  101912. /**
  101913. * Defines if the loader should also compile materials with clip planes. Defaults to false.
  101914. */
  101915. this.useClipPlane = false;
  101916. /**
  101917. * Defines if the loader should compile shadow generators before raising the success callback. Defaults to false.
  101918. */
  101919. this.compileShadowGenerators = false;
  101920. /**
  101921. * Function called before loading a url referenced by the asset.
  101922. */
  101923. this.preprocessUrlAsync = function (url) { return Promise.resolve(url); };
  101924. /**
  101925. * Observable raised when the loader creates a mesh after parsing the glTF properties of the mesh.
  101926. */
  101927. this.onMeshLoadedObservable = new BABYLON.Observable();
  101928. /**
  101929. * Observable raised when the loader creates a texture after parsing the glTF properties of the texture.
  101930. */
  101931. this.onTextureLoadedObservable = new BABYLON.Observable();
  101932. /**
  101933. * Observable raised when the loader creates a material after parsing the glTF properties of the material.
  101934. */
  101935. this.onMaterialLoadedObservable = new BABYLON.Observable();
  101936. /**
  101937. * Observable raised when the loader creates a camera after parsing the glTF properties of the camera.
  101938. */
  101939. this.onCameraLoadedObservable = new BABYLON.Observable();
  101940. /**
  101941. * Observable raised when the asset is completely loaded, immediately before the loader is disposed.
  101942. * For assets with LODs, raised when all of the LODs are complete.
  101943. * For assets without LODs, raised when the model is complete, immediately after the loader resolves the returned promise.
  101944. */
  101945. this.onCompleteObservable = new BABYLON.Observable();
  101946. /**
  101947. * Observable raised after the loader is disposed.
  101948. */
  101949. this.onDisposeObservable = new BABYLON.Observable();
  101950. /**
  101951. * Observable raised after a loader extension is created.
  101952. * Set additional options for a loader extension in this event.
  101953. */
  101954. this.onExtensionLoadedObservable = new BABYLON.Observable();
  101955. // #endregion
  101956. this._loader = null;
  101957. /**
  101958. * Name of the loader ("gltf")
  101959. */
  101960. this.name = "gltf";
  101961. /**
  101962. * Supported file extensions of the loader (.gltf, .glb)
  101963. */
  101964. this.extensions = {
  101965. ".gltf": { isBinary: false },
  101966. ".glb": { isBinary: true }
  101967. };
  101968. }
  101969. Object.defineProperty(GLTFFileLoader.prototype, "onParsed", {
  101970. /**
  101971. * Raised when the asset has been parsed
  101972. */
  101973. set: function (callback) {
  101974. if (this._onParsedObserver) {
  101975. this.onParsedObservable.remove(this._onParsedObserver);
  101976. }
  101977. this._onParsedObserver = this.onParsedObservable.add(callback);
  101978. },
  101979. enumerable: true,
  101980. configurable: true
  101981. });
  101982. Object.defineProperty(GLTFFileLoader.prototype, "onMeshLoaded", {
  101983. /**
  101984. * Callback raised when the loader creates a mesh after parsing the glTF properties of the mesh.
  101985. */
  101986. set: function (callback) {
  101987. if (this._onMeshLoadedObserver) {
  101988. this.onMeshLoadedObservable.remove(this._onMeshLoadedObserver);
  101989. }
  101990. this._onMeshLoadedObserver = this.onMeshLoadedObservable.add(callback);
  101991. },
  101992. enumerable: true,
  101993. configurable: true
  101994. });
  101995. Object.defineProperty(GLTFFileLoader.prototype, "onTextureLoaded", {
  101996. /**
  101997. * Callback raised when the loader creates a texture after parsing the glTF properties of the texture.
  101998. */
  101999. set: function (callback) {
  102000. if (this._onTextureLoadedObserver) {
  102001. this.onTextureLoadedObservable.remove(this._onTextureLoadedObserver);
  102002. }
  102003. this._onTextureLoadedObserver = this.onTextureLoadedObservable.add(callback);
  102004. },
  102005. enumerable: true,
  102006. configurable: true
  102007. });
  102008. Object.defineProperty(GLTFFileLoader.prototype, "onMaterialLoaded", {
  102009. /**
  102010. * Callback raised when the loader creates a material after parsing the glTF properties of the material.
  102011. */
  102012. set: function (callback) {
  102013. if (this._onMaterialLoadedObserver) {
  102014. this.onMaterialLoadedObservable.remove(this._onMaterialLoadedObserver);
  102015. }
  102016. this._onMaterialLoadedObserver = this.onMaterialLoadedObservable.add(callback);
  102017. },
  102018. enumerable: true,
  102019. configurable: true
  102020. });
  102021. Object.defineProperty(GLTFFileLoader.prototype, "onCameraLoaded", {
  102022. /**
  102023. * Callback raised when the loader creates a camera after parsing the glTF properties of the camera.
  102024. */
  102025. set: function (callback) {
  102026. if (this._onCameraLoadedObserver) {
  102027. this.onCameraLoadedObservable.remove(this._onCameraLoadedObserver);
  102028. }
  102029. this._onCameraLoadedObserver = this.onCameraLoadedObservable.add(callback);
  102030. },
  102031. enumerable: true,
  102032. configurable: true
  102033. });
  102034. Object.defineProperty(GLTFFileLoader.prototype, "onComplete", {
  102035. /**
  102036. * Callback raised when the asset is completely loaded, immediately before the loader is disposed.
  102037. */
  102038. set: function (callback) {
  102039. if (this._onCompleteObserver) {
  102040. this.onCompleteObservable.remove(this._onCompleteObserver);
  102041. }
  102042. this._onCompleteObserver = this.onCompleteObservable.add(callback);
  102043. },
  102044. enumerable: true,
  102045. configurable: true
  102046. });
  102047. Object.defineProperty(GLTFFileLoader.prototype, "onDispose", {
  102048. /**
  102049. * Callback raised after the loader is disposed.
  102050. */
  102051. set: function (callback) {
  102052. if (this._onDisposeObserver) {
  102053. this.onDisposeObservable.remove(this._onDisposeObserver);
  102054. }
  102055. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  102056. },
  102057. enumerable: true,
  102058. configurable: true
  102059. });
  102060. Object.defineProperty(GLTFFileLoader.prototype, "onExtensionLoaded", {
  102061. /**
  102062. * Callback raised after a loader extension is created.
  102063. */
  102064. set: function (callback) {
  102065. if (this._onExtensionLoadedObserver) {
  102066. this.onExtensionLoadedObservable.remove(this._onExtensionLoadedObserver);
  102067. }
  102068. this._onExtensionLoadedObserver = this.onExtensionLoadedObservable.add(callback);
  102069. },
  102070. enumerable: true,
  102071. configurable: true
  102072. });
  102073. /**
  102074. * Returns a promise that resolves when the asset is completely loaded.
  102075. * @returns a promise that resolves when the asset is completely loaded.
  102076. */
  102077. GLTFFileLoader.prototype.whenCompleteAsync = function () {
  102078. var _this = this;
  102079. return new Promise(function (resolve) {
  102080. _this.onCompleteObservable.add(function () {
  102081. resolve();
  102082. }, undefined, undefined, undefined, true);
  102083. });
  102084. };
  102085. Object.defineProperty(GLTFFileLoader.prototype, "loaderState", {
  102086. /**
  102087. * The loader state or null if the loader is not active.
  102088. */
  102089. get: function () {
  102090. return this._loader ? this._loader.state : null;
  102091. },
  102092. enumerable: true,
  102093. configurable: true
  102094. });
  102095. /**
  102096. * Disposes the loader, releases resources during load, and cancels any outstanding requests.
  102097. */
  102098. GLTFFileLoader.prototype.dispose = function () {
  102099. if (this._loader) {
  102100. this._loader.dispose();
  102101. this._loader = null;
  102102. }
  102103. this.preprocessUrlAsync = function (url) { return Promise.resolve(url); };
  102104. this.onMeshLoadedObservable.clear();
  102105. this.onTextureLoadedObservable.clear();
  102106. this.onMaterialLoadedObservable.clear();
  102107. this.onCameraLoadedObservable.clear();
  102108. this.onCompleteObservable.clear();
  102109. this.onExtensionLoadedObservable.clear();
  102110. this.onDisposeObservable.notifyObservers(this);
  102111. this.onDisposeObservable.clear();
  102112. };
  102113. /**
  102114. * Imports one or more meshes from the loaded glTF data and adds them to the scene
  102115. * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
  102116. * @param scene the scene the meshes should be added to
  102117. * @param data the glTF data to load
  102118. * @param rootUrl root url to load from
  102119. * @param onProgress event that fires when loading progress has occured
  102120. * @returns a promise containg the loaded meshes, particles, skeletons and animations
  102121. */
  102122. GLTFFileLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onProgress) {
  102123. var _this = this;
  102124. return Promise.resolve().then(function () {
  102125. var loaderData = _this._parse(data);
  102126. _this._loader = _this._getLoader(loaderData);
  102127. return _this._loader.importMeshAsync(meshesNames, scene, loaderData, rootUrl, onProgress);
  102128. });
  102129. };
  102130. /**
  102131. * Imports all objects from the loaded glTF data and adds them to the scene
  102132. * @param scene the scene the objects should be added to
  102133. * @param data the glTF data to load
  102134. * @param rootUrl root url to load from
  102135. * @param onProgress event that fires when loading progress has occured
  102136. * @returns a promise which completes when objects have been loaded to the scene
  102137. */
  102138. GLTFFileLoader.prototype.loadAsync = function (scene, data, rootUrl, onProgress) {
  102139. var _this = this;
  102140. return Promise.resolve().then(function () {
  102141. var loaderData = _this._parse(data);
  102142. _this._loader = _this._getLoader(loaderData);
  102143. return _this._loader.loadAsync(scene, loaderData, rootUrl, onProgress);
  102144. });
  102145. };
  102146. /**
  102147. * Load into an asset container.
  102148. * @param scene The scene to load into
  102149. * @param data The data to import
  102150. * @param rootUrl The root url for scene and resources
  102151. * @param onProgress The callback when the load progresses
  102152. * @returns The loaded asset container
  102153. */
  102154. GLTFFileLoader.prototype.loadAssetContainerAsync = function (scene, data, rootUrl, onProgress) {
  102155. var _this = this;
  102156. return Promise.resolve().then(function () {
  102157. var loaderData = _this._parse(data);
  102158. _this._loader = _this._getLoader(loaderData);
  102159. return _this._loader.importMeshAsync(null, scene, loaderData, rootUrl, onProgress).then(function (result) {
  102160. var container = new BABYLON.AssetContainer(scene);
  102161. Array.prototype.push.apply(container.meshes, result.meshes);
  102162. Array.prototype.push.apply(container.particleSystems, result.particleSystems);
  102163. Array.prototype.push.apply(container.skeletons, result.skeletons);
  102164. Array.prototype.push.apply(container.animationGroups, result.animationGroups);
  102165. container.removeAllFromScene();
  102166. return container;
  102167. });
  102168. });
  102169. };
  102170. /**
  102171. * If the data string can be loaded directly.
  102172. * @param data string contianing the file data
  102173. * @returns if the data can be loaded directly
  102174. */
  102175. GLTFFileLoader.prototype.canDirectLoad = function (data) {
  102176. return ((data.indexOf("scene") !== -1) && (data.indexOf("node") !== -1));
  102177. };
  102178. /**
  102179. * Instantiates a glTF file loader plugin.
  102180. * @returns the created plugin
  102181. */
  102182. GLTFFileLoader.prototype.createPlugin = function () {
  102183. return new GLTFFileLoader();
  102184. };
  102185. GLTFFileLoader.prototype._parse = function (data) {
  102186. var parsedData;
  102187. if (data instanceof ArrayBuffer) {
  102188. parsedData = GLTFFileLoader._parseBinary(data);
  102189. }
  102190. else {
  102191. parsedData = {
  102192. json: JSON.parse(data),
  102193. bin: null
  102194. };
  102195. }
  102196. this.onParsedObservable.notifyObservers(parsedData);
  102197. this.onParsedObservable.clear();
  102198. return parsedData;
  102199. };
  102200. GLTFFileLoader.prototype._getLoader = function (loaderData) {
  102201. var _this = this;
  102202. var loaderVersion = { major: 2, minor: 0 };
  102203. var asset = loaderData.json.asset || {};
  102204. var version = GLTFFileLoader._parseVersion(asset.version);
  102205. if (!version) {
  102206. throw new Error("Invalid version: " + asset.version);
  102207. }
  102208. if (asset.minVersion !== undefined) {
  102209. var minVersion = GLTFFileLoader._parseVersion(asset.minVersion);
  102210. if (!minVersion) {
  102211. throw new Error("Invalid minimum version: " + asset.minVersion);
  102212. }
  102213. if (GLTFFileLoader._compareVersion(minVersion, loaderVersion) > 0) {
  102214. throw new Error("Incompatible minimum version: " + asset.minVersion);
  102215. }
  102216. }
  102217. var createLoaders = {
  102218. 1: GLTFFileLoader.CreateGLTFLoaderV1,
  102219. 2: GLTFFileLoader.CreateGLTFLoaderV2
  102220. };
  102221. var createLoader = createLoaders[version.major];
  102222. if (!createLoader) {
  102223. throw new Error("Unsupported version: " + asset.version);
  102224. }
  102225. var loader = createLoader();
  102226. loader.coordinateSystemMode = this.coordinateSystemMode;
  102227. loader.animationStartMode = this.animationStartMode;
  102228. loader.compileMaterials = this.compileMaterials;
  102229. loader.useClipPlane = this.useClipPlane;
  102230. loader.compileShadowGenerators = this.compileShadowGenerators;
  102231. loader.preprocessUrlAsync = this.preprocessUrlAsync;
  102232. loader.onMeshLoadedObservable.add(function (mesh) { return _this.onMeshLoadedObservable.notifyObservers(mesh); });
  102233. loader.onTextureLoadedObservable.add(function (texture) { return _this.onTextureLoadedObservable.notifyObservers(texture); });
  102234. loader.onMaterialLoadedObservable.add(function (material) { return _this.onMaterialLoadedObservable.notifyObservers(material); });
  102235. loader.onCameraLoadedObservable.add(function (camera) { return _this.onCameraLoadedObservable.notifyObservers(camera); });
  102236. loader.onExtensionLoadedObservable.add(function (extension) {
  102237. _this.onExtensionLoadedObservable.notifyObservers(extension);
  102238. _this.onExtensionLoadedObservable.clear();
  102239. });
  102240. loader.onCompleteObservable.add(function () {
  102241. _this.onMeshLoadedObservable.clear();
  102242. _this.onTextureLoadedObservable.clear();
  102243. _this.onMaterialLoadedObservable.clear();
  102244. _this.onCameraLoadedObservable.clear();
  102245. _this.onCompleteObservable.notifyObservers(_this);
  102246. _this.onCompleteObservable.clear();
  102247. });
  102248. return loader;
  102249. };
  102250. GLTFFileLoader._parseBinary = function (data) {
  102251. var Binary = {
  102252. Magic: 0x46546C67
  102253. };
  102254. var binaryReader = new BinaryReader(data);
  102255. var magic = binaryReader.readUint32();
  102256. if (magic !== Binary.Magic) {
  102257. throw new Error("Unexpected magic: " + magic);
  102258. }
  102259. var version = binaryReader.readUint32();
  102260. switch (version) {
  102261. case 1: return GLTFFileLoader._parseV1(binaryReader);
  102262. case 2: return GLTFFileLoader._parseV2(binaryReader);
  102263. }
  102264. throw new Error("Unsupported version: " + version);
  102265. };
  102266. GLTFFileLoader._parseV1 = function (binaryReader) {
  102267. var ContentFormat = {
  102268. JSON: 0
  102269. };
  102270. var length = binaryReader.readUint32();
  102271. if (length != binaryReader.getLength()) {
  102272. throw new Error("Length in header does not match actual data length: " + length + " != " + binaryReader.getLength());
  102273. }
  102274. var contentLength = binaryReader.readUint32();
  102275. var contentFormat = binaryReader.readUint32();
  102276. var content;
  102277. switch (contentFormat) {
  102278. case ContentFormat.JSON: {
  102279. content = JSON.parse(GLTFFileLoader._decodeBufferToText(binaryReader.readUint8Array(contentLength)));
  102280. break;
  102281. }
  102282. default: {
  102283. throw new Error("Unexpected content format: " + contentFormat);
  102284. }
  102285. }
  102286. var bytesRemaining = binaryReader.getLength() - binaryReader.getPosition();
  102287. var body = binaryReader.readUint8Array(bytesRemaining);
  102288. return {
  102289. json: content,
  102290. bin: body
  102291. };
  102292. };
  102293. GLTFFileLoader._parseV2 = function (binaryReader) {
  102294. var ChunkFormat = {
  102295. JSON: 0x4E4F534A,
  102296. BIN: 0x004E4942
  102297. };
  102298. var length = binaryReader.readUint32();
  102299. if (length !== binaryReader.getLength()) {
  102300. throw new Error("Length in header does not match actual data length: " + length + " != " + binaryReader.getLength());
  102301. }
  102302. // JSON chunk
  102303. var chunkLength = binaryReader.readUint32();
  102304. var chunkFormat = binaryReader.readUint32();
  102305. if (chunkFormat !== ChunkFormat.JSON) {
  102306. throw new Error("First chunk format is not JSON");
  102307. }
  102308. var json = JSON.parse(GLTFFileLoader._decodeBufferToText(binaryReader.readUint8Array(chunkLength)));
  102309. // Look for BIN chunk
  102310. var bin = null;
  102311. while (binaryReader.getPosition() < binaryReader.getLength()) {
  102312. var chunkLength_1 = binaryReader.readUint32();
  102313. var chunkFormat_1 = binaryReader.readUint32();
  102314. switch (chunkFormat_1) {
  102315. case ChunkFormat.JSON: {
  102316. throw new Error("Unexpected JSON chunk");
  102317. }
  102318. case ChunkFormat.BIN: {
  102319. bin = binaryReader.readUint8Array(chunkLength_1);
  102320. break;
  102321. }
  102322. default: {
  102323. // ignore unrecognized chunkFormat
  102324. binaryReader.skipBytes(chunkLength_1);
  102325. break;
  102326. }
  102327. }
  102328. }
  102329. return {
  102330. json: json,
  102331. bin: bin
  102332. };
  102333. };
  102334. GLTFFileLoader._parseVersion = function (version) {
  102335. if (version === "1.0" || version === "1.0.1") {
  102336. return {
  102337. major: 1,
  102338. minor: 0
  102339. };
  102340. }
  102341. var match = (version + "").match(/^(\d+)\.(\d+)/);
  102342. if (!match) {
  102343. return null;
  102344. }
  102345. return {
  102346. major: parseInt(match[1]),
  102347. minor: parseInt(match[2])
  102348. };
  102349. };
  102350. GLTFFileLoader._compareVersion = function (a, b) {
  102351. if (a.major > b.major)
  102352. return 1;
  102353. if (a.major < b.major)
  102354. return -1;
  102355. if (a.minor > b.minor)
  102356. return 1;
  102357. if (a.minor < b.minor)
  102358. return -1;
  102359. return 0;
  102360. };
  102361. GLTFFileLoader._decodeBufferToText = function (buffer) {
  102362. var result = "";
  102363. var length = buffer.byteLength;
  102364. for (var i = 0; i < length; i++) {
  102365. result += String.fromCharCode(buffer[i]);
  102366. }
  102367. return result;
  102368. };
  102369. // #endregion
  102370. // #region V1 options
  102371. /**
  102372. * Set this property to false to disable incremental loading which delays the loader from calling the success callback until after loading the meshes and shaders.
  102373. * Textures always loads asynchronously. For example, the success callback can compute the bounding information of the loaded meshes when incremental loading is disabled.
  102374. * Defaults to true.
  102375. */
  102376. GLTFFileLoader.IncrementalLoading = true;
  102377. /**
  102378. * Set this property to true in order to work with homogeneous coordinates, available with some converters and exporters.
  102379. * Defaults to false. See https://en.wikipedia.org/wiki/Homogeneous_coordinates.
  102380. */
  102381. GLTFFileLoader.HomogeneousCoordinates = false;
  102382. return GLTFFileLoader;
  102383. }());
  102384. BABYLON.GLTFFileLoader = GLTFFileLoader;
  102385. var BinaryReader = /** @class */ (function () {
  102386. function BinaryReader(arrayBuffer) {
  102387. this._arrayBuffer = arrayBuffer;
  102388. this._dataView = new DataView(arrayBuffer);
  102389. this._byteOffset = 0;
  102390. }
  102391. BinaryReader.prototype.getPosition = function () {
  102392. return this._byteOffset;
  102393. };
  102394. BinaryReader.prototype.getLength = function () {
  102395. return this._arrayBuffer.byteLength;
  102396. };
  102397. BinaryReader.prototype.readUint32 = function () {
  102398. var value = this._dataView.getUint32(this._byteOffset, true);
  102399. this._byteOffset += 4;
  102400. return value;
  102401. };
  102402. BinaryReader.prototype.readUint8Array = function (length) {
  102403. var value = new Uint8Array(this._arrayBuffer, this._byteOffset, length);
  102404. this._byteOffset += length;
  102405. return value;
  102406. };
  102407. BinaryReader.prototype.skipBytes = function (length) {
  102408. this._byteOffset += length;
  102409. };
  102410. return BinaryReader;
  102411. }());
  102412. if (BABYLON.SceneLoader) {
  102413. BABYLON.SceneLoader.RegisterPlugin(new GLTFFileLoader());
  102414. }
  102415. })(BABYLON || (BABYLON = {}));
  102416. //# sourceMappingURL=babylon.glTFFileLoader.js.map
  102417. var BABYLON;
  102418. (function (BABYLON) {
  102419. var GLTF1;
  102420. (function (GLTF1) {
  102421. /**
  102422. * Enums
  102423. */
  102424. var EComponentType;
  102425. (function (EComponentType) {
  102426. EComponentType[EComponentType["BYTE"] = 5120] = "BYTE";
  102427. EComponentType[EComponentType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
  102428. EComponentType[EComponentType["SHORT"] = 5122] = "SHORT";
  102429. EComponentType[EComponentType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
  102430. EComponentType[EComponentType["FLOAT"] = 5126] = "FLOAT";
  102431. })(EComponentType = GLTF1.EComponentType || (GLTF1.EComponentType = {}));
  102432. var EShaderType;
  102433. (function (EShaderType) {
  102434. EShaderType[EShaderType["FRAGMENT"] = 35632] = "FRAGMENT";
  102435. EShaderType[EShaderType["VERTEX"] = 35633] = "VERTEX";
  102436. })(EShaderType = GLTF1.EShaderType || (GLTF1.EShaderType = {}));
  102437. var EParameterType;
  102438. (function (EParameterType) {
  102439. EParameterType[EParameterType["BYTE"] = 5120] = "BYTE";
  102440. EParameterType[EParameterType["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE";
  102441. EParameterType[EParameterType["SHORT"] = 5122] = "SHORT";
  102442. EParameterType[EParameterType["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT";
  102443. EParameterType[EParameterType["INT"] = 5124] = "INT";
  102444. EParameterType[EParameterType["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT";
  102445. EParameterType[EParameterType["FLOAT"] = 5126] = "FLOAT";
  102446. EParameterType[EParameterType["FLOAT_VEC2"] = 35664] = "FLOAT_VEC2";
  102447. EParameterType[EParameterType["FLOAT_VEC3"] = 35665] = "FLOAT_VEC3";
  102448. EParameterType[EParameterType["FLOAT_VEC4"] = 35666] = "FLOAT_VEC4";
  102449. EParameterType[EParameterType["INT_VEC2"] = 35667] = "INT_VEC2";
  102450. EParameterType[EParameterType["INT_VEC3"] = 35668] = "INT_VEC3";
  102451. EParameterType[EParameterType["INT_VEC4"] = 35669] = "INT_VEC4";
  102452. EParameterType[EParameterType["BOOL"] = 35670] = "BOOL";
  102453. EParameterType[EParameterType["BOOL_VEC2"] = 35671] = "BOOL_VEC2";
  102454. EParameterType[EParameterType["BOOL_VEC3"] = 35672] = "BOOL_VEC3";
  102455. EParameterType[EParameterType["BOOL_VEC4"] = 35673] = "BOOL_VEC4";
  102456. EParameterType[EParameterType["FLOAT_MAT2"] = 35674] = "FLOAT_MAT2";
  102457. EParameterType[EParameterType["FLOAT_MAT3"] = 35675] = "FLOAT_MAT3";
  102458. EParameterType[EParameterType["FLOAT_MAT4"] = 35676] = "FLOAT_MAT4";
  102459. EParameterType[EParameterType["SAMPLER_2D"] = 35678] = "SAMPLER_2D";
  102460. })(EParameterType = GLTF1.EParameterType || (GLTF1.EParameterType = {}));
  102461. var ETextureWrapMode;
  102462. (function (ETextureWrapMode) {
  102463. ETextureWrapMode[ETextureWrapMode["CLAMP_TO_EDGE"] = 33071] = "CLAMP_TO_EDGE";
  102464. ETextureWrapMode[ETextureWrapMode["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT";
  102465. ETextureWrapMode[ETextureWrapMode["REPEAT"] = 10497] = "REPEAT";
  102466. })(ETextureWrapMode = GLTF1.ETextureWrapMode || (GLTF1.ETextureWrapMode = {}));
  102467. var ETextureFilterType;
  102468. (function (ETextureFilterType) {
  102469. ETextureFilterType[ETextureFilterType["NEAREST"] = 9728] = "NEAREST";
  102470. ETextureFilterType[ETextureFilterType["LINEAR"] = 9728] = "LINEAR";
  102471. ETextureFilterType[ETextureFilterType["NEAREST_MIPMAP_NEAREST"] = 9984] = "NEAREST_MIPMAP_NEAREST";
  102472. ETextureFilterType[ETextureFilterType["LINEAR_MIPMAP_NEAREST"] = 9985] = "LINEAR_MIPMAP_NEAREST";
  102473. ETextureFilterType[ETextureFilterType["NEAREST_MIPMAP_LINEAR"] = 9986] = "NEAREST_MIPMAP_LINEAR";
  102474. ETextureFilterType[ETextureFilterType["LINEAR_MIPMAP_LINEAR"] = 9987] = "LINEAR_MIPMAP_LINEAR";
  102475. })(ETextureFilterType = GLTF1.ETextureFilterType || (GLTF1.ETextureFilterType = {}));
  102476. var ETextureFormat;
  102477. (function (ETextureFormat) {
  102478. ETextureFormat[ETextureFormat["ALPHA"] = 6406] = "ALPHA";
  102479. ETextureFormat[ETextureFormat["RGB"] = 6407] = "RGB";
  102480. ETextureFormat[ETextureFormat["RGBA"] = 6408] = "RGBA";
  102481. ETextureFormat[ETextureFormat["LUMINANCE"] = 6409] = "LUMINANCE";
  102482. ETextureFormat[ETextureFormat["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA";
  102483. })(ETextureFormat = GLTF1.ETextureFormat || (GLTF1.ETextureFormat = {}));
  102484. var ECullingType;
  102485. (function (ECullingType) {
  102486. ECullingType[ECullingType["FRONT"] = 1028] = "FRONT";
  102487. ECullingType[ECullingType["BACK"] = 1029] = "BACK";
  102488. ECullingType[ECullingType["FRONT_AND_BACK"] = 1032] = "FRONT_AND_BACK";
  102489. })(ECullingType = GLTF1.ECullingType || (GLTF1.ECullingType = {}));
  102490. var EBlendingFunction;
  102491. (function (EBlendingFunction) {
  102492. EBlendingFunction[EBlendingFunction["ZERO"] = 0] = "ZERO";
  102493. EBlendingFunction[EBlendingFunction["ONE"] = 1] = "ONE";
  102494. EBlendingFunction[EBlendingFunction["SRC_COLOR"] = 768] = "SRC_COLOR";
  102495. EBlendingFunction[EBlendingFunction["ONE_MINUS_SRC_COLOR"] = 769] = "ONE_MINUS_SRC_COLOR";
  102496. EBlendingFunction[EBlendingFunction["DST_COLOR"] = 774] = "DST_COLOR";
  102497. EBlendingFunction[EBlendingFunction["ONE_MINUS_DST_COLOR"] = 775] = "ONE_MINUS_DST_COLOR";
  102498. EBlendingFunction[EBlendingFunction["SRC_ALPHA"] = 770] = "SRC_ALPHA";
  102499. EBlendingFunction[EBlendingFunction["ONE_MINUS_SRC_ALPHA"] = 771] = "ONE_MINUS_SRC_ALPHA";
  102500. EBlendingFunction[EBlendingFunction["DST_ALPHA"] = 772] = "DST_ALPHA";
  102501. EBlendingFunction[EBlendingFunction["ONE_MINUS_DST_ALPHA"] = 773] = "ONE_MINUS_DST_ALPHA";
  102502. EBlendingFunction[EBlendingFunction["CONSTANT_COLOR"] = 32769] = "CONSTANT_COLOR";
  102503. EBlendingFunction[EBlendingFunction["ONE_MINUS_CONSTANT_COLOR"] = 32770] = "ONE_MINUS_CONSTANT_COLOR";
  102504. EBlendingFunction[EBlendingFunction["CONSTANT_ALPHA"] = 32771] = "CONSTANT_ALPHA";
  102505. EBlendingFunction[EBlendingFunction["ONE_MINUS_CONSTANT_ALPHA"] = 32772] = "ONE_MINUS_CONSTANT_ALPHA";
  102506. EBlendingFunction[EBlendingFunction["SRC_ALPHA_SATURATE"] = 776] = "SRC_ALPHA_SATURATE";
  102507. })(EBlendingFunction = GLTF1.EBlendingFunction || (GLTF1.EBlendingFunction = {}));
  102508. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  102509. })(BABYLON || (BABYLON = {}));
  102510. //# sourceMappingURL=babylon.glTFLoaderInterfaces.js.map
  102511. var BABYLON;
  102512. (function (BABYLON) {
  102513. var GLTF1;
  102514. (function (GLTF1) {
  102515. /**
  102516. * Tokenizer. Used for shaders compatibility
  102517. * Automatically map world, view, projection, worldViewProjection, attributes and so on
  102518. */
  102519. var ETokenType;
  102520. (function (ETokenType) {
  102521. ETokenType[ETokenType["IDENTIFIER"] = 1] = "IDENTIFIER";
  102522. ETokenType[ETokenType["UNKNOWN"] = 2] = "UNKNOWN";
  102523. ETokenType[ETokenType["END_OF_INPUT"] = 3] = "END_OF_INPUT";
  102524. })(ETokenType || (ETokenType = {}));
  102525. var Tokenizer = /** @class */ (function () {
  102526. function Tokenizer(toParse) {
  102527. this._pos = 0;
  102528. this.currentToken = ETokenType.UNKNOWN;
  102529. this.currentIdentifier = "";
  102530. this.currentString = "";
  102531. this.isLetterOrDigitPattern = /^[a-zA-Z0-9]+$/;
  102532. this._toParse = toParse;
  102533. this._maxPos = toParse.length;
  102534. }
  102535. Tokenizer.prototype.getNextToken = function () {
  102536. if (this.isEnd())
  102537. return ETokenType.END_OF_INPUT;
  102538. this.currentString = this.read();
  102539. this.currentToken = ETokenType.UNKNOWN;
  102540. if (this.currentString === "_" || this.isLetterOrDigitPattern.test(this.currentString)) {
  102541. this.currentToken = ETokenType.IDENTIFIER;
  102542. this.currentIdentifier = this.currentString;
  102543. while (!this.isEnd() && (this.isLetterOrDigitPattern.test(this.currentString = this.peek()) || this.currentString === "_")) {
  102544. this.currentIdentifier += this.currentString;
  102545. this.forward();
  102546. }
  102547. }
  102548. return this.currentToken;
  102549. };
  102550. Tokenizer.prototype.peek = function () {
  102551. return this._toParse[this._pos];
  102552. };
  102553. Tokenizer.prototype.read = function () {
  102554. return this._toParse[this._pos++];
  102555. };
  102556. Tokenizer.prototype.forward = function () {
  102557. this._pos++;
  102558. };
  102559. Tokenizer.prototype.isEnd = function () {
  102560. return this._pos >= this._maxPos;
  102561. };
  102562. return Tokenizer;
  102563. }());
  102564. /**
  102565. * Values
  102566. */
  102567. var glTFTransforms = ["MODEL", "VIEW", "PROJECTION", "MODELVIEW", "MODELVIEWPROJECTION", "JOINTMATRIX"];
  102568. var babylonTransforms = ["world", "view", "projection", "worldView", "worldViewProjection", "mBones"];
  102569. var glTFAnimationPaths = ["translation", "rotation", "scale"];
  102570. var babylonAnimationPaths = ["position", "rotationQuaternion", "scaling"];
  102571. /**
  102572. * Parse
  102573. */
  102574. var parseBuffers = function (parsedBuffers, gltfRuntime) {
  102575. for (var buf in parsedBuffers) {
  102576. var parsedBuffer = parsedBuffers[buf];
  102577. gltfRuntime.buffers[buf] = parsedBuffer;
  102578. gltfRuntime.buffersCount++;
  102579. }
  102580. };
  102581. var parseShaders = function (parsedShaders, gltfRuntime) {
  102582. for (var sha in parsedShaders) {
  102583. var parsedShader = parsedShaders[sha];
  102584. gltfRuntime.shaders[sha] = parsedShader;
  102585. gltfRuntime.shaderscount++;
  102586. }
  102587. };
  102588. var parseObject = function (parsedObjects, runtimeProperty, gltfRuntime) {
  102589. for (var object in parsedObjects) {
  102590. var parsedObject = parsedObjects[object];
  102591. gltfRuntime[runtimeProperty][object] = parsedObject;
  102592. }
  102593. };
  102594. /**
  102595. * Utils
  102596. */
  102597. var normalizeUVs = function (buffer) {
  102598. if (!buffer) {
  102599. return;
  102600. }
  102601. for (var i = 0; i < buffer.length / 2; i++) {
  102602. buffer[i * 2 + 1] = 1.0 - buffer[i * 2 + 1];
  102603. }
  102604. };
  102605. var getAttribute = function (attributeParameter) {
  102606. if (attributeParameter.semantic === "NORMAL") {
  102607. return "normal";
  102608. }
  102609. else if (attributeParameter.semantic === "POSITION") {
  102610. return "position";
  102611. }
  102612. else if (attributeParameter.semantic === "JOINT") {
  102613. return "matricesIndices";
  102614. }
  102615. else if (attributeParameter.semantic === "WEIGHT") {
  102616. return "matricesWeights";
  102617. }
  102618. else if (attributeParameter.semantic === "COLOR") {
  102619. return "color";
  102620. }
  102621. else if (attributeParameter.semantic && attributeParameter.semantic.indexOf("TEXCOORD_") !== -1) {
  102622. var channel = Number(attributeParameter.semantic.split("_")[1]);
  102623. return "uv" + (channel === 0 ? "" : channel + 1);
  102624. }
  102625. return null;
  102626. };
  102627. /**
  102628. * Loads and creates animations
  102629. */
  102630. var loadAnimations = function (gltfRuntime) {
  102631. for (var anim in gltfRuntime.animations) {
  102632. var animation = gltfRuntime.animations[anim];
  102633. if (!animation.channels || !animation.samplers) {
  102634. continue;
  102635. }
  102636. var lastAnimation = null;
  102637. for (var i = 0; i < animation.channels.length; i++) {
  102638. // Get parameters and load buffers
  102639. var channel = animation.channels[i];
  102640. var sampler = animation.samplers[channel.sampler];
  102641. if (!sampler) {
  102642. continue;
  102643. }
  102644. var inputData = null;
  102645. var outputData = null;
  102646. if (animation.parameters) {
  102647. inputData = animation.parameters[sampler.input];
  102648. outputData = animation.parameters[sampler.output];
  102649. }
  102650. else {
  102651. inputData = sampler.input;
  102652. outputData = sampler.output;
  102653. }
  102654. var bufferInput = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[inputData]);
  102655. var bufferOutput = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, gltfRuntime.accessors[outputData]);
  102656. var targetID = channel.target.id;
  102657. var targetNode = gltfRuntime.scene.getNodeByID(targetID);
  102658. if (targetNode === null) {
  102659. targetNode = gltfRuntime.scene.getNodeByName(targetID);
  102660. }
  102661. if (targetNode === null) {
  102662. BABYLON.Tools.Warn("Creating animation named " + anim + ". But cannot find node named " + targetID + " to attach to");
  102663. continue;
  102664. }
  102665. var isBone = targetNode instanceof BABYLON.Bone;
  102666. // Get target path (position, rotation or scaling)
  102667. var targetPath = channel.target.path;
  102668. var targetPathIndex = glTFAnimationPaths.indexOf(targetPath);
  102669. if (targetPathIndex !== -1) {
  102670. targetPath = babylonAnimationPaths[targetPathIndex];
  102671. }
  102672. // Determine animation type
  102673. var animationType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  102674. if (!isBone) {
  102675. if (targetPath === "rotationQuaternion") {
  102676. animationType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  102677. targetNode.rotationQuaternion = new BABYLON.Quaternion();
  102678. }
  102679. else {
  102680. animationType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  102681. }
  102682. }
  102683. // Create animation and key frames
  102684. var babylonAnimation = null;
  102685. var keys = [];
  102686. var arrayOffset = 0;
  102687. var modifyKey = false;
  102688. if (isBone && lastAnimation && lastAnimation.getKeys().length === bufferInput.length) {
  102689. babylonAnimation = lastAnimation;
  102690. modifyKey = true;
  102691. }
  102692. if (!modifyKey) {
  102693. babylonAnimation = new BABYLON.Animation(anim, isBone ? "_matrix" : targetPath, 1, animationType, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  102694. }
  102695. // For each frame
  102696. for (var j = 0; j < bufferInput.length; j++) {
  102697. var value = null;
  102698. if (targetPath === "rotationQuaternion") { // VEC4
  102699. value = BABYLON.Quaternion.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2], bufferOutput[arrayOffset + 3]]);
  102700. arrayOffset += 4;
  102701. }
  102702. else { // Position and scaling are VEC3
  102703. value = BABYLON.Vector3.FromArray([bufferOutput[arrayOffset], bufferOutput[arrayOffset + 1], bufferOutput[arrayOffset + 2]]);
  102704. arrayOffset += 3;
  102705. }
  102706. if (isBone) {
  102707. var bone = targetNode;
  102708. var translation = BABYLON.Vector3.Zero();
  102709. var rotationQuaternion = new BABYLON.Quaternion();
  102710. var scaling = BABYLON.Vector3.Zero();
  102711. // Warning on decompose
  102712. var mat = bone.getBaseMatrix();
  102713. if (modifyKey && lastAnimation) {
  102714. mat = lastAnimation.getKeys()[j].value;
  102715. }
  102716. mat.decompose(scaling, rotationQuaternion, translation);
  102717. if (targetPath === "position") {
  102718. translation = value;
  102719. }
  102720. else if (targetPath === "rotationQuaternion") {
  102721. rotationQuaternion = value;
  102722. }
  102723. else {
  102724. scaling = value;
  102725. }
  102726. value = BABYLON.Matrix.Compose(scaling, rotationQuaternion, translation);
  102727. }
  102728. if (!modifyKey) {
  102729. keys.push({
  102730. frame: bufferInput[j],
  102731. value: value
  102732. });
  102733. }
  102734. else if (lastAnimation) {
  102735. lastAnimation.getKeys()[j].value = value;
  102736. }
  102737. }
  102738. // Finish
  102739. if (!modifyKey && babylonAnimation) {
  102740. babylonAnimation.setKeys(keys);
  102741. targetNode.animations.push(babylonAnimation);
  102742. }
  102743. lastAnimation = babylonAnimation;
  102744. gltfRuntime.scene.stopAnimation(targetNode);
  102745. gltfRuntime.scene.beginAnimation(targetNode, 0, bufferInput[bufferInput.length - 1], true, 1.0);
  102746. }
  102747. }
  102748. };
  102749. /**
  102750. * Returns the bones transformation matrix
  102751. */
  102752. var configureBoneTransformation = function (node) {
  102753. var mat = null;
  102754. if (node.translation || node.rotation || node.scale) {
  102755. var scale = BABYLON.Vector3.FromArray(node.scale || [1, 1, 1]);
  102756. var rotation = BABYLON.Quaternion.FromArray(node.rotation || [0, 0, 0, 1]);
  102757. var position = BABYLON.Vector3.FromArray(node.translation || [0, 0, 0]);
  102758. mat = BABYLON.Matrix.Compose(scale, rotation, position);
  102759. }
  102760. else {
  102761. mat = BABYLON.Matrix.FromArray(node.matrix);
  102762. }
  102763. return mat;
  102764. };
  102765. /**
  102766. * Returns the parent bone
  102767. */
  102768. var getParentBone = function (gltfRuntime, skins, jointName, newSkeleton) {
  102769. // Try to find
  102770. for (var i = 0; i < newSkeleton.bones.length; i++) {
  102771. if (newSkeleton.bones[i].name === jointName) {
  102772. return newSkeleton.bones[i];
  102773. }
  102774. }
  102775. // Not found, search in gltf nodes
  102776. var nodes = gltfRuntime.nodes;
  102777. for (var nde in nodes) {
  102778. var node = nodes[nde];
  102779. if (!node.jointName) {
  102780. continue;
  102781. }
  102782. var children = node.children;
  102783. for (var i = 0; i < children.length; i++) {
  102784. var child = gltfRuntime.nodes[children[i]];
  102785. if (!child.jointName) {
  102786. continue;
  102787. }
  102788. if (child.jointName === jointName) {
  102789. var mat = configureBoneTransformation(node);
  102790. var bone = new BABYLON.Bone(node.name || "", newSkeleton, getParentBone(gltfRuntime, skins, node.jointName, newSkeleton), mat);
  102791. bone.id = nde;
  102792. return bone;
  102793. }
  102794. }
  102795. }
  102796. return null;
  102797. };
  102798. /**
  102799. * Returns the appropriate root node
  102800. */
  102801. var getNodeToRoot = function (nodesToRoot, id) {
  102802. for (var i = 0; i < nodesToRoot.length; i++) {
  102803. var nodeToRoot = nodesToRoot[i];
  102804. for (var j = 0; j < nodeToRoot.node.children.length; j++) {
  102805. var child = nodeToRoot.node.children[j];
  102806. if (child === id) {
  102807. return nodeToRoot.bone;
  102808. }
  102809. }
  102810. }
  102811. return null;
  102812. };
  102813. /**
  102814. * Returns the node with the joint name
  102815. */
  102816. var getJointNode = function (gltfRuntime, jointName) {
  102817. var nodes = gltfRuntime.nodes;
  102818. var node = nodes[jointName];
  102819. if (node) {
  102820. return {
  102821. node: node,
  102822. id: jointName
  102823. };
  102824. }
  102825. for (var nde in nodes) {
  102826. node = nodes[nde];
  102827. if (node.jointName === jointName) {
  102828. return {
  102829. node: node,
  102830. id: nde
  102831. };
  102832. }
  102833. }
  102834. return null;
  102835. };
  102836. /**
  102837. * Checks if a nodes is in joints
  102838. */
  102839. var nodeIsInJoints = function (skins, id) {
  102840. for (var i = 0; i < skins.jointNames.length; i++) {
  102841. if (skins.jointNames[i] === id) {
  102842. return true;
  102843. }
  102844. }
  102845. return false;
  102846. };
  102847. /**
  102848. * Fills the nodes to root for bones and builds hierarchy
  102849. */
  102850. var getNodesToRoot = function (gltfRuntime, newSkeleton, skins, nodesToRoot) {
  102851. // Creates nodes for root
  102852. for (var nde in gltfRuntime.nodes) {
  102853. var node = gltfRuntime.nodes[nde];
  102854. var id = nde;
  102855. if (!node.jointName || nodeIsInJoints(skins, node.jointName)) {
  102856. continue;
  102857. }
  102858. // Create node to root bone
  102859. var mat = configureBoneTransformation(node);
  102860. var bone = new BABYLON.Bone(node.name || "", newSkeleton, null, mat);
  102861. bone.id = id;
  102862. nodesToRoot.push({ bone: bone, node: node, id: id });
  102863. }
  102864. // Parenting
  102865. for (var i = 0; i < nodesToRoot.length; i++) {
  102866. var nodeToRoot = nodesToRoot[i];
  102867. var children = nodeToRoot.node.children;
  102868. for (var j = 0; j < children.length; j++) {
  102869. var child = null;
  102870. for (var k = 0; k < nodesToRoot.length; k++) {
  102871. if (nodesToRoot[k].id === children[j]) {
  102872. child = nodesToRoot[k];
  102873. break;
  102874. }
  102875. }
  102876. if (child) {
  102877. child.bone._parent = nodeToRoot.bone;
  102878. nodeToRoot.bone.children.push(child.bone);
  102879. }
  102880. }
  102881. }
  102882. };
  102883. /**
  102884. * Imports a skeleton
  102885. */
  102886. var importSkeleton = function (gltfRuntime, skins, mesh, newSkeleton, id) {
  102887. if (!newSkeleton) {
  102888. newSkeleton = new BABYLON.Skeleton(skins.name || "", "", gltfRuntime.scene);
  102889. }
  102890. if (!skins.babylonSkeleton) {
  102891. return newSkeleton;
  102892. }
  102893. // Find the root bones
  102894. var nodesToRoot = [];
  102895. var nodesToRootToAdd = [];
  102896. getNodesToRoot(gltfRuntime, newSkeleton, skins, nodesToRoot);
  102897. newSkeleton.bones = [];
  102898. // Joints
  102899. for (var i = 0; i < skins.jointNames.length; i++) {
  102900. var jointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
  102901. if (!jointNode) {
  102902. continue;
  102903. }
  102904. var node = jointNode.node;
  102905. if (!node) {
  102906. BABYLON.Tools.Warn("Joint named " + skins.jointNames[i] + " does not exist");
  102907. continue;
  102908. }
  102909. var id = jointNode.id;
  102910. // Optimize, if the bone already exists...
  102911. var existingBone = gltfRuntime.scene.getBoneByID(id);
  102912. if (existingBone) {
  102913. newSkeleton.bones.push(existingBone);
  102914. continue;
  102915. }
  102916. // Search for parent bone
  102917. var foundBone = false;
  102918. var parentBone = null;
  102919. for (var j = 0; j < i; j++) {
  102920. var jointNode_1 = getJointNode(gltfRuntime, skins.jointNames[j]);
  102921. if (!jointNode_1) {
  102922. continue;
  102923. }
  102924. var joint = jointNode_1.node;
  102925. if (!joint) {
  102926. BABYLON.Tools.Warn("Joint named " + skins.jointNames[j] + " does not exist when looking for parent");
  102927. continue;
  102928. }
  102929. var children = joint.children;
  102930. if (!children) {
  102931. continue;
  102932. }
  102933. foundBone = false;
  102934. for (var k = 0; k < children.length; k++) {
  102935. if (children[k] === id) {
  102936. parentBone = getParentBone(gltfRuntime, skins, skins.jointNames[j], newSkeleton);
  102937. foundBone = true;
  102938. break;
  102939. }
  102940. }
  102941. if (foundBone) {
  102942. break;
  102943. }
  102944. }
  102945. // Create bone
  102946. var mat = configureBoneTransformation(node);
  102947. if (!parentBone && nodesToRoot.length > 0) {
  102948. parentBone = getNodeToRoot(nodesToRoot, id);
  102949. if (parentBone) {
  102950. if (nodesToRootToAdd.indexOf(parentBone) === -1) {
  102951. nodesToRootToAdd.push(parentBone);
  102952. }
  102953. }
  102954. }
  102955. var bone = new BABYLON.Bone(node.jointName || "", newSkeleton, parentBone, mat);
  102956. bone.id = id;
  102957. }
  102958. // Polish
  102959. var bones = newSkeleton.bones;
  102960. newSkeleton.bones = [];
  102961. for (var i = 0; i < skins.jointNames.length; i++) {
  102962. var jointNode = getJointNode(gltfRuntime, skins.jointNames[i]);
  102963. if (!jointNode) {
  102964. continue;
  102965. }
  102966. for (var j = 0; j < bones.length; j++) {
  102967. if (bones[j].id === jointNode.id) {
  102968. newSkeleton.bones.push(bones[j]);
  102969. break;
  102970. }
  102971. }
  102972. }
  102973. newSkeleton.prepare();
  102974. // Finish
  102975. for (var i = 0; i < nodesToRootToAdd.length; i++) {
  102976. newSkeleton.bones.push(nodesToRootToAdd[i]);
  102977. }
  102978. return newSkeleton;
  102979. };
  102980. /**
  102981. * Imports a mesh and its geometries
  102982. */
  102983. var importMesh = function (gltfRuntime, node, meshes, id, newMesh) {
  102984. if (!newMesh) {
  102985. newMesh = new BABYLON.Mesh(node.name || "", gltfRuntime.scene);
  102986. newMesh.id = id;
  102987. }
  102988. if (!node.babylonNode) {
  102989. return newMesh;
  102990. }
  102991. var subMaterials = [];
  102992. var vertexData = null;
  102993. var verticesStarts = new Array();
  102994. var verticesCounts = new Array();
  102995. var indexStarts = new Array();
  102996. var indexCounts = new Array();
  102997. for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
  102998. var meshID = meshes[meshIndex];
  102999. var mesh = gltfRuntime.meshes[meshID];
  103000. if (!mesh) {
  103001. continue;
  103002. }
  103003. // Positions, normals and UVs
  103004. for (var i = 0; i < mesh.primitives.length; i++) {
  103005. // Temporary vertex data
  103006. var tempVertexData = new BABYLON.VertexData();
  103007. var primitive = mesh.primitives[i];
  103008. if (primitive.mode !== 4) {
  103009. // continue;
  103010. }
  103011. var attributes = primitive.attributes;
  103012. var accessor = null;
  103013. var buffer = null;
  103014. // Set positions, normal and uvs
  103015. for (var semantic in attributes) {
  103016. // Link accessor and buffer view
  103017. accessor = gltfRuntime.accessors[attributes[semantic]];
  103018. buffer = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor);
  103019. if (semantic === "NORMAL") {
  103020. tempVertexData.normals = new Float32Array(buffer.length);
  103021. tempVertexData.normals.set(buffer);
  103022. }
  103023. else if (semantic === "POSITION") {
  103024. if (BABYLON.GLTFFileLoader.HomogeneousCoordinates) {
  103025. tempVertexData.positions = new Float32Array(buffer.length - buffer.length / 4);
  103026. for (var j = 0; j < buffer.length; j += 4) {
  103027. tempVertexData.positions[j] = buffer[j];
  103028. tempVertexData.positions[j + 1] = buffer[j + 1];
  103029. tempVertexData.positions[j + 2] = buffer[j + 2];
  103030. }
  103031. }
  103032. else {
  103033. tempVertexData.positions = new Float32Array(buffer.length);
  103034. tempVertexData.positions.set(buffer);
  103035. }
  103036. verticesCounts.push(tempVertexData.positions.length);
  103037. }
  103038. else if (semantic.indexOf("TEXCOORD_") !== -1) {
  103039. var channel = Number(semantic.split("_")[1]);
  103040. var uvKind = BABYLON.VertexBuffer.UVKind + (channel === 0 ? "" : (channel + 1));
  103041. var uvs = new Float32Array(buffer.length);
  103042. uvs.set(buffer);
  103043. normalizeUVs(uvs);
  103044. tempVertexData.set(uvs, uvKind);
  103045. }
  103046. else if (semantic === "JOINT") {
  103047. tempVertexData.matricesIndices = new Float32Array(buffer.length);
  103048. tempVertexData.matricesIndices.set(buffer);
  103049. }
  103050. else if (semantic === "WEIGHT") {
  103051. tempVertexData.matricesWeights = new Float32Array(buffer.length);
  103052. tempVertexData.matricesWeights.set(buffer);
  103053. }
  103054. else if (semantic === "COLOR") {
  103055. tempVertexData.colors = new Float32Array(buffer.length);
  103056. tempVertexData.colors.set(buffer);
  103057. }
  103058. }
  103059. // Indices
  103060. accessor = gltfRuntime.accessors[primitive.indices];
  103061. if (accessor) {
  103062. buffer = GLTF1.GLTFUtils.GetBufferFromAccessor(gltfRuntime, accessor);
  103063. tempVertexData.indices = new Int32Array(buffer.length);
  103064. tempVertexData.indices.set(buffer);
  103065. indexCounts.push(tempVertexData.indices.length);
  103066. }
  103067. else {
  103068. // Set indices on the fly
  103069. var indices = [];
  103070. for (var j = 0; j < tempVertexData.positions.length / 3; j++) {
  103071. indices.push(j);
  103072. }
  103073. tempVertexData.indices = new Int32Array(indices);
  103074. indexCounts.push(tempVertexData.indices.length);
  103075. }
  103076. if (!vertexData) {
  103077. vertexData = tempVertexData;
  103078. }
  103079. else {
  103080. vertexData.merge(tempVertexData);
  103081. }
  103082. // Sub material
  103083. var material_1 = gltfRuntime.scene.getMaterialByID(primitive.material);
  103084. subMaterials.push(material_1 === null ? GLTF1.GLTFUtils.GetDefaultMaterial(gltfRuntime.scene) : material_1);
  103085. // Update vertices start and index start
  103086. verticesStarts.push(verticesStarts.length === 0 ? 0 : verticesStarts[verticesStarts.length - 1] + verticesCounts[verticesCounts.length - 2]);
  103087. indexStarts.push(indexStarts.length === 0 ? 0 : indexStarts[indexStarts.length - 1] + indexCounts[indexCounts.length - 2]);
  103088. }
  103089. }
  103090. var material;
  103091. if (subMaterials.length > 1) {
  103092. material = new BABYLON.MultiMaterial("multimat" + id, gltfRuntime.scene);
  103093. material.subMaterials = subMaterials;
  103094. }
  103095. else {
  103096. material = new BABYLON.StandardMaterial("multimat" + id, gltfRuntime.scene);
  103097. }
  103098. if (subMaterials.length === 1) {
  103099. material = subMaterials[0];
  103100. }
  103101. if (!newMesh.material) {
  103102. newMesh.material = material;
  103103. }
  103104. // Apply geometry
  103105. new BABYLON.Geometry(id, gltfRuntime.scene, vertexData, false, newMesh);
  103106. newMesh.computeWorldMatrix(true);
  103107. // Apply submeshes
  103108. newMesh.subMeshes = [];
  103109. var index = 0;
  103110. for (var meshIndex = 0; meshIndex < meshes.length; meshIndex++) {
  103111. var meshID = meshes[meshIndex];
  103112. var mesh = gltfRuntime.meshes[meshID];
  103113. if (!mesh) {
  103114. continue;
  103115. }
  103116. for (var i = 0; i < mesh.primitives.length; i++) {
  103117. if (mesh.primitives[i].mode !== 4) {
  103118. //continue;
  103119. }
  103120. BABYLON.SubMesh.AddToMesh(index, verticesStarts[index], verticesCounts[index], indexStarts[index], indexCounts[index], newMesh, newMesh, true);
  103121. index++;
  103122. }
  103123. }
  103124. // Finish
  103125. return newMesh;
  103126. };
  103127. /**
  103128. * Configure node transformation from position, rotation and scaling
  103129. */
  103130. var configureNode = function (newNode, position, rotation, scaling) {
  103131. if (newNode.position) {
  103132. newNode.position = position;
  103133. }
  103134. if (newNode.rotationQuaternion || newNode.rotation) {
  103135. newNode.rotationQuaternion = rotation;
  103136. }
  103137. if (newNode.scaling) {
  103138. newNode.scaling = scaling;
  103139. }
  103140. };
  103141. /**
  103142. * Configures node from transformation matrix
  103143. */
  103144. var configureNodeFromMatrix = function (newNode, node, parent) {
  103145. if (node.matrix) {
  103146. var position = new BABYLON.Vector3(0, 0, 0);
  103147. var rotation = new BABYLON.Quaternion();
  103148. var scaling = new BABYLON.Vector3(0, 0, 0);
  103149. var mat = BABYLON.Matrix.FromArray(node.matrix);
  103150. mat.decompose(scaling, rotation, position);
  103151. configureNode(newNode, position, rotation, scaling);
  103152. }
  103153. else if (node.translation && node.rotation && node.scale) {
  103154. configureNode(newNode, BABYLON.Vector3.FromArray(node.translation), BABYLON.Quaternion.FromArray(node.rotation), BABYLON.Vector3.FromArray(node.scale));
  103155. }
  103156. newNode.computeWorldMatrix(true);
  103157. };
  103158. /**
  103159. * Imports a node
  103160. */
  103161. var importNode = function (gltfRuntime, node, id, parent) {
  103162. var lastNode = null;
  103163. if (gltfRuntime.importOnlyMeshes && (node.skin || node.meshes)) {
  103164. if (gltfRuntime.importMeshesNames && gltfRuntime.importMeshesNames.length > 0 && gltfRuntime.importMeshesNames.indexOf(node.name || "") === -1) {
  103165. return null;
  103166. }
  103167. }
  103168. // Meshes
  103169. if (node.skin) {
  103170. if (node.meshes) {
  103171. var skin = gltfRuntime.skins[node.skin];
  103172. var newMesh = importMesh(gltfRuntime, node, node.meshes, id, node.babylonNode);
  103173. newMesh.skeleton = gltfRuntime.scene.getLastSkeletonByID(node.skin);
  103174. if (newMesh.skeleton === null) {
  103175. newMesh.skeleton = importSkeleton(gltfRuntime, skin, newMesh, skin.babylonSkeleton, node.skin);
  103176. if (!skin.babylonSkeleton) {
  103177. skin.babylonSkeleton = newMesh.skeleton;
  103178. }
  103179. }
  103180. lastNode = newMesh;
  103181. }
  103182. }
  103183. else if (node.meshes) {
  103184. /**
  103185. * Improve meshes property
  103186. */
  103187. var newMesh = importMesh(gltfRuntime, node, node.mesh ? [node.mesh] : node.meshes, id, node.babylonNode);
  103188. lastNode = newMesh;
  103189. }
  103190. // Lights
  103191. else if (node.light && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
  103192. var light = gltfRuntime.lights[node.light];
  103193. if (light) {
  103194. if (light.type === "ambient") {
  103195. var ambienLight = light[light.type];
  103196. var hemiLight = new BABYLON.HemisphericLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  103197. hemiLight.name = node.name || "";
  103198. if (ambienLight.color) {
  103199. hemiLight.diffuse = BABYLON.Color3.FromArray(ambienLight.color);
  103200. }
  103201. lastNode = hemiLight;
  103202. }
  103203. else if (light.type === "directional") {
  103204. var directionalLight = light[light.type];
  103205. var dirLight = new BABYLON.DirectionalLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  103206. dirLight.name = node.name || "";
  103207. if (directionalLight.color) {
  103208. dirLight.diffuse = BABYLON.Color3.FromArray(directionalLight.color);
  103209. }
  103210. lastNode = dirLight;
  103211. }
  103212. else if (light.type === "point") {
  103213. var pointLight = light[light.type];
  103214. var ptLight = new BABYLON.PointLight(node.light, BABYLON.Vector3.Zero(), gltfRuntime.scene);
  103215. ptLight.name = node.name || "";
  103216. if (pointLight.color) {
  103217. ptLight.diffuse = BABYLON.Color3.FromArray(pointLight.color);
  103218. }
  103219. lastNode = ptLight;
  103220. }
  103221. else if (light.type === "spot") {
  103222. var spotLight = light[light.type];
  103223. var spLight = new BABYLON.SpotLight(node.light, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, gltfRuntime.scene);
  103224. spLight.name = node.name || "";
  103225. if (spotLight.color) {
  103226. spLight.diffuse = BABYLON.Color3.FromArray(spotLight.color);
  103227. }
  103228. if (spotLight.fallOfAngle) {
  103229. spLight.angle = spotLight.fallOfAngle;
  103230. }
  103231. if (spotLight.fallOffExponent) {
  103232. spLight.exponent = spotLight.fallOffExponent;
  103233. }
  103234. lastNode = spLight;
  103235. }
  103236. }
  103237. }
  103238. // Cameras
  103239. else if (node.camera && !node.babylonNode && !gltfRuntime.importOnlyMeshes) {
  103240. var camera = gltfRuntime.cameras[node.camera];
  103241. if (camera) {
  103242. if (camera.type === "orthographic") {
  103243. var orthoCamera = new BABYLON.FreeCamera(node.camera, BABYLON.Vector3.Zero(), gltfRuntime.scene, false);
  103244. orthoCamera.name = node.name || "";
  103245. orthoCamera.mode = BABYLON.Camera.ORTHOGRAPHIC_CAMERA;
  103246. orthoCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas());
  103247. lastNode = orthoCamera;
  103248. }
  103249. else if (camera.type === "perspective") {
  103250. var perspectiveCamera = camera[camera.type];
  103251. var persCamera = new BABYLON.FreeCamera(node.camera, BABYLON.Vector3.Zero(), gltfRuntime.scene, false);
  103252. persCamera.name = node.name || "";
  103253. persCamera.attachControl(gltfRuntime.scene.getEngine().getRenderingCanvas());
  103254. if (!perspectiveCamera.aspectRatio) {
  103255. perspectiveCamera.aspectRatio = gltfRuntime.scene.getEngine().getRenderWidth() / gltfRuntime.scene.getEngine().getRenderHeight();
  103256. }
  103257. if (perspectiveCamera.znear && perspectiveCamera.zfar) {
  103258. persCamera.maxZ = perspectiveCamera.zfar;
  103259. persCamera.minZ = perspectiveCamera.znear;
  103260. }
  103261. lastNode = persCamera;
  103262. }
  103263. }
  103264. }
  103265. // Empty node
  103266. if (!node.jointName) {
  103267. if (node.babylonNode) {
  103268. return node.babylonNode;
  103269. }
  103270. else if (lastNode === null) {
  103271. var dummy = new BABYLON.Mesh(node.name || "", gltfRuntime.scene);
  103272. node.babylonNode = dummy;
  103273. lastNode = dummy;
  103274. }
  103275. }
  103276. if (lastNode !== null) {
  103277. if (node.matrix && lastNode instanceof BABYLON.Mesh) {
  103278. configureNodeFromMatrix(lastNode, node, parent);
  103279. }
  103280. else {
  103281. var translation = node.translation || [0, 0, 0];
  103282. var rotation = node.rotation || [0, 0, 0, 1];
  103283. var scale = node.scale || [1, 1, 1];
  103284. configureNode(lastNode, BABYLON.Vector3.FromArray(translation), BABYLON.Quaternion.FromArray(rotation), BABYLON.Vector3.FromArray(scale));
  103285. }
  103286. lastNode.updateCache(true);
  103287. node.babylonNode = lastNode;
  103288. }
  103289. return lastNode;
  103290. };
  103291. /**
  103292. * Traverses nodes and creates them
  103293. */
  103294. var traverseNodes = function (gltfRuntime, id, parent, meshIncluded) {
  103295. if (meshIncluded === void 0) { meshIncluded = false; }
  103296. var node = gltfRuntime.nodes[id];
  103297. var newNode = null;
  103298. if (gltfRuntime.importOnlyMeshes && !meshIncluded && gltfRuntime.importMeshesNames) {
  103299. if (gltfRuntime.importMeshesNames.indexOf(node.name || "") !== -1 || gltfRuntime.importMeshesNames.length === 0) {
  103300. meshIncluded = true;
  103301. }
  103302. else {
  103303. meshIncluded = false;
  103304. }
  103305. }
  103306. else {
  103307. meshIncluded = true;
  103308. }
  103309. if (!node.jointName && meshIncluded) {
  103310. newNode = importNode(gltfRuntime, node, id, parent);
  103311. if (newNode !== null) {
  103312. newNode.id = id;
  103313. newNode.parent = parent;
  103314. }
  103315. }
  103316. if (node.children) {
  103317. for (var i = 0; i < node.children.length; i++) {
  103318. traverseNodes(gltfRuntime, node.children[i], newNode, meshIncluded);
  103319. }
  103320. }
  103321. };
  103322. /**
  103323. * do stuff after buffers, shaders are loaded (e.g. hook up materials, load animations, etc.)
  103324. */
  103325. var postLoad = function (gltfRuntime) {
  103326. // Nodes
  103327. var currentScene = gltfRuntime.currentScene;
  103328. if (currentScene) {
  103329. for (var i = 0; i < currentScene.nodes.length; i++) {
  103330. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  103331. }
  103332. }
  103333. else {
  103334. for (var thing in gltfRuntime.scenes) {
  103335. currentScene = gltfRuntime.scenes[thing];
  103336. for (var i = 0; i < currentScene.nodes.length; i++) {
  103337. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  103338. }
  103339. }
  103340. }
  103341. // Set animations
  103342. loadAnimations(gltfRuntime);
  103343. for (var i = 0; i < gltfRuntime.scene.skeletons.length; i++) {
  103344. var skeleton = gltfRuntime.scene.skeletons[i];
  103345. gltfRuntime.scene.beginAnimation(skeleton, 0, Number.MAX_VALUE, true, 1.0);
  103346. }
  103347. };
  103348. /**
  103349. * onBind shaderrs callback to set uniforms and matrices
  103350. */
  103351. var onBindShaderMaterial = function (mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, technique, material, onSuccess) {
  103352. var materialValues = material.values || technique.parameters;
  103353. for (var unif in unTreatedUniforms) {
  103354. var uniform = unTreatedUniforms[unif];
  103355. var type = uniform.type;
  103356. if (type === GLTF1.EParameterType.FLOAT_MAT2 || type === GLTF1.EParameterType.FLOAT_MAT3 || type === GLTF1.EParameterType.FLOAT_MAT4) {
  103357. if (uniform.semantic && !uniform.source && !uniform.node) {
  103358. GLTF1.GLTFUtils.SetMatrix(gltfRuntime.scene, mesh, uniform, unif, shaderMaterial.getEffect());
  103359. }
  103360. else if (uniform.semantic && (uniform.source || uniform.node)) {
  103361. var source = gltfRuntime.scene.getNodeByName(uniform.source || uniform.node || "");
  103362. if (source === null) {
  103363. source = gltfRuntime.scene.getNodeByID(uniform.source || uniform.node || "");
  103364. }
  103365. if (source === null) {
  103366. continue;
  103367. }
  103368. GLTF1.GLTFUtils.SetMatrix(gltfRuntime.scene, source, uniform, unif, shaderMaterial.getEffect());
  103369. }
  103370. }
  103371. else {
  103372. var value = materialValues[technique.uniforms[unif]];
  103373. if (!value) {
  103374. continue;
  103375. }
  103376. if (type === GLTF1.EParameterType.SAMPLER_2D) {
  103377. var texture = gltfRuntime.textures[material.values ? value : uniform.value].babylonTexture;
  103378. if (texture === null || texture === undefined) {
  103379. continue;
  103380. }
  103381. shaderMaterial.getEffect().setTexture(unif, texture);
  103382. }
  103383. else {
  103384. GLTF1.GLTFUtils.SetUniform((shaderMaterial.getEffect()), unif, value, type);
  103385. }
  103386. }
  103387. }
  103388. onSuccess(shaderMaterial);
  103389. };
  103390. /**
  103391. * Prepare uniforms to send the only one time
  103392. * Loads the appropriate textures
  103393. */
  103394. var prepareShaderMaterialUniforms = function (gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms) {
  103395. var materialValues = material.values || technique.parameters;
  103396. var techniqueUniforms = technique.uniforms;
  103397. /**
  103398. * Prepare values here (not matrices)
  103399. */
  103400. for (var unif in unTreatedUniforms) {
  103401. var uniform = unTreatedUniforms[unif];
  103402. var type = uniform.type;
  103403. var value = materialValues[techniqueUniforms[unif]];
  103404. if (value === undefined) {
  103405. // In case the value is the same for all materials
  103406. value = uniform.value;
  103407. }
  103408. if (!value) {
  103409. continue;
  103410. }
  103411. var onLoadTexture = function (uniformName) {
  103412. return function (texture) {
  103413. if (uniform.value && uniformName) {
  103414. // Static uniform
  103415. shaderMaterial.setTexture(uniformName, texture);
  103416. delete unTreatedUniforms[uniformName];
  103417. }
  103418. };
  103419. };
  103420. // Texture (sampler2D)
  103421. if (type === GLTF1.EParameterType.SAMPLER_2D) {
  103422. GLTF1.GLTFLoaderExtension.LoadTextureAsync(gltfRuntime, material.values ? value : uniform.value, onLoadTexture(unif), function () { return onLoadTexture(null); });
  103423. }
  103424. // Others
  103425. else {
  103426. if (uniform.value && GLTF1.GLTFUtils.SetUniform(shaderMaterial, unif, material.values ? value : uniform.value, type)) {
  103427. // Static uniform
  103428. delete unTreatedUniforms[unif];
  103429. }
  103430. }
  103431. }
  103432. };
  103433. /**
  103434. * Shader compilation failed
  103435. */
  103436. var onShaderCompileError = function (program, shaderMaterial, onError) {
  103437. return function (effect, error) {
  103438. shaderMaterial.dispose(true);
  103439. onError("Cannot compile program named " + program.name + ". Error: " + error + ". Default material will be applied");
  103440. };
  103441. };
  103442. /**
  103443. * Shader compilation success
  103444. */
  103445. var onShaderCompileSuccess = function (gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess) {
  103446. return function (_) {
  103447. prepareShaderMaterialUniforms(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms);
  103448. shaderMaterial.onBind = function (mesh) {
  103449. onBindShaderMaterial(mesh, gltfRuntime, unTreatedUniforms, shaderMaterial, technique, material, onSuccess);
  103450. };
  103451. };
  103452. };
  103453. /**
  103454. * Returns the appropriate uniform if already handled by babylon
  103455. */
  103456. var parseShaderUniforms = function (tokenizer, technique, unTreatedUniforms) {
  103457. for (var unif in technique.uniforms) {
  103458. var uniform = technique.uniforms[unif];
  103459. var uniformParameter = technique.parameters[uniform];
  103460. if (tokenizer.currentIdentifier === unif) {
  103461. if (uniformParameter.semantic && !uniformParameter.source && !uniformParameter.node) {
  103462. var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
  103463. if (transformIndex !== -1) {
  103464. delete unTreatedUniforms[unif];
  103465. return babylonTransforms[transformIndex];
  103466. }
  103467. }
  103468. }
  103469. }
  103470. return tokenizer.currentIdentifier;
  103471. };
  103472. /**
  103473. * All shaders loaded. Create materials one by one
  103474. */
  103475. var importMaterials = function (gltfRuntime) {
  103476. // Create materials
  103477. for (var mat in gltfRuntime.materials) {
  103478. GLTF1.GLTFLoaderExtension.LoadMaterialAsync(gltfRuntime, mat, function (material) { }, function () { });
  103479. }
  103480. };
  103481. /**
  103482. * Implementation of the base glTF spec
  103483. */
  103484. var GLTFLoaderBase = /** @class */ (function () {
  103485. function GLTFLoaderBase() {
  103486. }
  103487. GLTFLoaderBase.CreateRuntime = function (parsedData, scene, rootUrl) {
  103488. var gltfRuntime = {
  103489. extensions: {},
  103490. accessors: {},
  103491. buffers: {},
  103492. bufferViews: {},
  103493. meshes: {},
  103494. lights: {},
  103495. cameras: {},
  103496. nodes: {},
  103497. images: {},
  103498. textures: {},
  103499. shaders: {},
  103500. programs: {},
  103501. samplers: {},
  103502. techniques: {},
  103503. materials: {},
  103504. animations: {},
  103505. skins: {},
  103506. extensionsUsed: [],
  103507. scenes: {},
  103508. buffersCount: 0,
  103509. shaderscount: 0,
  103510. scene: scene,
  103511. rootUrl: rootUrl,
  103512. loadedBufferCount: 0,
  103513. loadedBufferViews: {},
  103514. loadedShaderCount: 0,
  103515. importOnlyMeshes: false,
  103516. dummyNodes: []
  103517. };
  103518. // Parse
  103519. if (parsedData.extensions) {
  103520. parseObject(parsedData.extensions, "extensions", gltfRuntime);
  103521. }
  103522. if (parsedData.extensionsUsed) {
  103523. parseObject(parsedData.extensionsUsed, "extensionsUsed", gltfRuntime);
  103524. }
  103525. if (parsedData.buffers) {
  103526. parseBuffers(parsedData.buffers, gltfRuntime);
  103527. }
  103528. if (parsedData.bufferViews) {
  103529. parseObject(parsedData.bufferViews, "bufferViews", gltfRuntime);
  103530. }
  103531. if (parsedData.accessors) {
  103532. parseObject(parsedData.accessors, "accessors", gltfRuntime);
  103533. }
  103534. if (parsedData.meshes) {
  103535. parseObject(parsedData.meshes, "meshes", gltfRuntime);
  103536. }
  103537. if (parsedData.lights) {
  103538. parseObject(parsedData.lights, "lights", gltfRuntime);
  103539. }
  103540. if (parsedData.cameras) {
  103541. parseObject(parsedData.cameras, "cameras", gltfRuntime);
  103542. }
  103543. if (parsedData.nodes) {
  103544. parseObject(parsedData.nodes, "nodes", gltfRuntime);
  103545. }
  103546. if (parsedData.images) {
  103547. parseObject(parsedData.images, "images", gltfRuntime);
  103548. }
  103549. if (parsedData.textures) {
  103550. parseObject(parsedData.textures, "textures", gltfRuntime);
  103551. }
  103552. if (parsedData.shaders) {
  103553. parseShaders(parsedData.shaders, gltfRuntime);
  103554. }
  103555. if (parsedData.programs) {
  103556. parseObject(parsedData.programs, "programs", gltfRuntime);
  103557. }
  103558. if (parsedData.samplers) {
  103559. parseObject(parsedData.samplers, "samplers", gltfRuntime);
  103560. }
  103561. if (parsedData.techniques) {
  103562. parseObject(parsedData.techniques, "techniques", gltfRuntime);
  103563. }
  103564. if (parsedData.materials) {
  103565. parseObject(parsedData.materials, "materials", gltfRuntime);
  103566. }
  103567. if (parsedData.animations) {
  103568. parseObject(parsedData.animations, "animations", gltfRuntime);
  103569. }
  103570. if (parsedData.skins) {
  103571. parseObject(parsedData.skins, "skins", gltfRuntime);
  103572. }
  103573. if (parsedData.scenes) {
  103574. gltfRuntime.scenes = parsedData.scenes;
  103575. }
  103576. if (parsedData.scene && parsedData.scenes) {
  103577. gltfRuntime.currentScene = parsedData.scenes[parsedData.scene];
  103578. }
  103579. return gltfRuntime;
  103580. };
  103581. GLTFLoaderBase.LoadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
  103582. var buffer = gltfRuntime.buffers[id];
  103583. if (BABYLON.Tools.IsBase64(buffer.uri)) {
  103584. setTimeout(function () { return onSuccess(new Uint8Array(BABYLON.Tools.DecodeBase64(buffer.uri))); });
  103585. }
  103586. else {
  103587. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + buffer.uri, function (data) { return onSuccess(new Uint8Array(data)); }, onProgress, undefined, true, function (request) {
  103588. if (request) {
  103589. onError(request.status + " " + request.statusText);
  103590. }
  103591. });
  103592. }
  103593. };
  103594. GLTFLoaderBase.LoadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  103595. var texture = gltfRuntime.textures[id];
  103596. if (!texture || !texture.source) {
  103597. onError("");
  103598. return;
  103599. }
  103600. if (texture.babylonTexture) {
  103601. onSuccess(null);
  103602. return;
  103603. }
  103604. var source = gltfRuntime.images[texture.source];
  103605. if (BABYLON.Tools.IsBase64(source.uri)) {
  103606. setTimeout(function () { return onSuccess(new Uint8Array(BABYLON.Tools.DecodeBase64(source.uri))); });
  103607. }
  103608. else {
  103609. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + source.uri, function (data) { return onSuccess(new Uint8Array(data)); }, undefined, undefined, true, function (request) {
  103610. if (request) {
  103611. onError(request.status + " " + request.statusText);
  103612. }
  103613. });
  103614. }
  103615. };
  103616. GLTFLoaderBase.CreateTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
  103617. var texture = gltfRuntime.textures[id];
  103618. if (texture.babylonTexture) {
  103619. onSuccess(texture.babylonTexture);
  103620. return;
  103621. }
  103622. var sampler = gltfRuntime.samplers[texture.sampler];
  103623. var createMipMaps = (sampler.minFilter === GLTF1.ETextureFilterType.NEAREST_MIPMAP_NEAREST) ||
  103624. (sampler.minFilter === GLTF1.ETextureFilterType.NEAREST_MIPMAP_LINEAR) ||
  103625. (sampler.minFilter === GLTF1.ETextureFilterType.LINEAR_MIPMAP_NEAREST) ||
  103626. (sampler.minFilter === GLTF1.ETextureFilterType.LINEAR_MIPMAP_LINEAR);
  103627. var samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE;
  103628. var blob = new Blob([buffer]);
  103629. var blobURL = URL.createObjectURL(blob);
  103630. var revokeBlobURL = function () { return URL.revokeObjectURL(blobURL); };
  103631. var newTexture = new BABYLON.Texture(blobURL, gltfRuntime.scene, !createMipMaps, true, samplingMode, revokeBlobURL, revokeBlobURL);
  103632. if (sampler.wrapS !== undefined) {
  103633. newTexture.wrapU = GLTF1.GLTFUtils.GetWrapMode(sampler.wrapS);
  103634. }
  103635. if (sampler.wrapT !== undefined) {
  103636. newTexture.wrapV = GLTF1.GLTFUtils.GetWrapMode(sampler.wrapT);
  103637. }
  103638. newTexture.name = id;
  103639. texture.babylonTexture = newTexture;
  103640. onSuccess(newTexture);
  103641. };
  103642. GLTFLoaderBase.LoadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  103643. var shader = gltfRuntime.shaders[id];
  103644. if (BABYLON.Tools.IsBase64(shader.uri)) {
  103645. var shaderString = atob(shader.uri.split(",")[1]);
  103646. if (onSuccess) {
  103647. onSuccess(shaderString);
  103648. }
  103649. }
  103650. else {
  103651. BABYLON.Tools.LoadFile(gltfRuntime.rootUrl + shader.uri, onSuccess, undefined, undefined, false, function (request) {
  103652. if (request && onError) {
  103653. onError(request.status + " " + request.statusText);
  103654. }
  103655. });
  103656. }
  103657. };
  103658. GLTFLoaderBase.LoadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  103659. var material = gltfRuntime.materials[id];
  103660. if (!material.technique) {
  103661. if (onError) {
  103662. onError("No technique found.");
  103663. }
  103664. return;
  103665. }
  103666. var technique = gltfRuntime.techniques[material.technique];
  103667. if (!technique) {
  103668. var defaultMaterial = new BABYLON.StandardMaterial(id, gltfRuntime.scene);
  103669. defaultMaterial.diffuseColor = new BABYLON.Color3(0.5, 0.5, 0.5);
  103670. defaultMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  103671. onSuccess(defaultMaterial);
  103672. return;
  103673. }
  103674. var program = gltfRuntime.programs[technique.program];
  103675. var states = technique.states;
  103676. var vertexShader = BABYLON.Effect.ShadersStore[program.vertexShader + "VertexShader"];
  103677. var pixelShader = BABYLON.Effect.ShadersStore[program.fragmentShader + "PixelShader"];
  103678. var newVertexShader = "";
  103679. var newPixelShader = "";
  103680. var vertexTokenizer = new Tokenizer(vertexShader);
  103681. var pixelTokenizer = new Tokenizer(pixelShader);
  103682. var unTreatedUniforms = {};
  103683. var uniforms = [];
  103684. var attributes = [];
  103685. var samplers = [];
  103686. // Fill uniform, sampler2D and attributes
  103687. for (var unif in technique.uniforms) {
  103688. var uniform = technique.uniforms[unif];
  103689. var uniformParameter = technique.parameters[uniform];
  103690. unTreatedUniforms[unif] = uniformParameter;
  103691. if (uniformParameter.semantic && !uniformParameter.node && !uniformParameter.source) {
  103692. var transformIndex = glTFTransforms.indexOf(uniformParameter.semantic);
  103693. if (transformIndex !== -1) {
  103694. uniforms.push(babylonTransforms[transformIndex]);
  103695. delete unTreatedUniforms[unif];
  103696. }
  103697. else {
  103698. uniforms.push(unif);
  103699. }
  103700. }
  103701. else if (uniformParameter.type === GLTF1.EParameterType.SAMPLER_2D) {
  103702. samplers.push(unif);
  103703. }
  103704. else {
  103705. uniforms.push(unif);
  103706. }
  103707. }
  103708. for (var attr in technique.attributes) {
  103709. var attribute = technique.attributes[attr];
  103710. var attributeParameter = technique.parameters[attribute];
  103711. if (attributeParameter.semantic) {
  103712. attributes.push(getAttribute(attributeParameter));
  103713. }
  103714. }
  103715. // Configure vertex shader
  103716. while (!vertexTokenizer.isEnd() && vertexTokenizer.getNextToken()) {
  103717. var tokenType = vertexTokenizer.currentToken;
  103718. if (tokenType !== ETokenType.IDENTIFIER) {
  103719. newVertexShader += vertexTokenizer.currentString;
  103720. continue;
  103721. }
  103722. var foundAttribute = false;
  103723. for (var attr in technique.attributes) {
  103724. var attribute = technique.attributes[attr];
  103725. var attributeParameter = technique.parameters[attribute];
  103726. if (vertexTokenizer.currentIdentifier === attr && attributeParameter.semantic) {
  103727. newVertexShader += getAttribute(attributeParameter);
  103728. foundAttribute = true;
  103729. break;
  103730. }
  103731. }
  103732. if (foundAttribute) {
  103733. continue;
  103734. }
  103735. newVertexShader += parseShaderUniforms(vertexTokenizer, technique, unTreatedUniforms);
  103736. }
  103737. // Configure pixel shader
  103738. while (!pixelTokenizer.isEnd() && pixelTokenizer.getNextToken()) {
  103739. var tokenType = pixelTokenizer.currentToken;
  103740. if (tokenType !== ETokenType.IDENTIFIER) {
  103741. newPixelShader += pixelTokenizer.currentString;
  103742. continue;
  103743. }
  103744. newPixelShader += parseShaderUniforms(pixelTokenizer, technique, unTreatedUniforms);
  103745. }
  103746. // Create shader material
  103747. var shaderPath = {
  103748. vertex: program.vertexShader + id,
  103749. fragment: program.fragmentShader + id
  103750. };
  103751. var options = {
  103752. attributes: attributes,
  103753. uniforms: uniforms,
  103754. samplers: samplers,
  103755. needAlphaBlending: states && states.enable && states.enable.indexOf(3042) !== -1
  103756. };
  103757. BABYLON.Effect.ShadersStore[program.vertexShader + id + "VertexShader"] = newVertexShader;
  103758. BABYLON.Effect.ShadersStore[program.fragmentShader + id + "PixelShader"] = newPixelShader;
  103759. var shaderMaterial = new BABYLON.ShaderMaterial(id, gltfRuntime.scene, shaderPath, options);
  103760. shaderMaterial.onError = onShaderCompileError(program, shaderMaterial, onError);
  103761. shaderMaterial.onCompiled = onShaderCompileSuccess(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess);
  103762. shaderMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  103763. if (states && states.functions) {
  103764. var functions = states.functions;
  103765. if (functions.cullFace && functions.cullFace[0] !== GLTF1.ECullingType.BACK) {
  103766. shaderMaterial.backFaceCulling = false;
  103767. }
  103768. var blendFunc = functions.blendFuncSeparate;
  103769. if (blendFunc) {
  103770. if (blendFunc[0] === GLTF1.EBlendingFunction.SRC_ALPHA && blendFunc[1] === GLTF1.EBlendingFunction.ONE_MINUS_SRC_ALPHA && blendFunc[2] === GLTF1.EBlendingFunction.ONE && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  103771. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  103772. }
  103773. else if (blendFunc[0] === GLTF1.EBlendingFunction.ONE && blendFunc[1] === GLTF1.EBlendingFunction.ONE && blendFunc[2] === GLTF1.EBlendingFunction.ZERO && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  103774. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  103775. }
  103776. else if (blendFunc[0] === GLTF1.EBlendingFunction.SRC_ALPHA && blendFunc[1] === GLTF1.EBlendingFunction.ONE && blendFunc[2] === GLTF1.EBlendingFunction.ZERO && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  103777. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_ADD;
  103778. }
  103779. else if (blendFunc[0] === GLTF1.EBlendingFunction.ZERO && blendFunc[1] === GLTF1.EBlendingFunction.ONE_MINUS_SRC_COLOR && blendFunc[2] === GLTF1.EBlendingFunction.ONE && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  103780. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_SUBTRACT;
  103781. }
  103782. else if (blendFunc[0] === GLTF1.EBlendingFunction.DST_COLOR && blendFunc[1] === GLTF1.EBlendingFunction.ZERO && blendFunc[2] === GLTF1.EBlendingFunction.ONE && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  103783. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_MULTIPLY;
  103784. }
  103785. else if (blendFunc[0] === GLTF1.EBlendingFunction.SRC_ALPHA && blendFunc[1] === GLTF1.EBlendingFunction.ONE_MINUS_SRC_COLOR && blendFunc[2] === GLTF1.EBlendingFunction.ONE && blendFunc[3] === GLTF1.EBlendingFunction.ONE) {
  103786. shaderMaterial.alphaMode = BABYLON.Engine.ALPHA_MAXIMIZED;
  103787. }
  103788. }
  103789. }
  103790. };
  103791. return GLTFLoaderBase;
  103792. }());
  103793. GLTF1.GLTFLoaderBase = GLTFLoaderBase;
  103794. /**
  103795. * glTF V1 Loader
  103796. */
  103797. var GLTFLoader = /** @class */ (function () {
  103798. function GLTFLoader() {
  103799. // #region Stubs for IGLTFLoader interface
  103800. this.coordinateSystemMode = BABYLON.GLTFLoaderCoordinateSystemMode.AUTO;
  103801. this.animationStartMode = BABYLON.GLTFLoaderAnimationStartMode.FIRST;
  103802. this.compileMaterials = false;
  103803. this.useClipPlane = false;
  103804. this.compileShadowGenerators = false;
  103805. this.preprocessUrlAsync = function (url) { return Promise.resolve(url); };
  103806. this.onMeshLoadedObservable = new BABYLON.Observable();
  103807. this.onTextureLoadedObservable = new BABYLON.Observable();
  103808. this.onMaterialLoadedObservable = new BABYLON.Observable();
  103809. this.onCameraLoadedObservable = new BABYLON.Observable();
  103810. this.onCompleteObservable = new BABYLON.Observable();
  103811. this.onDisposeObservable = new BABYLON.Observable();
  103812. this.onExtensionLoadedObservable = new BABYLON.Observable();
  103813. this.state = null;
  103814. }
  103815. GLTFLoader.RegisterExtension = function (extension) {
  103816. if (GLTFLoader.Extensions[extension.name]) {
  103817. BABYLON.Tools.Error("Tool with the same name \"" + extension.name + "\" already exists");
  103818. return;
  103819. }
  103820. GLTFLoader.Extensions[extension.name] = extension;
  103821. };
  103822. GLTFLoader.prototype.dispose = function () { };
  103823. // #endregion
  103824. GLTFLoader.prototype._importMeshAsync = function (meshesNames, scene, data, rootUrl, onSuccess, onProgress, onError) {
  103825. var _this = this;
  103826. scene.useRightHandedSystem = true;
  103827. GLTF1.GLTFLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, function (gltfRuntime) {
  103828. gltfRuntime.importOnlyMeshes = true;
  103829. if (meshesNames === "") {
  103830. gltfRuntime.importMeshesNames = [];
  103831. }
  103832. else if (typeof meshesNames === "string") {
  103833. gltfRuntime.importMeshesNames = [meshesNames];
  103834. }
  103835. else if (meshesNames && !(meshesNames instanceof Array)) {
  103836. gltfRuntime.importMeshesNames = [meshesNames];
  103837. }
  103838. else {
  103839. gltfRuntime.importMeshesNames = [];
  103840. BABYLON.Tools.Warn("Argument meshesNames must be of type string or string[]");
  103841. }
  103842. // Create nodes
  103843. _this._createNodes(gltfRuntime);
  103844. var meshes = new Array();
  103845. var skeletons = new Array();
  103846. // Fill arrays of meshes and skeletons
  103847. for (var nde in gltfRuntime.nodes) {
  103848. var node = gltfRuntime.nodes[nde];
  103849. if (node.babylonNode instanceof BABYLON.AbstractMesh) {
  103850. meshes.push(node.babylonNode);
  103851. }
  103852. }
  103853. for (var skl in gltfRuntime.skins) {
  103854. var skin = gltfRuntime.skins[skl];
  103855. if (skin.babylonSkeleton instanceof BABYLON.Skeleton) {
  103856. skeletons.push(skin.babylonSkeleton);
  103857. }
  103858. }
  103859. // Load buffers, shaders, materials, etc.
  103860. _this._loadBuffersAsync(gltfRuntime, function () {
  103861. _this._loadShadersAsync(gltfRuntime, function () {
  103862. importMaterials(gltfRuntime);
  103863. postLoad(gltfRuntime);
  103864. if (!BABYLON.GLTFFileLoader.IncrementalLoading && onSuccess) {
  103865. onSuccess(meshes, skeletons);
  103866. }
  103867. });
  103868. }, onProgress);
  103869. if (BABYLON.GLTFFileLoader.IncrementalLoading && onSuccess) {
  103870. onSuccess(meshes, skeletons);
  103871. }
  103872. }, onError);
  103873. return true;
  103874. };
  103875. /**
  103876. * Imports one or more meshes from a loaded gltf file and adds them to the scene
  103877. * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
  103878. * @param scene the scene the meshes should be added to
  103879. * @param data gltf data containing information of the meshes in a loaded file
  103880. * @param rootUrl root url to load from
  103881. * @param onProgress event that fires when loading progress has occured
  103882. * @returns a promise containg the loaded meshes, particles, skeletons and animations
  103883. */
  103884. GLTFLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onProgress) {
  103885. var _this = this;
  103886. return new Promise(function (resolve, reject) {
  103887. _this._importMeshAsync(meshesNames, scene, data, rootUrl, function (meshes, skeletons) {
  103888. resolve({
  103889. meshes: meshes,
  103890. particleSystems: [],
  103891. skeletons: skeletons,
  103892. animationGroups: []
  103893. });
  103894. }, onProgress, function (message) {
  103895. reject(new Error(message));
  103896. });
  103897. });
  103898. };
  103899. GLTFLoader.prototype._loadAsync = function (scene, data, rootUrl, onSuccess, onProgress, onError) {
  103900. var _this = this;
  103901. scene.useRightHandedSystem = true;
  103902. GLTF1.GLTFLoaderExtension.LoadRuntimeAsync(scene, data, rootUrl, function (gltfRuntime) {
  103903. // Load runtime extensios
  103904. GLTF1.GLTFLoaderExtension.LoadRuntimeExtensionsAsync(gltfRuntime, function () {
  103905. // Create nodes
  103906. _this._createNodes(gltfRuntime);
  103907. // Load buffers, shaders, materials, etc.
  103908. _this._loadBuffersAsync(gltfRuntime, function () {
  103909. _this._loadShadersAsync(gltfRuntime, function () {
  103910. importMaterials(gltfRuntime);
  103911. postLoad(gltfRuntime);
  103912. if (!BABYLON.GLTFFileLoader.IncrementalLoading) {
  103913. onSuccess();
  103914. }
  103915. });
  103916. });
  103917. if (BABYLON.GLTFFileLoader.IncrementalLoading) {
  103918. onSuccess();
  103919. }
  103920. }, onError);
  103921. }, onError);
  103922. };
  103923. /**
  103924. * Imports all objects from a loaded gltf file and adds them to the scene
  103925. * @param scene the scene the objects should be added to
  103926. * @param data gltf data containing information of the meshes in a loaded file
  103927. * @param rootUrl root url to load from
  103928. * @param onProgress event that fires when loading progress has occured
  103929. * @returns a promise which completes when objects have been loaded to the scene
  103930. */
  103931. GLTFLoader.prototype.loadAsync = function (scene, data, rootUrl, onProgress) {
  103932. var _this = this;
  103933. return new Promise(function (resolve, reject) {
  103934. _this._loadAsync(scene, data, rootUrl, function () {
  103935. resolve();
  103936. }, onProgress, function (message) {
  103937. reject(new Error(message));
  103938. });
  103939. });
  103940. };
  103941. GLTFLoader.prototype._loadShadersAsync = function (gltfRuntime, onload) {
  103942. var hasShaders = false;
  103943. var processShader = function (sha, shader) {
  103944. GLTF1.GLTFLoaderExtension.LoadShaderStringAsync(gltfRuntime, sha, function (shaderString) {
  103945. if (shaderString instanceof ArrayBuffer) {
  103946. return;
  103947. }
  103948. gltfRuntime.loadedShaderCount++;
  103949. if (shaderString) {
  103950. BABYLON.Effect.ShadersStore[sha + (shader.type === GLTF1.EShaderType.VERTEX ? "VertexShader" : "PixelShader")] = shaderString;
  103951. }
  103952. if (gltfRuntime.loadedShaderCount === gltfRuntime.shaderscount) {
  103953. onload();
  103954. }
  103955. }, function () {
  103956. BABYLON.Tools.Error("Error when loading shader program named " + sha + " located at " + shader.uri);
  103957. });
  103958. };
  103959. for (var sha in gltfRuntime.shaders) {
  103960. hasShaders = true;
  103961. var shader = gltfRuntime.shaders[sha];
  103962. if (shader) {
  103963. processShader.bind(this, sha, shader)();
  103964. }
  103965. else {
  103966. BABYLON.Tools.Error("No shader named: " + sha);
  103967. }
  103968. }
  103969. if (!hasShaders) {
  103970. onload();
  103971. }
  103972. };
  103973. ;
  103974. GLTFLoader.prototype._loadBuffersAsync = function (gltfRuntime, onLoad, onProgress) {
  103975. var hasBuffers = false;
  103976. var processBuffer = function (buf, buffer) {
  103977. GLTF1.GLTFLoaderExtension.LoadBufferAsync(gltfRuntime, buf, function (bufferView) {
  103978. gltfRuntime.loadedBufferCount++;
  103979. if (bufferView) {
  103980. if (bufferView.byteLength != gltfRuntime.buffers[buf].byteLength) {
  103981. BABYLON.Tools.Error("Buffer named " + buf + " is length " + bufferView.byteLength + ". Expected: " + buffer.byteLength); // Improve error message
  103982. }
  103983. gltfRuntime.loadedBufferViews[buf] = bufferView;
  103984. }
  103985. if (gltfRuntime.loadedBufferCount === gltfRuntime.buffersCount) {
  103986. onLoad();
  103987. }
  103988. }, function () {
  103989. BABYLON.Tools.Error("Error when loading buffer named " + buf + " located at " + buffer.uri);
  103990. });
  103991. };
  103992. for (var buf in gltfRuntime.buffers) {
  103993. hasBuffers = true;
  103994. var buffer = gltfRuntime.buffers[buf];
  103995. if (buffer) {
  103996. processBuffer.bind(this, buf, buffer)();
  103997. }
  103998. else {
  103999. BABYLON.Tools.Error("No buffer named: " + buf);
  104000. }
  104001. }
  104002. if (!hasBuffers) {
  104003. onLoad();
  104004. }
  104005. };
  104006. GLTFLoader.prototype._createNodes = function (gltfRuntime) {
  104007. var currentScene = gltfRuntime.currentScene;
  104008. if (currentScene) {
  104009. // Only one scene even if multiple scenes are defined
  104010. for (var i = 0; i < currentScene.nodes.length; i++) {
  104011. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  104012. }
  104013. }
  104014. else {
  104015. // Load all scenes
  104016. for (var thing in gltfRuntime.scenes) {
  104017. currentScene = gltfRuntime.scenes[thing];
  104018. for (var i = 0; i < currentScene.nodes.length; i++) {
  104019. traverseNodes(gltfRuntime, currentScene.nodes[i], null);
  104020. }
  104021. }
  104022. }
  104023. };
  104024. GLTFLoader.Extensions = {};
  104025. return GLTFLoader;
  104026. }());
  104027. GLTF1.GLTFLoader = GLTFLoader;
  104028. ;
  104029. BABYLON.GLTFFileLoader.CreateGLTFLoaderV1 = function () { return new GLTFLoader(); };
  104030. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  104031. })(BABYLON || (BABYLON = {}));
  104032. //# sourceMappingURL=babylon.glTFLoader.js.map
  104033. var BABYLON;
  104034. (function (BABYLON) {
  104035. var GLTF1;
  104036. (function (GLTF1) {
  104037. /**
  104038. * Utils functions for GLTF
  104039. */
  104040. var GLTFUtils = /** @class */ (function () {
  104041. function GLTFUtils() {
  104042. }
  104043. /**
  104044. * Sets the given "parameter" matrix
  104045. * @param scene: the {BABYLON.Scene} object
  104046. * @param source: the source node where to pick the matrix
  104047. * @param parameter: the GLTF technique parameter
  104048. * @param uniformName: the name of the shader's uniform
  104049. * @param shaderMaterial: the shader material
  104050. */
  104051. GLTFUtils.SetMatrix = function (scene, source, parameter, uniformName, shaderMaterial) {
  104052. var mat = null;
  104053. if (parameter.semantic === "MODEL") {
  104054. mat = source.getWorldMatrix();
  104055. }
  104056. else if (parameter.semantic === "PROJECTION") {
  104057. mat = scene.getProjectionMatrix();
  104058. }
  104059. else if (parameter.semantic === "VIEW") {
  104060. mat = scene.getViewMatrix();
  104061. }
  104062. else if (parameter.semantic === "MODELVIEWINVERSETRANSPOSE") {
  104063. mat = BABYLON.Matrix.Transpose(source.getWorldMatrix().multiply(scene.getViewMatrix()).invert());
  104064. }
  104065. else if (parameter.semantic === "MODELVIEW") {
  104066. mat = source.getWorldMatrix().multiply(scene.getViewMatrix());
  104067. }
  104068. else if (parameter.semantic === "MODELVIEWPROJECTION") {
  104069. mat = source.getWorldMatrix().multiply(scene.getTransformMatrix());
  104070. }
  104071. else if (parameter.semantic === "MODELINVERSE") {
  104072. mat = source.getWorldMatrix().invert();
  104073. }
  104074. else if (parameter.semantic === "VIEWINVERSE") {
  104075. mat = scene.getViewMatrix().invert();
  104076. }
  104077. else if (parameter.semantic === "PROJECTIONINVERSE") {
  104078. mat = scene.getProjectionMatrix().invert();
  104079. }
  104080. else if (parameter.semantic === "MODELVIEWINVERSE") {
  104081. mat = source.getWorldMatrix().multiply(scene.getViewMatrix()).invert();
  104082. }
  104083. else if (parameter.semantic === "MODELVIEWPROJECTIONINVERSE") {
  104084. mat = source.getWorldMatrix().multiply(scene.getTransformMatrix()).invert();
  104085. }
  104086. else if (parameter.semantic === "MODELINVERSETRANSPOSE") {
  104087. mat = BABYLON.Matrix.Transpose(source.getWorldMatrix().invert());
  104088. }
  104089. else {
  104090. debugger;
  104091. }
  104092. if (mat) {
  104093. switch (parameter.type) {
  104094. case GLTF1.EParameterType.FLOAT_MAT2:
  104095. shaderMaterial.setMatrix2x2(uniformName, BABYLON.Matrix.GetAsMatrix2x2(mat));
  104096. break;
  104097. case GLTF1.EParameterType.FLOAT_MAT3:
  104098. shaderMaterial.setMatrix3x3(uniformName, BABYLON.Matrix.GetAsMatrix3x3(mat));
  104099. break;
  104100. case GLTF1.EParameterType.FLOAT_MAT4:
  104101. shaderMaterial.setMatrix(uniformName, mat);
  104102. break;
  104103. default: break;
  104104. }
  104105. }
  104106. };
  104107. /**
  104108. * Sets the given "parameter" matrix
  104109. * @param shaderMaterial: the shader material
  104110. * @param uniform: the name of the shader's uniform
  104111. * @param value: the value of the uniform
  104112. * @param type: the uniform's type (EParameterType FLOAT, VEC2, VEC3 or VEC4)
  104113. */
  104114. GLTFUtils.SetUniform = function (shaderMaterial, uniform, value, type) {
  104115. switch (type) {
  104116. case GLTF1.EParameterType.FLOAT:
  104117. shaderMaterial.setFloat(uniform, value);
  104118. return true;
  104119. case GLTF1.EParameterType.FLOAT_VEC2:
  104120. shaderMaterial.setVector2(uniform, BABYLON.Vector2.FromArray(value));
  104121. return true;
  104122. case GLTF1.EParameterType.FLOAT_VEC3:
  104123. shaderMaterial.setVector3(uniform, BABYLON.Vector3.FromArray(value));
  104124. return true;
  104125. case GLTF1.EParameterType.FLOAT_VEC4:
  104126. shaderMaterial.setVector4(uniform, BABYLON.Vector4.FromArray(value));
  104127. return true;
  104128. default: return false;
  104129. }
  104130. };
  104131. /**
  104132. * Returns the wrap mode of the texture
  104133. * @param mode: the mode value
  104134. */
  104135. GLTFUtils.GetWrapMode = function (mode) {
  104136. switch (mode) {
  104137. case GLTF1.ETextureWrapMode.CLAMP_TO_EDGE: return BABYLON.Texture.CLAMP_ADDRESSMODE;
  104138. case GLTF1.ETextureWrapMode.MIRRORED_REPEAT: return BABYLON.Texture.MIRROR_ADDRESSMODE;
  104139. case GLTF1.ETextureWrapMode.REPEAT: return BABYLON.Texture.WRAP_ADDRESSMODE;
  104140. default: return BABYLON.Texture.WRAP_ADDRESSMODE;
  104141. }
  104142. };
  104143. /**
  104144. * Returns the byte stride giving an accessor
  104145. * @param accessor: the GLTF accessor objet
  104146. */
  104147. GLTFUtils.GetByteStrideFromType = function (accessor) {
  104148. // Needs this function since "byteStride" isn't requiered in glTF format
  104149. var type = accessor.type;
  104150. switch (type) {
  104151. case "VEC2": return 2;
  104152. case "VEC3": return 3;
  104153. case "VEC4": return 4;
  104154. case "MAT2": return 4;
  104155. case "MAT3": return 9;
  104156. case "MAT4": return 16;
  104157. default: return 1;
  104158. }
  104159. };
  104160. /**
  104161. * Returns the texture filter mode giving a mode value
  104162. * @param mode: the filter mode value
  104163. */
  104164. GLTFUtils.GetTextureFilterMode = function (mode) {
  104165. switch (mode) {
  104166. case GLTF1.ETextureFilterType.LINEAR:
  104167. case GLTF1.ETextureFilterType.LINEAR_MIPMAP_NEAREST:
  104168. case GLTF1.ETextureFilterType.LINEAR_MIPMAP_LINEAR: return BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  104169. case GLTF1.ETextureFilterType.NEAREST:
  104170. case GLTF1.ETextureFilterType.NEAREST_MIPMAP_NEAREST: return BABYLON.Texture.NEAREST_SAMPLINGMODE;
  104171. default: return BABYLON.Texture.BILINEAR_SAMPLINGMODE;
  104172. }
  104173. };
  104174. GLTFUtils.GetBufferFromBufferView = function (gltfRuntime, bufferView, byteOffset, byteLength, componentType) {
  104175. var byteOffset = bufferView.byteOffset + byteOffset;
  104176. var loadedBufferView = gltfRuntime.loadedBufferViews[bufferView.buffer];
  104177. if (byteOffset + byteLength > loadedBufferView.byteLength) {
  104178. throw new Error("Buffer access is out of range");
  104179. }
  104180. var buffer = loadedBufferView.buffer;
  104181. byteOffset += loadedBufferView.byteOffset;
  104182. switch (componentType) {
  104183. case GLTF1.EComponentType.BYTE: return new Int8Array(buffer, byteOffset, byteLength);
  104184. case GLTF1.EComponentType.UNSIGNED_BYTE: return new Uint8Array(buffer, byteOffset, byteLength);
  104185. case GLTF1.EComponentType.SHORT: return new Int16Array(buffer, byteOffset, byteLength);
  104186. case GLTF1.EComponentType.UNSIGNED_SHORT: return new Uint16Array(buffer, byteOffset, byteLength);
  104187. default: return new Float32Array(buffer, byteOffset, byteLength);
  104188. }
  104189. };
  104190. /**
  104191. * Returns a buffer from its accessor
  104192. * @param gltfRuntime: the GLTF runtime
  104193. * @param accessor: the GLTF accessor
  104194. */
  104195. GLTFUtils.GetBufferFromAccessor = function (gltfRuntime, accessor) {
  104196. var bufferView = gltfRuntime.bufferViews[accessor.bufferView];
  104197. var byteLength = accessor.count * GLTFUtils.GetByteStrideFromType(accessor);
  104198. return GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, accessor.byteOffset, byteLength, accessor.componentType);
  104199. };
  104200. /**
  104201. * Decodes a buffer view into a string
  104202. * @param view: the buffer view
  104203. */
  104204. GLTFUtils.DecodeBufferToText = function (view) {
  104205. var result = "";
  104206. var length = view.byteLength;
  104207. for (var i = 0; i < length; ++i) {
  104208. result += String.fromCharCode(view[i]);
  104209. }
  104210. return result;
  104211. };
  104212. /**
  104213. * Returns the default material of gltf. Related to
  104214. * https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#appendix-a-default-material
  104215. * @param scene: the Babylon.js scene
  104216. */
  104217. GLTFUtils.GetDefaultMaterial = function (scene) {
  104218. if (!GLTFUtils._DefaultMaterial) {
  104219. BABYLON.Effect.ShadersStore["GLTFDefaultMaterialVertexShader"] = [
  104220. "precision highp float;",
  104221. "",
  104222. "uniform mat4 worldView;",
  104223. "uniform mat4 projection;",
  104224. "",
  104225. "attribute vec3 position;",
  104226. "",
  104227. "void main(void)",
  104228. "{",
  104229. " gl_Position = projection * worldView * vec4(position, 1.0);",
  104230. "}"
  104231. ].join("\n");
  104232. BABYLON.Effect.ShadersStore["GLTFDefaultMaterialPixelShader"] = [
  104233. "precision highp float;",
  104234. "",
  104235. "uniform vec4 u_emission;",
  104236. "",
  104237. "void main(void)",
  104238. "{",
  104239. " gl_FragColor = u_emission;",
  104240. "}"
  104241. ].join("\n");
  104242. var shaderPath = {
  104243. vertex: "GLTFDefaultMaterial",
  104244. fragment: "GLTFDefaultMaterial"
  104245. };
  104246. var options = {
  104247. attributes: ["position"],
  104248. uniforms: ["worldView", "projection", "u_emission"],
  104249. samplers: new Array(),
  104250. needAlphaBlending: false
  104251. };
  104252. GLTFUtils._DefaultMaterial = new BABYLON.ShaderMaterial("GLTFDefaultMaterial", scene, shaderPath, options);
  104253. GLTFUtils._DefaultMaterial.setColor4("u_emission", new BABYLON.Color4(0.5, 0.5, 0.5, 1.0));
  104254. }
  104255. return GLTFUtils._DefaultMaterial;
  104256. };
  104257. // The GLTF default material
  104258. GLTFUtils._DefaultMaterial = null;
  104259. return GLTFUtils;
  104260. }());
  104261. GLTF1.GLTFUtils = GLTFUtils;
  104262. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  104263. })(BABYLON || (BABYLON = {}));
  104264. //# sourceMappingURL=babylon.glTFLoaderUtils.js.map
  104265. var BABYLON;
  104266. (function (BABYLON) {
  104267. var GLTF1;
  104268. (function (GLTF1) {
  104269. var GLTFLoaderExtension = /** @class */ (function () {
  104270. function GLTFLoaderExtension(name) {
  104271. this._name = name;
  104272. }
  104273. Object.defineProperty(GLTFLoaderExtension.prototype, "name", {
  104274. get: function () {
  104275. return this._name;
  104276. },
  104277. enumerable: true,
  104278. configurable: true
  104279. });
  104280. /**
  104281. * Defines an override for loading the runtime
  104282. * Return true to stop further extensions from loading the runtime
  104283. */
  104284. GLTFLoaderExtension.prototype.loadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
  104285. return false;
  104286. };
  104287. /**
  104288. * Defines an onverride for creating gltf runtime
  104289. * Return true to stop further extensions from creating the runtime
  104290. */
  104291. GLTFLoaderExtension.prototype.loadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
  104292. return false;
  104293. };
  104294. /**
  104295. * Defines an override for loading buffers
  104296. * Return true to stop further extensions from loading this buffer
  104297. */
  104298. GLTFLoaderExtension.prototype.loadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
  104299. return false;
  104300. };
  104301. /**
  104302. * Defines an override for loading texture buffers
  104303. * Return true to stop further extensions from loading this texture data
  104304. */
  104305. GLTFLoaderExtension.prototype.loadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  104306. return false;
  104307. };
  104308. /**
  104309. * Defines an override for creating textures
  104310. * Return true to stop further extensions from loading this texture
  104311. */
  104312. GLTFLoaderExtension.prototype.createTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
  104313. return false;
  104314. };
  104315. /**
  104316. * Defines an override for loading shader strings
  104317. * Return true to stop further extensions from loading this shader data
  104318. */
  104319. GLTFLoaderExtension.prototype.loadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  104320. return false;
  104321. };
  104322. /**
  104323. * Defines an override for loading materials
  104324. * Return true to stop further extensions from loading this material
  104325. */
  104326. GLTFLoaderExtension.prototype.loadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  104327. return false;
  104328. };
  104329. // ---------
  104330. // Utilities
  104331. // ---------
  104332. GLTFLoaderExtension.LoadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
  104333. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  104334. return loaderExtension.loadRuntimeAsync(scene, data, rootUrl, onSuccess, onError);
  104335. }, function () {
  104336. setTimeout(function () {
  104337. if (!onSuccess) {
  104338. return;
  104339. }
  104340. onSuccess(GLTF1.GLTFLoaderBase.CreateRuntime(data.json, scene, rootUrl));
  104341. });
  104342. });
  104343. };
  104344. GLTFLoaderExtension.LoadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
  104345. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  104346. return loaderExtension.loadRuntimeExtensionsAsync(gltfRuntime, onSuccess, onError);
  104347. }, function () {
  104348. setTimeout(function () {
  104349. onSuccess();
  104350. });
  104351. });
  104352. };
  104353. GLTFLoaderExtension.LoadBufferAsync = function (gltfRuntime, id, onSuccess, onError, onProgress) {
  104354. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  104355. return loaderExtension.loadBufferAsync(gltfRuntime, id, onSuccess, onError, onProgress);
  104356. }, function () {
  104357. GLTF1.GLTFLoaderBase.LoadBufferAsync(gltfRuntime, id, onSuccess, onError, onProgress);
  104358. });
  104359. };
  104360. GLTFLoaderExtension.LoadTextureAsync = function (gltfRuntime, id, onSuccess, onError) {
  104361. GLTFLoaderExtension.LoadTextureBufferAsync(gltfRuntime, id, function (buffer) {
  104362. if (buffer) {
  104363. GLTFLoaderExtension.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
  104364. }
  104365. }, onError);
  104366. };
  104367. GLTFLoaderExtension.LoadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  104368. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  104369. return loaderExtension.loadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
  104370. }, function () {
  104371. GLTF1.GLTFLoaderBase.LoadShaderStringAsync(gltfRuntime, id, onSuccess, onError);
  104372. });
  104373. };
  104374. GLTFLoaderExtension.LoadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  104375. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  104376. return loaderExtension.loadMaterialAsync(gltfRuntime, id, onSuccess, onError);
  104377. }, function () {
  104378. GLTF1.GLTFLoaderBase.LoadMaterialAsync(gltfRuntime, id, onSuccess, onError);
  104379. });
  104380. };
  104381. GLTFLoaderExtension.LoadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  104382. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  104383. return loaderExtension.loadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
  104384. }, function () {
  104385. GLTF1.GLTFLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, onSuccess, onError);
  104386. });
  104387. };
  104388. GLTFLoaderExtension.CreateTextureAsync = function (gltfRuntime, id, buffer, onSuccess, onError) {
  104389. GLTFLoaderExtension.ApplyExtensions(function (loaderExtension) {
  104390. return loaderExtension.createTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
  104391. }, function () {
  104392. GLTF1.GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, onSuccess, onError);
  104393. });
  104394. };
  104395. GLTFLoaderExtension.ApplyExtensions = function (func, defaultFunc) {
  104396. for (var extensionName in GLTF1.GLTFLoader.Extensions) {
  104397. var loaderExtension = GLTF1.GLTFLoader.Extensions[extensionName];
  104398. if (func(loaderExtension)) {
  104399. return;
  104400. }
  104401. }
  104402. defaultFunc();
  104403. };
  104404. return GLTFLoaderExtension;
  104405. }());
  104406. GLTF1.GLTFLoaderExtension = GLTFLoaderExtension;
  104407. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  104408. })(BABYLON || (BABYLON = {}));
  104409. //# sourceMappingURL=babylon.glTFLoaderExtension.js.map
  104410. var BABYLON;
  104411. (function (BABYLON) {
  104412. var GLTF1;
  104413. (function (GLTF1) {
  104414. var BinaryExtensionBufferName = "binary_glTF";
  104415. ;
  104416. ;
  104417. var GLTFBinaryExtension = /** @class */ (function (_super) {
  104418. __extends(GLTFBinaryExtension, _super);
  104419. function GLTFBinaryExtension() {
  104420. return _super.call(this, "KHR_binary_glTF") || this;
  104421. }
  104422. GLTFBinaryExtension.prototype.loadRuntimeAsync = function (scene, data, rootUrl, onSuccess, onError) {
  104423. var extensionsUsed = data.json.extensionsUsed;
  104424. if (!extensionsUsed || extensionsUsed.indexOf(this.name) === -1 || !data.bin) {
  104425. return false;
  104426. }
  104427. this._bin = data.bin;
  104428. onSuccess(GLTF1.GLTFLoaderBase.CreateRuntime(data.json, scene, rootUrl));
  104429. return true;
  104430. };
  104431. GLTFBinaryExtension.prototype.loadBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  104432. if (gltfRuntime.extensionsUsed.indexOf(this.name) === -1) {
  104433. return false;
  104434. }
  104435. if (id !== BinaryExtensionBufferName) {
  104436. return false;
  104437. }
  104438. onSuccess(this._bin);
  104439. return true;
  104440. };
  104441. GLTFBinaryExtension.prototype.loadTextureBufferAsync = function (gltfRuntime, id, onSuccess, onError) {
  104442. var texture = gltfRuntime.textures[id];
  104443. var source = gltfRuntime.images[texture.source];
  104444. if (!source.extensions || !(this.name in source.extensions)) {
  104445. return false;
  104446. }
  104447. var sourceExt = source.extensions[this.name];
  104448. var bufferView = gltfRuntime.bufferViews[sourceExt.bufferView];
  104449. var buffer = GLTF1.GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, 0, bufferView.byteLength, GLTF1.EComponentType.UNSIGNED_BYTE);
  104450. onSuccess(buffer);
  104451. return true;
  104452. };
  104453. GLTFBinaryExtension.prototype.loadShaderStringAsync = function (gltfRuntime, id, onSuccess, onError) {
  104454. var shader = gltfRuntime.shaders[id];
  104455. if (!shader.extensions || !(this.name in shader.extensions)) {
  104456. return false;
  104457. }
  104458. var binaryExtensionShader = shader.extensions[this.name];
  104459. var bufferView = gltfRuntime.bufferViews[binaryExtensionShader.bufferView];
  104460. var shaderBytes = GLTF1.GLTFUtils.GetBufferFromBufferView(gltfRuntime, bufferView, 0, bufferView.byteLength, GLTF1.EComponentType.UNSIGNED_BYTE);
  104461. setTimeout(function () {
  104462. var shaderString = GLTF1.GLTFUtils.DecodeBufferToText(shaderBytes);
  104463. onSuccess(shaderString);
  104464. });
  104465. return true;
  104466. };
  104467. return GLTFBinaryExtension;
  104468. }(GLTF1.GLTFLoaderExtension));
  104469. GLTF1.GLTFBinaryExtension = GLTFBinaryExtension;
  104470. GLTF1.GLTFLoader.RegisterExtension(new GLTFBinaryExtension());
  104471. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  104472. })(BABYLON || (BABYLON = {}));
  104473. //# sourceMappingURL=babylon.glTFBinaryExtension.js.map
  104474. var BABYLON;
  104475. (function (BABYLON) {
  104476. var GLTF1;
  104477. (function (GLTF1) {
  104478. ;
  104479. ;
  104480. ;
  104481. var GLTFMaterialsCommonExtension = /** @class */ (function (_super) {
  104482. __extends(GLTFMaterialsCommonExtension, _super);
  104483. function GLTFMaterialsCommonExtension() {
  104484. return _super.call(this, "KHR_materials_common") || this;
  104485. }
  104486. GLTFMaterialsCommonExtension.prototype.loadRuntimeExtensionsAsync = function (gltfRuntime, onSuccess, onError) {
  104487. if (!gltfRuntime.extensions)
  104488. return false;
  104489. var extension = gltfRuntime.extensions[this.name];
  104490. if (!extension)
  104491. return false;
  104492. // Create lights
  104493. var lights = extension.lights;
  104494. if (lights) {
  104495. for (var thing in lights) {
  104496. var light = lights[thing];
  104497. switch (light.type) {
  104498. case "ambient":
  104499. var ambientLight = new BABYLON.HemisphericLight(light.name, new BABYLON.Vector3(0, 1, 0), gltfRuntime.scene);
  104500. var ambient = light.ambient;
  104501. if (ambient) {
  104502. ambientLight.diffuse = BABYLON.Color3.FromArray(ambient.color || [1, 1, 1]);
  104503. }
  104504. break;
  104505. case "point":
  104506. var pointLight = new BABYLON.PointLight(light.name, new BABYLON.Vector3(10, 10, 10), gltfRuntime.scene);
  104507. var point = light.point;
  104508. if (point) {
  104509. pointLight.diffuse = BABYLON.Color3.FromArray(point.color || [1, 1, 1]);
  104510. }
  104511. break;
  104512. case "directional":
  104513. var dirLight = new BABYLON.DirectionalLight(light.name, new BABYLON.Vector3(0, -1, 0), gltfRuntime.scene);
  104514. var directional = light.directional;
  104515. if (directional) {
  104516. dirLight.diffuse = BABYLON.Color3.FromArray(directional.color || [1, 1, 1]);
  104517. }
  104518. break;
  104519. case "spot":
  104520. var spot = light.spot;
  104521. if (spot) {
  104522. var spotLight = new BABYLON.SpotLight(light.name, new BABYLON.Vector3(0, 10, 0), new BABYLON.Vector3(0, -1, 0), spot.fallOffAngle || Math.PI, spot.fallOffExponent || 0.0, gltfRuntime.scene);
  104523. spotLight.diffuse = BABYLON.Color3.FromArray(spot.color || [1, 1, 1]);
  104524. }
  104525. break;
  104526. default:
  104527. BABYLON.Tools.Warn("GLTF Material Common extension: light type \"" + light.type + "\” not supported");
  104528. break;
  104529. }
  104530. }
  104531. }
  104532. return false;
  104533. };
  104534. GLTFMaterialsCommonExtension.prototype.loadMaterialAsync = function (gltfRuntime, id, onSuccess, onError) {
  104535. var material = gltfRuntime.materials[id];
  104536. if (!material || !material.extensions)
  104537. return false;
  104538. var extension = material.extensions[this.name];
  104539. if (!extension)
  104540. return false;
  104541. var standardMaterial = new BABYLON.StandardMaterial(id, gltfRuntime.scene);
  104542. standardMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
  104543. if (extension.technique === "CONSTANT") {
  104544. standardMaterial.disableLighting = true;
  104545. }
  104546. standardMaterial.backFaceCulling = extension.doubleSided === undefined ? false : !extension.doubleSided;
  104547. standardMaterial.alpha = extension.values.transparency === undefined ? 1.0 : extension.values.transparency;
  104548. standardMaterial.specularPower = extension.values.shininess === undefined ? 0.0 : extension.values.shininess;
  104549. // Ambient
  104550. if (typeof extension.values.ambient === "string") {
  104551. this._loadTexture(gltfRuntime, extension.values.ambient, standardMaterial, "ambientTexture", onError);
  104552. }
  104553. else {
  104554. standardMaterial.ambientColor = BABYLON.Color3.FromArray(extension.values.ambient || [0, 0, 0]);
  104555. }
  104556. // Diffuse
  104557. if (typeof extension.values.diffuse === "string") {
  104558. this._loadTexture(gltfRuntime, extension.values.diffuse, standardMaterial, "diffuseTexture", onError);
  104559. }
  104560. else {
  104561. standardMaterial.diffuseColor = BABYLON.Color3.FromArray(extension.values.diffuse || [0, 0, 0]);
  104562. }
  104563. // Emission
  104564. if (typeof extension.values.emission === "string") {
  104565. this._loadTexture(gltfRuntime, extension.values.emission, standardMaterial, "emissiveTexture", onError);
  104566. }
  104567. else {
  104568. standardMaterial.emissiveColor = BABYLON.Color3.FromArray(extension.values.emission || [0, 0, 0]);
  104569. }
  104570. // Specular
  104571. if (typeof extension.values.specular === "string") {
  104572. this._loadTexture(gltfRuntime, extension.values.specular, standardMaterial, "specularTexture", onError);
  104573. }
  104574. else {
  104575. standardMaterial.specularColor = BABYLON.Color3.FromArray(extension.values.specular || [0, 0, 0]);
  104576. }
  104577. return true;
  104578. };
  104579. GLTFMaterialsCommonExtension.prototype._loadTexture = function (gltfRuntime, id, material, propertyPath, onError) {
  104580. // Create buffer from texture url
  104581. GLTF1.GLTFLoaderBase.LoadTextureBufferAsync(gltfRuntime, id, function (buffer) {
  104582. // Create texture from buffer
  104583. GLTF1.GLTFLoaderBase.CreateTextureAsync(gltfRuntime, id, buffer, function (texture) { return material[propertyPath] = texture; }, onError);
  104584. }, onError);
  104585. };
  104586. return GLTFMaterialsCommonExtension;
  104587. }(GLTF1.GLTFLoaderExtension));
  104588. GLTF1.GLTFMaterialsCommonExtension = GLTFMaterialsCommonExtension;
  104589. GLTF1.GLTFLoader.RegisterExtension(new GLTFMaterialsCommonExtension());
  104590. })(GLTF1 = BABYLON.GLTF1 || (BABYLON.GLTF1 = {}));
  104591. })(BABYLON || (BABYLON = {}));
  104592. //# sourceMappingURL=babylon.glTFMaterialsCommonExtension.js.map
  104593. var BABYLON;
  104594. (function (BABYLON) {
  104595. var GLTF2;
  104596. (function (GLTF2) {
  104597. /** @hidden */
  104598. var _ArrayItem = /** @class */ (function () {
  104599. function _ArrayItem() {
  104600. }
  104601. /** @hidden */
  104602. _ArrayItem.Assign = function (values) {
  104603. if (values) {
  104604. for (var index = 0; index < values.length; index++) {
  104605. values[index]._index = index;
  104606. }
  104607. }
  104608. };
  104609. return _ArrayItem;
  104610. }());
  104611. GLTF2._ArrayItem = _ArrayItem;
  104612. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  104613. })(BABYLON || (BABYLON = {}));
  104614. //# sourceMappingURL=babylon.glTFLoaderUtilities.js.map
  104615. //# sourceMappingURL=babylon.glTFLoaderInterfaces.js.map
  104616. /**
  104617. * Defines the module used to import/export glTF 2.0 assets
  104618. */
  104619. var BABYLON;
  104620. (function (BABYLON) {
  104621. var GLTF2;
  104622. (function (GLTF2) {
  104623. /**
  104624. * Loader for loading a glTF 2.0 asset
  104625. */
  104626. var GLTFLoader = /** @class */ (function () {
  104627. function GLTFLoader() {
  104628. /** @hidden */
  104629. this._completePromises = new Array();
  104630. this._disposed = false;
  104631. this._state = null;
  104632. this._extensions = {};
  104633. this._defaultSampler = {};
  104634. this._defaultBabylonMaterials = {};
  104635. this._requests = new Array();
  104636. /**
  104637. * Mode that determines the coordinate system to use.
  104638. */
  104639. this.coordinateSystemMode = BABYLON.GLTFLoaderCoordinateSystemMode.AUTO;
  104640. /**
  104641. * Mode that determines what animations will start.
  104642. */
  104643. this.animationStartMode = BABYLON.GLTFLoaderAnimationStartMode.FIRST;
  104644. /**
  104645. * Defines if the loader should compile materials.
  104646. */
  104647. this.compileMaterials = false;
  104648. /**
  104649. * Defines if the loader should also compile materials with clip planes.
  104650. */
  104651. this.useClipPlane = false;
  104652. /**
  104653. * Defines if the loader should compile shadow generators.
  104654. */
  104655. this.compileShadowGenerators = false;
  104656. /**
  104657. * Function called before loading a url referenced by the asset.
  104658. */
  104659. this.preprocessUrlAsync = function (url) { return Promise.resolve(url); };
  104660. /**
  104661. * Observable raised when the loader creates a mesh after parsing the glTF properties of the mesh.
  104662. */
  104663. this.onMeshLoadedObservable = new BABYLON.Observable();
  104664. /**
  104665. * Observable raised when the loader creates a texture after parsing the glTF properties of the texture.
  104666. */
  104667. this.onTextureLoadedObservable = new BABYLON.Observable();
  104668. /**
  104669. * Observable raised when the loader creates a material after parsing the glTF properties of the material.
  104670. */
  104671. this.onMaterialLoadedObservable = new BABYLON.Observable();
  104672. /**
  104673. * Observable raised when the loader creates a camera after parsing the glTF properties of the camera.
  104674. */
  104675. this.onCameraLoadedObservable = new BABYLON.Observable();
  104676. /**
  104677. * Observable raised when the asset is completely loaded, immediately before the loader is disposed.
  104678. * For assets with LODs, raised when all of the LODs are complete.
  104679. * For assets without LODs, raised when the model is complete, immediately after the loader resolves the returned promise.
  104680. */
  104681. this.onCompleteObservable = new BABYLON.Observable();
  104682. /**
  104683. * Observable raised after the loader is disposed.
  104684. */
  104685. this.onDisposeObservable = new BABYLON.Observable();
  104686. /**
  104687. * Observable raised after a loader extension is created.
  104688. * Set additional options for a loader extension in this event.
  104689. */
  104690. this.onExtensionLoadedObservable = new BABYLON.Observable();
  104691. }
  104692. /** @hidden */
  104693. GLTFLoader._Register = function (name, factory) {
  104694. if (GLTFLoader._ExtensionFactories[name]) {
  104695. BABYLON.Tools.Error("Extension with the name '" + name + "' already exists");
  104696. return;
  104697. }
  104698. GLTFLoader._ExtensionFactories[name] = factory;
  104699. // Keep the order of registration so that extensions registered first are called first.
  104700. GLTFLoader._ExtensionNames.push(name);
  104701. };
  104702. Object.defineProperty(GLTFLoader.prototype, "state", {
  104703. /**
  104704. * Loader state or null if the loader is not active.
  104705. */
  104706. get: function () {
  104707. return this._state;
  104708. },
  104709. enumerable: true,
  104710. configurable: true
  104711. });
  104712. /**
  104713. * Disposes the loader, releases resources during load, and cancels any outstanding requests.
  104714. */
  104715. GLTFLoader.prototype.dispose = function () {
  104716. if (this._disposed) {
  104717. return;
  104718. }
  104719. this._disposed = true;
  104720. this.onDisposeObservable.notifyObservers(this);
  104721. this.onDisposeObservable.clear();
  104722. this._clear();
  104723. };
  104724. /**
  104725. * Imports one or more meshes from the loaded glTF data and adds them to the scene
  104726. * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
  104727. * @param scene the scene the meshes should be added to
  104728. * @param data the glTF data to load
  104729. * @param rootUrl root url to load from
  104730. * @param onProgress event that fires when loading progress has occured
  104731. * @returns a promise containg the loaded meshes, particles, skeletons and animations
  104732. */
  104733. GLTFLoader.prototype.importMeshAsync = function (meshesNames, scene, data, rootUrl, onProgress) {
  104734. var _this = this;
  104735. return Promise.resolve().then(function () {
  104736. var nodes = null;
  104737. if (meshesNames) {
  104738. var nodeMap_1 = {};
  104739. if (_this._gltf.nodes) {
  104740. for (var _i = 0, _a = _this._gltf.nodes; _i < _a.length; _i++) {
  104741. var node = _a[_i];
  104742. if (node.name) {
  104743. nodeMap_1[node.name] = node;
  104744. }
  104745. }
  104746. }
  104747. var names = (meshesNames instanceof Array) ? meshesNames : [meshesNames];
  104748. nodes = names.map(function (name) {
  104749. var node = nodeMap_1[name];
  104750. if (!node) {
  104751. throw new Error("Failed to find node '" + name + "'");
  104752. }
  104753. return node;
  104754. });
  104755. }
  104756. return _this._loadAsync(nodes, scene, data, rootUrl, onProgress).then(function () {
  104757. return {
  104758. meshes: _this._getMeshes(),
  104759. particleSystems: [],
  104760. skeletons: _this._getSkeletons(),
  104761. animationGroups: _this._getAnimationGroups()
  104762. };
  104763. });
  104764. });
  104765. };
  104766. /**
  104767. * Imports all objects from the loaded glTF data and adds them to the scene
  104768. * @param scene the scene the objects should be added to
  104769. * @param data the glTF data to load
  104770. * @param rootUrl root url to load from
  104771. * @param onProgress event that fires when loading progress has occured
  104772. * @returns a promise which completes when objects have been loaded to the scene
  104773. */
  104774. GLTFLoader.prototype.loadAsync = function (scene, data, rootUrl, onProgress) {
  104775. return this._loadAsync(null, scene, data, rootUrl, onProgress);
  104776. };
  104777. GLTFLoader.prototype._loadAsync = function (nodes, scene, data, rootUrl, onProgress) {
  104778. var _this = this;
  104779. return Promise.resolve().then(function () {
  104780. _this._loadExtensions();
  104781. _this._babylonScene = scene;
  104782. _this._rootUrl = rootUrl;
  104783. _this._progressCallback = onProgress;
  104784. _this._state = BABYLON.GLTFLoaderState.LOADING;
  104785. _this._loadData(data);
  104786. _this._checkExtensions();
  104787. var promises = new Array();
  104788. if (nodes) {
  104789. promises.push(_this._loadNodesAsync(nodes));
  104790. }
  104791. else {
  104792. var scene_1 = GLTFLoader._GetProperty("#/scene", _this._gltf.scenes, _this._gltf.scene || 0);
  104793. promises.push(_this._loadSceneAsync("#/scenes/" + scene_1._index, scene_1));
  104794. }
  104795. if (_this.compileMaterials) {
  104796. promises.push(_this._compileMaterialsAsync());
  104797. }
  104798. if (_this.compileShadowGenerators) {
  104799. promises.push(_this._compileShadowGeneratorsAsync());
  104800. }
  104801. var resultPromise = Promise.all(promises).then(function () {
  104802. _this._state = BABYLON.GLTFLoaderState.READY;
  104803. _this._startAnimations();
  104804. });
  104805. resultPromise.then(function () {
  104806. _this._rootBabylonMesh.setEnabled(true);
  104807. BABYLON.Tools.SetImmediate(function () {
  104808. if (!_this._disposed) {
  104809. Promise.all(_this._completePromises).then(function () {
  104810. _this._state = BABYLON.GLTFLoaderState.COMPLETE;
  104811. _this.onCompleteObservable.notifyObservers(_this);
  104812. _this.onCompleteObservable.clear();
  104813. _this._clear();
  104814. }).catch(function (error) {
  104815. BABYLON.Tools.Error("glTF Loader: " + error.message);
  104816. _this._clear();
  104817. });
  104818. }
  104819. });
  104820. });
  104821. return resultPromise;
  104822. }).catch(function (error) {
  104823. if (!_this._disposed) {
  104824. BABYLON.Tools.Error("glTF Loader: " + error.message);
  104825. _this._clear();
  104826. throw error;
  104827. }
  104828. });
  104829. };
  104830. GLTFLoader.prototype._loadExtensions = function () {
  104831. for (var _i = 0, _a = GLTFLoader._ExtensionNames; _i < _a.length; _i++) {
  104832. var name_1 = _a[_i];
  104833. var extension = GLTFLoader._ExtensionFactories[name_1](this);
  104834. this._extensions[name_1] = extension;
  104835. this.onExtensionLoadedObservable.notifyObservers(extension);
  104836. }
  104837. this.onExtensionLoadedObservable.clear();
  104838. };
  104839. GLTFLoader.prototype._loadData = function (data) {
  104840. this._gltf = data.json;
  104841. this._setupData();
  104842. if (data.bin) {
  104843. var buffers = this._gltf.buffers;
  104844. if (buffers && buffers[0] && !buffers[0].uri) {
  104845. var binaryBuffer = buffers[0];
  104846. if (binaryBuffer.byteLength < data.bin.byteLength - 3 || binaryBuffer.byteLength > data.bin.byteLength) {
  104847. BABYLON.Tools.Warn("Binary buffer length (" + binaryBuffer.byteLength + ") from JSON does not match chunk length (" + data.bin.byteLength + ")");
  104848. }
  104849. binaryBuffer._data = Promise.resolve(data.bin);
  104850. }
  104851. else {
  104852. BABYLON.Tools.Warn("Unexpected BIN chunk");
  104853. }
  104854. }
  104855. };
  104856. GLTFLoader.prototype._setupData = function () {
  104857. GLTF2._ArrayItem.Assign(this._gltf.accessors);
  104858. GLTF2._ArrayItem.Assign(this._gltf.animations);
  104859. GLTF2._ArrayItem.Assign(this._gltf.buffers);
  104860. GLTF2._ArrayItem.Assign(this._gltf.bufferViews);
  104861. GLTF2._ArrayItem.Assign(this._gltf.cameras);
  104862. GLTF2._ArrayItem.Assign(this._gltf.images);
  104863. GLTF2._ArrayItem.Assign(this._gltf.materials);
  104864. GLTF2._ArrayItem.Assign(this._gltf.meshes);
  104865. GLTF2._ArrayItem.Assign(this._gltf.nodes);
  104866. GLTF2._ArrayItem.Assign(this._gltf.samplers);
  104867. GLTF2._ArrayItem.Assign(this._gltf.scenes);
  104868. GLTF2._ArrayItem.Assign(this._gltf.skins);
  104869. GLTF2._ArrayItem.Assign(this._gltf.textures);
  104870. if (this._gltf.nodes) {
  104871. var nodeParents = {};
  104872. for (var _i = 0, _a = this._gltf.nodes; _i < _a.length; _i++) {
  104873. var node = _a[_i];
  104874. if (node.children) {
  104875. for (var _b = 0, _c = node.children; _b < _c.length; _b++) {
  104876. var index = _c[_b];
  104877. nodeParents[index] = node._index;
  104878. }
  104879. }
  104880. }
  104881. var rootNode = this._createRootNode();
  104882. for (var _d = 0, _e = this._gltf.nodes; _d < _e.length; _d++) {
  104883. var node = _e[_d];
  104884. var parentIndex = nodeParents[node._index];
  104885. node._parent = parentIndex === undefined ? rootNode : this._gltf.nodes[parentIndex];
  104886. }
  104887. }
  104888. };
  104889. GLTFLoader.prototype._checkExtensions = function () {
  104890. if (this._gltf.extensionsRequired) {
  104891. for (var _i = 0, _a = this._gltf.extensionsRequired; _i < _a.length; _i++) {
  104892. var name_2 = _a[_i];
  104893. var extension = this._extensions[name_2];
  104894. if (!extension || !extension.enabled) {
  104895. throw new Error("Require extension " + name_2 + " is not available");
  104896. }
  104897. }
  104898. }
  104899. };
  104900. GLTFLoader.prototype._createRootNode = function () {
  104901. this._rootBabylonMesh = new BABYLON.Mesh("__root__", this._babylonScene);
  104902. this._rootBabylonMesh.setEnabled(false);
  104903. var rootNode = { _babylonMesh: this._rootBabylonMesh };
  104904. switch (this.coordinateSystemMode) {
  104905. case BABYLON.GLTFLoaderCoordinateSystemMode.AUTO: {
  104906. if (!this._babylonScene.useRightHandedSystem) {
  104907. rootNode.rotation = [0, 1, 0, 0];
  104908. rootNode.scale = [1, 1, -1];
  104909. GLTFLoader._LoadTransform(rootNode, this._rootBabylonMesh);
  104910. }
  104911. break;
  104912. }
  104913. case BABYLON.GLTFLoaderCoordinateSystemMode.FORCE_RIGHT_HANDED: {
  104914. this._babylonScene.useRightHandedSystem = true;
  104915. break;
  104916. }
  104917. default: {
  104918. throw new Error("Invalid coordinate system mode (" + this.coordinateSystemMode + ")");
  104919. }
  104920. }
  104921. this.onMeshLoadedObservable.notifyObservers(this._rootBabylonMesh);
  104922. return rootNode;
  104923. };
  104924. GLTFLoader.prototype._loadNodesAsync = function (nodes) {
  104925. var promises = new Array();
  104926. for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {
  104927. var node = nodes_1[_i];
  104928. promises.push(this._loadNodeAsync("#/nodes/" + node._index, node));
  104929. }
  104930. promises.push(this._loadAnimationsAsync());
  104931. return Promise.all(promises).then(function () { });
  104932. };
  104933. /** @hidden */
  104934. GLTFLoader.prototype._loadSceneAsync = function (context, scene) {
  104935. var promise = GLTF2.GLTFLoaderExtension._LoadSceneAsync(this, context, scene);
  104936. if (promise) {
  104937. return promise;
  104938. }
  104939. var promises = new Array();
  104940. for (var _i = 0, _a = scene.nodes; _i < _a.length; _i++) {
  104941. var index = _a[_i];
  104942. var node = GLTFLoader._GetProperty(context + "/nodes/" + index, this._gltf.nodes, index);
  104943. promises.push(this._loadNodeAsync("#/nodes/" + node._index, node));
  104944. }
  104945. promises.push(this._loadAnimationsAsync());
  104946. return Promise.all(promises).then(function () { });
  104947. };
  104948. GLTFLoader.prototype._forEachPrimitive = function (node, callback) {
  104949. if (node._primitiveBabylonMeshes) {
  104950. for (var _i = 0, _a = node._primitiveBabylonMeshes; _i < _a.length; _i++) {
  104951. var babylonMesh = _a[_i];
  104952. callback(babylonMesh);
  104953. }
  104954. }
  104955. else {
  104956. callback(node._babylonMesh);
  104957. }
  104958. };
  104959. GLTFLoader.prototype._getMeshes = function () {
  104960. var meshes = new Array();
  104961. // Root mesh is always first.
  104962. meshes.push(this._rootBabylonMesh);
  104963. var nodes = this._gltf.nodes;
  104964. if (nodes) {
  104965. for (var _i = 0, nodes_2 = nodes; _i < nodes_2.length; _i++) {
  104966. var node = nodes_2[_i];
  104967. if (node._babylonMesh) {
  104968. meshes.push(node._babylonMesh);
  104969. }
  104970. if (node._primitiveBabylonMeshes) {
  104971. for (var _a = 0, _b = node._primitiveBabylonMeshes; _a < _b.length; _a++) {
  104972. var babylonMesh = _b[_a];
  104973. meshes.push(babylonMesh);
  104974. }
  104975. }
  104976. }
  104977. }
  104978. return meshes;
  104979. };
  104980. GLTFLoader.prototype._getSkeletons = function () {
  104981. var skeletons = new Array();
  104982. var skins = this._gltf.skins;
  104983. if (skins) {
  104984. for (var _i = 0, skins_1 = skins; _i < skins_1.length; _i++) {
  104985. var skin = skins_1[_i];
  104986. if (skin._babylonSkeleton) {
  104987. skeletons.push(skin._babylonSkeleton);
  104988. }
  104989. }
  104990. }
  104991. return skeletons;
  104992. };
  104993. GLTFLoader.prototype._getAnimationGroups = function () {
  104994. var animationGroups = new Array();
  104995. var animations = this._gltf.animations;
  104996. if (animations) {
  104997. for (var _i = 0, animations_1 = animations; _i < animations_1.length; _i++) {
  104998. var animation = animations_1[_i];
  104999. if (animation._babylonAnimationGroup) {
  105000. animationGroups.push(animation._babylonAnimationGroup);
  105001. }
  105002. }
  105003. }
  105004. return animationGroups;
  105005. };
  105006. GLTFLoader.prototype._startAnimations = function () {
  105007. switch (this.animationStartMode) {
  105008. case BABYLON.GLTFLoaderAnimationStartMode.NONE: {
  105009. // do nothing
  105010. break;
  105011. }
  105012. case BABYLON.GLTFLoaderAnimationStartMode.FIRST: {
  105013. var babylonAnimationGroups = this._getAnimationGroups();
  105014. if (babylonAnimationGroups.length !== 0) {
  105015. babylonAnimationGroups[0].start(true);
  105016. }
  105017. break;
  105018. }
  105019. case BABYLON.GLTFLoaderAnimationStartMode.ALL: {
  105020. var babylonAnimationGroups = this._getAnimationGroups();
  105021. for (var _i = 0, babylonAnimationGroups_1 = babylonAnimationGroups; _i < babylonAnimationGroups_1.length; _i++) {
  105022. var babylonAnimationGroup = babylonAnimationGroups_1[_i];
  105023. babylonAnimationGroup.start(true);
  105024. }
  105025. break;
  105026. }
  105027. default: {
  105028. BABYLON.Tools.Error("Invalid animation start mode (" + this.animationStartMode + ")");
  105029. return;
  105030. }
  105031. }
  105032. };
  105033. /** @hidden */
  105034. GLTFLoader.prototype._loadNodeAsync = function (context, node) {
  105035. var promise = GLTF2.GLTFLoaderExtension._LoadNodeAsync(this, context, node);
  105036. if (promise) {
  105037. return promise;
  105038. }
  105039. if (node._babylonMesh) {
  105040. throw new Error(context + ": Invalid recursive node hierarchy");
  105041. }
  105042. var promises = new Array();
  105043. var babylonMesh = new BABYLON.Mesh(node.name || "node" + node._index, this._babylonScene, node._parent._babylonMesh);
  105044. node._babylonMesh = babylonMesh;
  105045. node._babylonAnimationTargets = node._babylonAnimationTargets || [];
  105046. node._babylonAnimationTargets.push(babylonMesh);
  105047. GLTFLoader._LoadTransform(node, babylonMesh);
  105048. if (node.mesh != undefined) {
  105049. var mesh = GLTFLoader._GetProperty(context + "/mesh", this._gltf.meshes, node.mesh);
  105050. promises.push(this._loadMeshAsync("#/meshes/" + mesh._index, node, mesh, babylonMesh));
  105051. }
  105052. if (node.camera != undefined) {
  105053. var camera = GLTFLoader._GetProperty(context + "/camera", this._gltf.cameras, node.camera);
  105054. this._loadCamera("#/cameras/" + camera._index, camera, babylonMesh);
  105055. }
  105056. if (node.children) {
  105057. for (var _i = 0, _a = node.children; _i < _a.length; _i++) {
  105058. var index = _a[_i];
  105059. var childNode = GLTFLoader._GetProperty(context + "/children/" + index, this._gltf.nodes, index);
  105060. promises.push(this._loadNodeAsync("#/nodes/" + index, childNode));
  105061. }
  105062. }
  105063. this.onMeshLoadedObservable.notifyObservers(babylonMesh);
  105064. return Promise.all(promises).then(function () { });
  105065. };
  105066. GLTFLoader.prototype._loadMeshAsync = function (context, node, mesh, babylonMesh) {
  105067. var _this = this;
  105068. var promises = new Array();
  105069. var primitives = mesh.primitives;
  105070. if (!primitives || primitives.length === 0) {
  105071. throw new Error(context + ": Primitives are missing");
  105072. }
  105073. GLTF2._ArrayItem.Assign(primitives);
  105074. if (primitives.length === 1) {
  105075. var primitive = primitives[0];
  105076. promises.push(this._loadPrimitiveAsync(context + "/primitives/" + primitive._index, node, mesh, primitive, babylonMesh));
  105077. }
  105078. else {
  105079. node._primitiveBabylonMeshes = [];
  105080. for (var _i = 0, primitives_1 = primitives; _i < primitives_1.length; _i++) {
  105081. var primitive = primitives_1[_i];
  105082. var primitiveBabylonMesh = new BABYLON.Mesh((mesh.name || babylonMesh.name) + "_" + primitive._index, this._babylonScene, babylonMesh);
  105083. node._primitiveBabylonMeshes.push(primitiveBabylonMesh);
  105084. promises.push(this._loadPrimitiveAsync(context + "/primitives/" + primitive._index, node, mesh, primitive, primitiveBabylonMesh));
  105085. this.onMeshLoadedObservable.notifyObservers(babylonMesh);
  105086. }
  105087. }
  105088. if (node.skin != undefined) {
  105089. var skin = GLTFLoader._GetProperty(context + "/skin", this._gltf.skins, node.skin);
  105090. promises.push(this._loadSkinAsync("#/skins/" + skin._index, node, mesh, skin));
  105091. }
  105092. return Promise.all(promises).then(function () {
  105093. _this._forEachPrimitive(node, function (babylonMesh) {
  105094. babylonMesh._refreshBoundingInfo(true);
  105095. });
  105096. });
  105097. };
  105098. GLTFLoader.prototype._loadPrimitiveAsync = function (context, node, mesh, primitive, babylonMesh) {
  105099. var _this = this;
  105100. var promises = new Array();
  105101. this._createMorphTargets(context, node, mesh, primitive, babylonMesh);
  105102. promises.push(this._loadVertexDataAsync(context, primitive, babylonMesh).then(function (babylonGeometry) {
  105103. return _this._loadMorphTargetsAsync(context, primitive, babylonMesh, babylonGeometry).then(function () {
  105104. babylonGeometry.applyToMesh(babylonMesh);
  105105. });
  105106. }));
  105107. var babylonDrawMode = GLTFLoader._GetDrawMode(context, primitive.mode);
  105108. if (primitive.material == undefined) {
  105109. babylonMesh.material = this._getDefaultMaterial(babylonDrawMode);
  105110. }
  105111. else {
  105112. var material = GLTFLoader._GetProperty(context + "/material}", this._gltf.materials, primitive.material);
  105113. promises.push(this._loadMaterialAsync("#/materials/" + material._index, material, babylonMesh, babylonDrawMode, function (babylonMaterial) {
  105114. babylonMesh.material = babylonMaterial;
  105115. }));
  105116. }
  105117. return Promise.all(promises).then(function () { });
  105118. };
  105119. GLTFLoader.prototype._loadVertexDataAsync = function (context, primitive, babylonMesh) {
  105120. var _this = this;
  105121. var promise = GLTF2.GLTFLoaderExtension._LoadVertexDataAsync(this, context, primitive, babylonMesh);
  105122. if (promise) {
  105123. return promise;
  105124. }
  105125. var attributes = primitive.attributes;
  105126. if (!attributes) {
  105127. throw new Error(context + ": Attributes are missing");
  105128. }
  105129. var promises = new Array();
  105130. var babylonGeometry = new BABYLON.Geometry(babylonMesh.name, this._babylonScene);
  105131. if (primitive.indices == undefined) {
  105132. babylonMesh.isUnIndexed = true;
  105133. }
  105134. else {
  105135. var accessor = GLTFLoader._GetProperty(context + "/indices", this._gltf.accessors, primitive.indices);
  105136. promises.push(this._loadIndicesAccessorAsync("#/accessors/" + accessor._index, accessor).then(function (data) {
  105137. babylonGeometry.setIndices(data);
  105138. }));
  105139. }
  105140. var loadAttribute = function (attribute, kind, callback) {
  105141. if (attributes[attribute] == undefined) {
  105142. return;
  105143. }
  105144. babylonMesh._delayInfo = babylonMesh._delayInfo || [];
  105145. if (babylonMesh._delayInfo.indexOf(kind) === -1) {
  105146. babylonMesh._delayInfo.push(kind);
  105147. }
  105148. var accessor = GLTFLoader._GetProperty(context + "/attributes/" + attribute, _this._gltf.accessors, attributes[attribute]);
  105149. promises.push(_this._loadVertexAccessorAsync("#/accessors/" + accessor._index, accessor, kind).then(function (babylonVertexBuffer) {
  105150. babylonGeometry.setVerticesBuffer(babylonVertexBuffer, accessor.count);
  105151. }));
  105152. if (callback) {
  105153. callback(accessor);
  105154. }
  105155. };
  105156. loadAttribute("POSITION", BABYLON.VertexBuffer.PositionKind);
  105157. loadAttribute("NORMAL", BABYLON.VertexBuffer.NormalKind);
  105158. loadAttribute("TANGENT", BABYLON.VertexBuffer.TangentKind);
  105159. loadAttribute("TEXCOORD_0", BABYLON.VertexBuffer.UVKind);
  105160. loadAttribute("TEXCOORD_1", BABYLON.VertexBuffer.UV2Kind);
  105161. loadAttribute("JOINTS_0", BABYLON.VertexBuffer.MatricesIndicesKind);
  105162. loadAttribute("WEIGHTS_0", BABYLON.VertexBuffer.MatricesWeightsKind);
  105163. loadAttribute("COLOR_0", BABYLON.VertexBuffer.ColorKind, function (accessor) {
  105164. if (accessor.type === "VEC4" /* VEC4 */) {
  105165. babylonMesh.hasVertexAlpha = true;
  105166. }
  105167. });
  105168. return Promise.all(promises).then(function () {
  105169. return babylonGeometry;
  105170. });
  105171. };
  105172. GLTFLoader.prototype._createMorphTargets = function (context, node, mesh, primitive, babylonMesh) {
  105173. if (!primitive.targets) {
  105174. return;
  105175. }
  105176. if (node._numMorphTargets == undefined) {
  105177. node._numMorphTargets = primitive.targets.length;
  105178. }
  105179. else if (primitive.targets.length !== node._numMorphTargets) {
  105180. throw new Error(context + ": Primitives do not have the same number of targets");
  105181. }
  105182. babylonMesh.morphTargetManager = new BABYLON.MorphTargetManager();
  105183. for (var index = 0; index < primitive.targets.length; index++) {
  105184. var weight = node.weights ? node.weights[index] : mesh.weights ? mesh.weights[index] : 0;
  105185. babylonMesh.morphTargetManager.addTarget(new BABYLON.MorphTarget("morphTarget" + index, weight));
  105186. // TODO: tell the target whether it has positions, normals, tangents
  105187. }
  105188. };
  105189. GLTFLoader.prototype._loadMorphTargetsAsync = function (context, primitive, babylonMesh, babylonGeometry) {
  105190. if (!primitive.targets) {
  105191. return Promise.resolve();
  105192. }
  105193. var promises = new Array();
  105194. var morphTargetManager = babylonMesh.morphTargetManager;
  105195. for (var index = 0; index < morphTargetManager.numTargets; index++) {
  105196. var babylonMorphTarget = morphTargetManager.getTarget(index);
  105197. promises.push(this._loadMorphTargetVertexDataAsync(context + "/targets/" + index, babylonGeometry, primitive.targets[index], babylonMorphTarget));
  105198. }
  105199. return Promise.all(promises).then(function () { });
  105200. };
  105201. GLTFLoader.prototype._loadMorphTargetVertexDataAsync = function (context, babylonGeometry, attributes, babylonMorphTarget) {
  105202. var _this = this;
  105203. var promises = new Array();
  105204. var loadAttribute = function (attribute, kind, setData) {
  105205. if (attributes[attribute] == undefined) {
  105206. return;
  105207. }
  105208. var babylonVertexBuffer = babylonGeometry.getVertexBuffer(kind);
  105209. if (!babylonVertexBuffer) {
  105210. return;
  105211. }
  105212. var accessor = GLTFLoader._GetProperty(context + "/" + attribute, _this._gltf.accessors, attributes[attribute]);
  105213. promises.push(_this._loadFloatAccessorAsync("#/accessors/" + accessor._index, accessor).then(function (data) {
  105214. setData(babylonVertexBuffer, data);
  105215. }));
  105216. };
  105217. loadAttribute("POSITION", BABYLON.VertexBuffer.PositionKind, function (babylonVertexBuffer, data) {
  105218. babylonVertexBuffer.forEach(data.length, function (value, index) {
  105219. data[index] += value;
  105220. });
  105221. babylonMorphTarget.setPositions(data);
  105222. });
  105223. loadAttribute("NORMAL", BABYLON.VertexBuffer.NormalKind, function (babylonVertexBuffer, data) {
  105224. babylonVertexBuffer.forEach(data.length, function (value, index) {
  105225. data[index] += value;
  105226. });
  105227. babylonMorphTarget.setNormals(data);
  105228. });
  105229. loadAttribute("TANGENT", BABYLON.VertexBuffer.TangentKind, function (babylonVertexBuffer, data) {
  105230. var dataIndex = 0;
  105231. babylonVertexBuffer.forEach(data.length, function (value, index) {
  105232. // Tangent data for morph targets is stored as xyz delta.
  105233. // The vertexData.tangent is stored as xyzw.
  105234. // So we need to skip every fourth vertexData.tangent.
  105235. if (((index + 1) % 4) !== 0) {
  105236. data[dataIndex++] += value;
  105237. }
  105238. });
  105239. babylonMorphTarget.setTangents(data);
  105240. });
  105241. return Promise.all(promises).then(function () { });
  105242. };
  105243. GLTFLoader._LoadTransform = function (node, babylonNode) {
  105244. var position = BABYLON.Vector3.Zero();
  105245. var rotation = BABYLON.Quaternion.Identity();
  105246. var scaling = BABYLON.Vector3.One();
  105247. if (node.matrix) {
  105248. var matrix = BABYLON.Matrix.FromArray(node.matrix);
  105249. matrix.decompose(scaling, rotation, position);
  105250. }
  105251. else {
  105252. if (node.translation)
  105253. position = BABYLON.Vector3.FromArray(node.translation);
  105254. if (node.rotation)
  105255. rotation = BABYLON.Quaternion.FromArray(node.rotation);
  105256. if (node.scale)
  105257. scaling = BABYLON.Vector3.FromArray(node.scale);
  105258. }
  105259. babylonNode.position = position;
  105260. babylonNode.rotationQuaternion = rotation;
  105261. babylonNode.scaling = scaling;
  105262. };
  105263. GLTFLoader.prototype._loadSkinAsync = function (context, node, mesh, skin) {
  105264. var _this = this;
  105265. var assignSkeleton = function (skeleton) {
  105266. _this._forEachPrimitive(node, function (babylonMesh) {
  105267. babylonMesh.skeleton = skeleton;
  105268. });
  105269. // Ignore the TRS of skinned nodes.
  105270. // See https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins (second implementation note)
  105271. node._babylonMesh.parent = _this._rootBabylonMesh;
  105272. node._babylonMesh.position = BABYLON.Vector3.Zero();
  105273. node._babylonMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  105274. node._babylonMesh.scaling = BABYLON.Vector3.One();
  105275. };
  105276. if (skin._loaded) {
  105277. return skin._loaded.then(function () {
  105278. assignSkeleton(skin._babylonSkeleton);
  105279. });
  105280. }
  105281. var skeletonId = "skeleton" + skin._index;
  105282. var babylonSkeleton = new BABYLON.Skeleton(skin.name || skeletonId, skeletonId, this._babylonScene);
  105283. skin._babylonSkeleton = babylonSkeleton;
  105284. this._loadBones(context, skin);
  105285. assignSkeleton(babylonSkeleton);
  105286. return (skin._loaded = this._loadSkinInverseBindMatricesDataAsync(context, skin).then(function (inverseBindMatricesData) {
  105287. _this._updateBoneMatrices(babylonSkeleton, inverseBindMatricesData);
  105288. }));
  105289. };
  105290. GLTFLoader.prototype._loadBones = function (context, skin) {
  105291. var babylonBones = {};
  105292. for (var _i = 0, _a = skin.joints; _i < _a.length; _i++) {
  105293. var index = _a[_i];
  105294. var node = GLTFLoader._GetProperty(context + "/joints/" + index, this._gltf.nodes, index);
  105295. this._loadBone(node, skin, babylonBones);
  105296. }
  105297. };
  105298. GLTFLoader.prototype._loadBone = function (node, skin, babylonBones) {
  105299. var babylonBone = babylonBones[node._index];
  105300. if (babylonBone) {
  105301. return babylonBone;
  105302. }
  105303. var babylonParentBone = null;
  105304. if (node._parent._babylonMesh !== this._rootBabylonMesh) {
  105305. babylonParentBone = this._loadBone(node._parent, skin, babylonBones);
  105306. }
  105307. var boneIndex = skin.joints.indexOf(node._index);
  105308. babylonBone = new BABYLON.Bone(node.name || "joint" + node._index, skin._babylonSkeleton, babylonParentBone, this._getNodeMatrix(node), null, null, boneIndex);
  105309. babylonBones[node._index] = babylonBone;
  105310. node._babylonAnimationTargets = node._babylonAnimationTargets || [];
  105311. node._babylonAnimationTargets.push(babylonBone);
  105312. return babylonBone;
  105313. };
  105314. GLTFLoader.prototype._loadSkinInverseBindMatricesDataAsync = function (context, skin) {
  105315. if (skin.inverseBindMatrices == undefined) {
  105316. return Promise.resolve(null);
  105317. }
  105318. var accessor = GLTFLoader._GetProperty(context + "/inverseBindMatrices", this._gltf.accessors, skin.inverseBindMatrices);
  105319. return this._loadFloatAccessorAsync("#/accessors/" + accessor._index, accessor);
  105320. };
  105321. GLTFLoader.prototype._updateBoneMatrices = function (babylonSkeleton, inverseBindMatricesData) {
  105322. for (var _i = 0, _a = babylonSkeleton.bones; _i < _a.length; _i++) {
  105323. var babylonBone = _a[_i];
  105324. var baseMatrix = BABYLON.Matrix.Identity();
  105325. var boneIndex = babylonBone._index;
  105326. if (inverseBindMatricesData && boneIndex !== -1) {
  105327. BABYLON.Matrix.FromArrayToRef(inverseBindMatricesData, boneIndex * 16, baseMatrix);
  105328. baseMatrix.invertToRef(baseMatrix);
  105329. }
  105330. var babylonParentBone = babylonBone.getParent();
  105331. if (babylonParentBone) {
  105332. baseMatrix.multiplyToRef(babylonParentBone.getInvertedAbsoluteTransform(), baseMatrix);
  105333. }
  105334. babylonBone.updateMatrix(baseMatrix, false, false);
  105335. babylonBone._updateDifferenceMatrix(undefined, false);
  105336. }
  105337. };
  105338. GLTFLoader.prototype._getNodeMatrix = function (node) {
  105339. return node.matrix ?
  105340. BABYLON.Matrix.FromArray(node.matrix) :
  105341. BABYLON.Matrix.Compose(node.scale ? BABYLON.Vector3.FromArray(node.scale) : BABYLON.Vector3.One(), node.rotation ? BABYLON.Quaternion.FromArray(node.rotation) : BABYLON.Quaternion.Identity(), node.translation ? BABYLON.Vector3.FromArray(node.translation) : BABYLON.Vector3.Zero());
  105342. };
  105343. GLTFLoader.prototype._loadCamera = function (context, camera, babylonMesh) {
  105344. var babylonCamera = new BABYLON.FreeCamera(camera.name || "camera" + camera._index, BABYLON.Vector3.Zero(), this._babylonScene, false);
  105345. babylonCamera.parent = babylonMesh;
  105346. babylonCamera.rotation = new BABYLON.Vector3(0, Math.PI, 0);
  105347. switch (camera.type) {
  105348. case "perspective" /* PERSPECTIVE */: {
  105349. var perspective = camera.perspective;
  105350. if (!perspective) {
  105351. throw new Error(context + ": Camera perspective properties are missing");
  105352. }
  105353. babylonCamera.fov = perspective.yfov;
  105354. babylonCamera.minZ = perspective.znear;
  105355. babylonCamera.maxZ = perspective.zfar || Number.MAX_VALUE;
  105356. break;
  105357. }
  105358. case "orthographic" /* ORTHOGRAPHIC */: {
  105359. if (!camera.orthographic) {
  105360. throw new Error(context + ": Camera orthographic properties are missing");
  105361. }
  105362. babylonCamera.mode = BABYLON.Camera.ORTHOGRAPHIC_CAMERA;
  105363. babylonCamera.orthoLeft = -camera.orthographic.xmag;
  105364. babylonCamera.orthoRight = camera.orthographic.xmag;
  105365. babylonCamera.orthoBottom = -camera.orthographic.ymag;
  105366. babylonCamera.orthoTop = camera.orthographic.ymag;
  105367. babylonCamera.minZ = camera.orthographic.znear;
  105368. babylonCamera.maxZ = camera.orthographic.zfar;
  105369. break;
  105370. }
  105371. default: {
  105372. throw new Error(context + ": Invalid camera type (" + camera.type + ")");
  105373. }
  105374. }
  105375. this.onCameraLoadedObservable.notifyObservers(babylonCamera);
  105376. };
  105377. GLTFLoader.prototype._loadAnimationsAsync = function () {
  105378. var animations = this._gltf.animations;
  105379. if (!animations) {
  105380. return Promise.resolve();
  105381. }
  105382. var promises = new Array();
  105383. for (var index = 0; index < animations.length; index++) {
  105384. var animation = animations[index];
  105385. promises.push(this._loadAnimationAsync("#/animations/" + index, animation));
  105386. }
  105387. return Promise.all(promises).then(function () { });
  105388. };
  105389. GLTFLoader.prototype._loadAnimationAsync = function (context, animation) {
  105390. var babylonAnimationGroup = new BABYLON.AnimationGroup(animation.name || "animation" + animation._index, this._babylonScene);
  105391. animation._babylonAnimationGroup = babylonAnimationGroup;
  105392. var promises = new Array();
  105393. GLTF2._ArrayItem.Assign(animation.channels);
  105394. GLTF2._ArrayItem.Assign(animation.samplers);
  105395. for (var _i = 0, _a = animation.channels; _i < _a.length; _i++) {
  105396. var channel = _a[_i];
  105397. promises.push(this._loadAnimationChannelAsync(context + "/channels/" + channel._index, context, animation, channel, babylonAnimationGroup));
  105398. }
  105399. return Promise.all(promises).then(function () {
  105400. babylonAnimationGroup.normalize();
  105401. });
  105402. };
  105403. GLTFLoader.prototype._loadAnimationChannelAsync = function (context, animationContext, animation, channel, babylonAnimationGroup) {
  105404. var _this = this;
  105405. var targetNode = GLTFLoader._GetProperty(context + "/target/node", this._gltf.nodes, channel.target.node);
  105406. // Ignore animations that have no animation targets.
  105407. if ((channel.target.path === "weights" /* WEIGHTS */ && !targetNode._numMorphTargets) ||
  105408. (channel.target.path !== "weights" /* WEIGHTS */ && !targetNode._babylonAnimationTargets)) {
  105409. return Promise.resolve();
  105410. }
  105411. // Ignore animations targeting TRS of skinned nodes.
  105412. // See https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins (second implementation note)
  105413. if (targetNode.skin != undefined && channel.target.path !== "weights" /* WEIGHTS */) {
  105414. return Promise.resolve();
  105415. }
  105416. var sampler = GLTFLoader._GetProperty(context + "/sampler", animation.samplers, channel.sampler);
  105417. return this._loadAnimationSamplerAsync(animationContext + "/samplers/" + channel.sampler, sampler).then(function (data) {
  105418. var targetPath;
  105419. var animationType;
  105420. switch (channel.target.path) {
  105421. case "translation" /* TRANSLATION */: {
  105422. targetPath = "position";
  105423. animationType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  105424. break;
  105425. }
  105426. case "rotation" /* ROTATION */: {
  105427. targetPath = "rotationQuaternion";
  105428. animationType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  105429. break;
  105430. }
  105431. case "scale" /* SCALE */: {
  105432. targetPath = "scaling";
  105433. animationType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  105434. break;
  105435. }
  105436. case "weights" /* WEIGHTS */: {
  105437. targetPath = "influence";
  105438. animationType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  105439. break;
  105440. }
  105441. default: {
  105442. throw new Error(context + ": Invalid target path (" + channel.target.path + ")");
  105443. }
  105444. }
  105445. var outputBufferOffset = 0;
  105446. var getNextOutputValue;
  105447. switch (targetPath) {
  105448. case "position": {
  105449. getNextOutputValue = function () {
  105450. var value = BABYLON.Vector3.FromArray(data.output, outputBufferOffset);
  105451. outputBufferOffset += 3;
  105452. return value;
  105453. };
  105454. break;
  105455. }
  105456. case "rotationQuaternion": {
  105457. getNextOutputValue = function () {
  105458. var value = BABYLON.Quaternion.FromArray(data.output, outputBufferOffset);
  105459. outputBufferOffset += 4;
  105460. return value;
  105461. };
  105462. break;
  105463. }
  105464. case "scaling": {
  105465. getNextOutputValue = function () {
  105466. var value = BABYLON.Vector3.FromArray(data.output, outputBufferOffset);
  105467. outputBufferOffset += 3;
  105468. return value;
  105469. };
  105470. break;
  105471. }
  105472. case "influence": {
  105473. getNextOutputValue = function () {
  105474. var value = new Array(targetNode._numMorphTargets);
  105475. for (var i = 0; i < targetNode._numMorphTargets; i++) {
  105476. value[i] = data.output[outputBufferOffset++];
  105477. }
  105478. return value;
  105479. };
  105480. break;
  105481. }
  105482. }
  105483. var getNextKey;
  105484. switch (data.interpolation) {
  105485. case "STEP" /* STEP */: {
  105486. getNextKey = function (frameIndex) { return ({
  105487. frame: data.input[frameIndex],
  105488. value: getNextOutputValue(),
  105489. interpolation: BABYLON.AnimationKeyInterpolation.STEP
  105490. }); };
  105491. break;
  105492. }
  105493. case "LINEAR" /* LINEAR */: {
  105494. getNextKey = function (frameIndex) { return ({
  105495. frame: data.input[frameIndex],
  105496. value: getNextOutputValue()
  105497. }); };
  105498. break;
  105499. }
  105500. case "CUBICSPLINE" /* CUBICSPLINE */: {
  105501. getNextKey = function (frameIndex) { return ({
  105502. frame: data.input[frameIndex],
  105503. inTangent: getNextOutputValue(),
  105504. value: getNextOutputValue(),
  105505. outTangent: getNextOutputValue()
  105506. }); };
  105507. break;
  105508. }
  105509. }
  105510. var keys = new Array(data.input.length);
  105511. for (var frameIndex = 0; frameIndex < data.input.length; frameIndex++) {
  105512. keys[frameIndex] = getNextKey(frameIndex);
  105513. }
  105514. if (targetPath === "influence") {
  105515. var _loop_1 = function (targetIndex) {
  105516. var animationName = babylonAnimationGroup.name + "_channel" + babylonAnimationGroup.targetedAnimations.length;
  105517. var babylonAnimation = new BABYLON.Animation(animationName, targetPath, 1, animationType);
  105518. babylonAnimation.setKeys(keys.map(function (key) { return ({
  105519. frame: key.frame,
  105520. inTangent: key.inTangent ? key.inTangent[targetIndex] : undefined,
  105521. value: key.value[targetIndex],
  105522. outTangent: key.outTangent ? key.outTangent[targetIndex] : undefined
  105523. }); }));
  105524. var morphTargets = new Array();
  105525. _this._forEachPrimitive(targetNode, function (babylonMesh) {
  105526. var morphTarget = babylonMesh.morphTargetManager.getTarget(targetIndex);
  105527. morphTarget.animations.push(babylonAnimation);
  105528. morphTargets.push(morphTarget);
  105529. });
  105530. babylonAnimationGroup.addTargetedAnimation(babylonAnimation, morphTargets);
  105531. };
  105532. for (var targetIndex = 0; targetIndex < targetNode._numMorphTargets; targetIndex++) {
  105533. _loop_1(targetIndex);
  105534. }
  105535. }
  105536. else {
  105537. var animationName = babylonAnimationGroup.name + "_channel" + babylonAnimationGroup.targetedAnimations.length;
  105538. var babylonAnimation = new BABYLON.Animation(animationName, targetPath, 1, animationType);
  105539. babylonAnimation.setKeys(keys);
  105540. if (targetNode._babylonAnimationTargets) {
  105541. for (var _i = 0, _a = targetNode._babylonAnimationTargets; _i < _a.length; _i++) {
  105542. var babylonAnimationTarget = _a[_i];
  105543. babylonAnimationTarget.animations.push(babylonAnimation);
  105544. }
  105545. babylonAnimationGroup.addTargetedAnimation(babylonAnimation, targetNode._babylonAnimationTargets);
  105546. }
  105547. }
  105548. });
  105549. };
  105550. GLTFLoader.prototype._loadAnimationSamplerAsync = function (context, sampler) {
  105551. if (sampler._data) {
  105552. return sampler._data;
  105553. }
  105554. var interpolation = sampler.interpolation || "LINEAR" /* LINEAR */;
  105555. switch (interpolation) {
  105556. case "STEP" /* STEP */:
  105557. case "LINEAR" /* LINEAR */:
  105558. case "CUBICSPLINE" /* CUBICSPLINE */: {
  105559. break;
  105560. }
  105561. default: {
  105562. throw new Error(context + ": Invalid interpolation (" + sampler.interpolation + ")");
  105563. }
  105564. }
  105565. var inputAccessor = GLTFLoader._GetProperty(context + "/input", this._gltf.accessors, sampler.input);
  105566. var outputAccessor = GLTFLoader._GetProperty(context + "/output", this._gltf.accessors, sampler.output);
  105567. sampler._data = Promise.all([
  105568. this._loadFloatAccessorAsync("#/accessors/" + inputAccessor._index, inputAccessor),
  105569. this._loadFloatAccessorAsync("#/accessors/" + outputAccessor._index, outputAccessor)
  105570. ]).then(function (_a) {
  105571. var inputData = _a[0], outputData = _a[1];
  105572. return {
  105573. input: inputData,
  105574. interpolation: interpolation,
  105575. output: outputData,
  105576. };
  105577. });
  105578. return sampler._data;
  105579. };
  105580. GLTFLoader.prototype._loadBufferAsync = function (context, buffer) {
  105581. if (buffer._data) {
  105582. return buffer._data;
  105583. }
  105584. if (!buffer.uri) {
  105585. throw new Error(context + ": Uri is missing");
  105586. }
  105587. buffer._data = this._loadUriAsync(context, buffer.uri);
  105588. return buffer._data;
  105589. };
  105590. /** @hidden */
  105591. GLTFLoader.prototype._loadBufferViewAsync = function (context, bufferView) {
  105592. if (bufferView._data) {
  105593. return bufferView._data;
  105594. }
  105595. var buffer = GLTFLoader._GetProperty(context + "/buffer", this._gltf.buffers, bufferView.buffer);
  105596. bufferView._data = this._loadBufferAsync("#/buffers/" + buffer._index, buffer).then(function (data) {
  105597. try {
  105598. return new Uint8Array(data.buffer, data.byteOffset + (bufferView.byteOffset || 0), bufferView.byteLength);
  105599. }
  105600. catch (e) {
  105601. throw new Error(context + ": " + e.message);
  105602. }
  105603. });
  105604. return bufferView._data;
  105605. };
  105606. GLTFLoader.prototype._loadIndicesAccessorAsync = function (context, accessor) {
  105607. if (accessor.type !== "SCALAR" /* SCALAR */) {
  105608. throw new Error(context + ": Invalid type " + accessor.type);
  105609. }
  105610. if (accessor.componentType !== 5121 /* UNSIGNED_BYTE */ &&
  105611. accessor.componentType !== 5123 /* UNSIGNED_SHORT */ &&
  105612. accessor.componentType !== 5125 /* UNSIGNED_INT */) {
  105613. throw new Error(context + ": Invalid component type " + accessor.componentType);
  105614. }
  105615. if (accessor._data) {
  105616. return accessor._data;
  105617. }
  105618. var bufferView = GLTFLoader._GetProperty(context + "/bufferView", this._gltf.bufferViews, accessor.bufferView);
  105619. accessor._data = this._loadBufferViewAsync("#/bufferViews/" + bufferView._index, bufferView).then(function (data) {
  105620. return GLTFLoader._GetTypedArray(context, accessor.componentType, data, accessor.byteOffset, accessor.count);
  105621. });
  105622. return accessor._data;
  105623. };
  105624. GLTFLoader.prototype._loadFloatAccessorAsync = function (context, accessor) {
  105625. // TODO: support normalized and stride
  105626. var _this = this;
  105627. if (accessor.componentType !== 5126 /* FLOAT */) {
  105628. throw new Error("Invalid component type " + accessor.componentType);
  105629. }
  105630. if (accessor._data) {
  105631. return accessor._data;
  105632. }
  105633. var numComponents = GLTFLoader._GetNumComponents(context, accessor.type);
  105634. var length = numComponents * accessor.count;
  105635. if (accessor.bufferView == undefined) {
  105636. accessor._data = Promise.resolve(new Float32Array(length));
  105637. }
  105638. else {
  105639. var bufferView = GLTFLoader._GetProperty(context + "/bufferView", this._gltf.bufferViews, accessor.bufferView);
  105640. accessor._data = this._loadBufferViewAsync("#/bufferViews/" + bufferView._index, bufferView).then(function (data) {
  105641. return GLTFLoader._GetTypedArray(context, accessor.componentType, data, accessor.byteOffset, length);
  105642. });
  105643. }
  105644. if (accessor.sparse) {
  105645. var sparse_1 = accessor.sparse;
  105646. accessor._data = accessor._data.then(function (data) {
  105647. var indicesBufferView = GLTFLoader._GetProperty(context + "/sparse/indices/bufferView", _this._gltf.bufferViews, sparse_1.indices.bufferView);
  105648. var valuesBufferView = GLTFLoader._GetProperty(context + "/sparse/values/bufferView", _this._gltf.bufferViews, sparse_1.values.bufferView);
  105649. return Promise.all([
  105650. _this._loadBufferViewAsync("#/bufferViews/" + indicesBufferView._index, indicesBufferView),
  105651. _this._loadBufferViewAsync("#/bufferViews/" + valuesBufferView._index, valuesBufferView)
  105652. ]).then(function (_a) {
  105653. var indicesData = _a[0], valuesData = _a[1];
  105654. var indices = GLTFLoader._GetTypedArray(context + "/sparse/indices", sparse_1.indices.componentType, indicesData, sparse_1.indices.byteOffset, sparse_1.count);
  105655. var values = GLTFLoader._GetTypedArray(context + "/sparse/values", accessor.componentType, valuesData, sparse_1.values.byteOffset, numComponents * sparse_1.count);
  105656. var valuesIndex = 0;
  105657. for (var indicesIndex = 0; indicesIndex < indices.length; indicesIndex++) {
  105658. var dataIndex = indices[indicesIndex] * numComponents;
  105659. for (var componentIndex = 0; componentIndex < numComponents; componentIndex++) {
  105660. data[dataIndex++] = values[valuesIndex++];
  105661. }
  105662. }
  105663. return data;
  105664. });
  105665. });
  105666. }
  105667. return accessor._data;
  105668. };
  105669. /** @hidden */
  105670. GLTFLoader.prototype._loadVertexBufferViewAsync = function (context, bufferView, kind) {
  105671. var _this = this;
  105672. if (bufferView._babylonBuffer) {
  105673. return bufferView._babylonBuffer;
  105674. }
  105675. bufferView._babylonBuffer = this._loadBufferViewAsync(context, bufferView).then(function (data) {
  105676. return new BABYLON.Buffer(_this._babylonScene.getEngine(), data, false);
  105677. });
  105678. return bufferView._babylonBuffer;
  105679. };
  105680. GLTFLoader.prototype._loadVertexAccessorAsync = function (context, accessor, kind) {
  105681. var _this = this;
  105682. if (accessor._babylonVertexBuffer) {
  105683. return accessor._babylonVertexBuffer;
  105684. }
  105685. if (accessor.sparse) {
  105686. accessor._babylonVertexBuffer = this._loadFloatAccessorAsync(context, accessor).then(function (data) {
  105687. return new BABYLON.VertexBuffer(_this._babylonScene.getEngine(), data, kind, false);
  105688. });
  105689. }
  105690. else {
  105691. var bufferView_1 = GLTFLoader._GetProperty(context + "/bufferView", this._gltf.bufferViews, accessor.bufferView);
  105692. accessor._babylonVertexBuffer = this._loadVertexBufferViewAsync("#/bufferViews/" + bufferView_1._index, bufferView_1, kind).then(function (buffer) {
  105693. var size = GLTFLoader._GetNumComponents(context, accessor.type);
  105694. return new BABYLON.VertexBuffer(_this._babylonScene.getEngine(), buffer, kind, false, false, bufferView_1.byteStride, false, accessor.byteOffset, size, accessor.componentType, accessor.normalized, true);
  105695. });
  105696. }
  105697. return accessor._babylonVertexBuffer;
  105698. };
  105699. GLTFLoader.prototype._getDefaultMaterial = function (drawMode) {
  105700. var babylonMaterial = this._defaultBabylonMaterials[drawMode];
  105701. if (!babylonMaterial) {
  105702. babylonMaterial = this._createMaterial(BABYLON.PBRMaterial, "__gltf_default", drawMode);
  105703. babylonMaterial.transparencyMode = BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  105704. babylonMaterial.metallic = 1;
  105705. babylonMaterial.roughness = 1;
  105706. this.onMaterialLoadedObservable.notifyObservers(babylonMaterial);
  105707. }
  105708. return babylonMaterial;
  105709. };
  105710. GLTFLoader.prototype._loadMaterialMetallicRoughnessPropertiesAsync = function (context, material, babylonMaterial) {
  105711. var promises = new Array();
  105712. // Ensure metallic workflow
  105713. babylonMaterial.metallic = 1;
  105714. babylonMaterial.roughness = 1;
  105715. var properties = material.pbrMetallicRoughness;
  105716. if (properties) {
  105717. if (properties.baseColorFactor) {
  105718. babylonMaterial.albedoColor = BABYLON.Color3.FromArray(properties.baseColorFactor);
  105719. babylonMaterial.alpha = properties.baseColorFactor[3];
  105720. }
  105721. else {
  105722. babylonMaterial.albedoColor = BABYLON.Color3.White();
  105723. }
  105724. babylonMaterial.metallic = properties.metallicFactor == undefined ? 1 : properties.metallicFactor;
  105725. babylonMaterial.roughness = properties.roughnessFactor == undefined ? 1 : properties.roughnessFactor;
  105726. if (properties.baseColorTexture) {
  105727. promises.push(this._loadTextureAsync(context + "/baseColorTexture", properties.baseColorTexture, function (texture) {
  105728. babylonMaterial.albedoTexture = texture;
  105729. }));
  105730. }
  105731. if (properties.metallicRoughnessTexture) {
  105732. promises.push(this._loadTextureAsync(context + "/metallicRoughnessTexture", properties.metallicRoughnessTexture, function (texture) {
  105733. babylonMaterial.metallicTexture = texture;
  105734. }));
  105735. babylonMaterial.useMetallnessFromMetallicTextureBlue = true;
  105736. babylonMaterial.useRoughnessFromMetallicTextureGreen = true;
  105737. babylonMaterial.useRoughnessFromMetallicTextureAlpha = false;
  105738. }
  105739. }
  105740. this._loadMaterialAlphaProperties(context, material, babylonMaterial);
  105741. return Promise.all(promises).then(function () { });
  105742. };
  105743. /** @hidden */
  105744. GLTFLoader.prototype._loadMaterialAsync = function (context, material, babylonMesh, babylonDrawMode, assign) {
  105745. var promise = GLTF2.GLTFLoaderExtension._LoadMaterialAsync(this, context, material, babylonMesh, babylonDrawMode, assign);
  105746. if (promise) {
  105747. return promise;
  105748. }
  105749. material._babylonData = material._babylonData || {};
  105750. var babylonData = material._babylonData[babylonDrawMode];
  105751. if (!babylonData) {
  105752. var promises = new Array();
  105753. var name_3 = material.name || "materialSG_" + material._index;
  105754. var babylonMaterial = this._createMaterial(BABYLON.PBRMaterial, name_3, babylonDrawMode);
  105755. promises.push(this._loadMaterialBasePropertiesAsync(context, material, babylonMaterial));
  105756. promises.push(this._loadMaterialMetallicRoughnessPropertiesAsync(context, material, babylonMaterial));
  105757. this.onMaterialLoadedObservable.notifyObservers(babylonMaterial);
  105758. babylonData = {
  105759. material: babylonMaterial,
  105760. meshes: [],
  105761. loaded: Promise.all(promises).then(function () { })
  105762. };
  105763. material._babylonData[babylonDrawMode] = babylonData;
  105764. }
  105765. babylonData.meshes.push(babylonMesh);
  105766. assign(babylonData.material);
  105767. return babylonData.loaded;
  105768. };
  105769. /** @hidden */
  105770. GLTFLoader.prototype._createMaterial = function (type, name, drawMode) {
  105771. var babylonMaterial = new type(name, this._babylonScene);
  105772. babylonMaterial.sideOrientation = this._babylonScene.useRightHandedSystem ? BABYLON.Material.CounterClockWiseSideOrientation : BABYLON.Material.ClockWiseSideOrientation;
  105773. babylonMaterial.fillMode = drawMode;
  105774. return babylonMaterial;
  105775. };
  105776. /** @hidden */
  105777. GLTFLoader.prototype._loadMaterialBasePropertiesAsync = function (context, material, babylonMaterial) {
  105778. var promises = new Array();
  105779. babylonMaterial.emissiveColor = material.emissiveFactor ? BABYLON.Color3.FromArray(material.emissiveFactor) : new BABYLON.Color3(0, 0, 0);
  105780. if (material.doubleSided) {
  105781. babylonMaterial.backFaceCulling = false;
  105782. babylonMaterial.twoSidedLighting = true;
  105783. }
  105784. if (material.normalTexture) {
  105785. promises.push(this._loadTextureAsync(context + "/normalTexture", material.normalTexture, function (texture) {
  105786. babylonMaterial.bumpTexture = texture;
  105787. }));
  105788. babylonMaterial.invertNormalMapX = !this._babylonScene.useRightHandedSystem;
  105789. babylonMaterial.invertNormalMapY = this._babylonScene.useRightHandedSystem;
  105790. if (material.normalTexture.scale != undefined) {
  105791. babylonMaterial.bumpTexture.level = material.normalTexture.scale;
  105792. }
  105793. }
  105794. if (material.occlusionTexture) {
  105795. promises.push(this._loadTextureAsync(context + "/occlusionTexture", material.occlusionTexture, function (texture) {
  105796. babylonMaterial.ambientTexture = texture;
  105797. }));
  105798. babylonMaterial.useAmbientInGrayScale = true;
  105799. if (material.occlusionTexture.strength != undefined) {
  105800. babylonMaterial.ambientTextureStrength = material.occlusionTexture.strength;
  105801. }
  105802. }
  105803. if (material.emissiveTexture) {
  105804. promises.push(this._loadTextureAsync(context + "/emissiveTexture", material.emissiveTexture, function (texture) {
  105805. babylonMaterial.emissiveTexture = texture;
  105806. }));
  105807. }
  105808. return Promise.all(promises).then(function () { });
  105809. };
  105810. /** @hidden */
  105811. GLTFLoader.prototype._loadMaterialAlphaProperties = function (context, material, babylonMaterial) {
  105812. var alphaMode = material.alphaMode || "OPAQUE" /* OPAQUE */;
  105813. switch (alphaMode) {
  105814. case "OPAQUE" /* OPAQUE */: {
  105815. babylonMaterial.transparencyMode = BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  105816. break;
  105817. }
  105818. case "MASK" /* MASK */: {
  105819. babylonMaterial.transparencyMode = BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST;
  105820. babylonMaterial.alphaCutOff = (material.alphaCutoff == undefined ? 0.5 : material.alphaCutoff);
  105821. if (babylonMaterial.albedoTexture) {
  105822. babylonMaterial.albedoTexture.hasAlpha = true;
  105823. }
  105824. break;
  105825. }
  105826. case "BLEND" /* BLEND */: {
  105827. babylonMaterial.transparencyMode = BABYLON.PBRMaterial.PBRMATERIAL_ALPHABLEND;
  105828. if (babylonMaterial.albedoTexture) {
  105829. babylonMaterial.albedoTexture.hasAlpha = true;
  105830. babylonMaterial.useAlphaFromAlbedoTexture = true;
  105831. }
  105832. break;
  105833. }
  105834. default: {
  105835. throw new Error(context + ": Invalid alpha mode (" + material.alphaMode + ")");
  105836. }
  105837. }
  105838. };
  105839. /** @hidden */
  105840. GLTFLoader.prototype._loadTextureAsync = function (context, textureInfo, assign) {
  105841. var _this = this;
  105842. var texture = GLTFLoader._GetProperty(context + "/index", this._gltf.textures, textureInfo.index);
  105843. context = "#/textures/" + textureInfo.index;
  105844. var promises = new Array();
  105845. var sampler = (texture.sampler == undefined ? this._defaultSampler : GLTFLoader._GetProperty(context + "/sampler", this._gltf.samplers, texture.sampler));
  105846. var samplerData = this._loadSampler("#/samplers/" + sampler._index, sampler);
  105847. var deferred = new BABYLON.Deferred();
  105848. var babylonTexture = new BABYLON.Texture(null, this._babylonScene, samplerData.noMipMaps, false, samplerData.samplingMode, function () {
  105849. if (!_this._disposed) {
  105850. deferred.resolve();
  105851. }
  105852. }, function (message, exception) {
  105853. if (!_this._disposed) {
  105854. deferred.reject(new Error(context + ": " + ((exception && exception.message) ? exception.message : message || "Failed to load texture")));
  105855. }
  105856. });
  105857. promises.push(deferred.promise);
  105858. babylonTexture.name = texture.name || "texture" + texture._index;
  105859. babylonTexture.wrapU = samplerData.wrapU;
  105860. babylonTexture.wrapV = samplerData.wrapV;
  105861. babylonTexture.coordinatesIndex = textureInfo.texCoord || 0;
  105862. var image = GLTFLoader._GetProperty(context + "/source", this._gltf.images, texture.source);
  105863. promises.push(this._loadImageAsync("#/images/" + image._index, image).then(function (objectURL) {
  105864. babylonTexture.updateURL(objectURL);
  105865. }));
  105866. assign(babylonTexture);
  105867. this.onTextureLoadedObservable.notifyObservers(babylonTexture);
  105868. return Promise.all(promises).then(function () { });
  105869. };
  105870. GLTFLoader.prototype._loadSampler = function (context, sampler) {
  105871. if (!sampler._data) {
  105872. sampler._data = {
  105873. noMipMaps: (sampler.minFilter === 9728 /* NEAREST */ || sampler.minFilter === 9729 /* LINEAR */),
  105874. samplingMode: GLTFLoader._GetTextureSamplingMode(context, sampler.magFilter, sampler.minFilter),
  105875. wrapU: GLTFLoader._GetTextureWrapMode(context, sampler.wrapS),
  105876. wrapV: GLTFLoader._GetTextureWrapMode(context, sampler.wrapT)
  105877. };
  105878. }
  105879. ;
  105880. return sampler._data;
  105881. };
  105882. GLTFLoader.prototype._loadImageAsync = function (context, image) {
  105883. if (image._objectURL) {
  105884. return image._objectURL;
  105885. }
  105886. var promise;
  105887. if (image.uri) {
  105888. promise = this._loadUriAsync(context, image.uri);
  105889. }
  105890. else {
  105891. var bufferView = GLTFLoader._GetProperty(context + "/bufferView", this._gltf.bufferViews, image.bufferView);
  105892. promise = this._loadBufferViewAsync("#/bufferViews/" + bufferView._index, bufferView);
  105893. }
  105894. image._objectURL = promise.then(function (data) {
  105895. return URL.createObjectURL(new Blob([data], { type: image.mimeType }));
  105896. });
  105897. return image._objectURL;
  105898. };
  105899. /** @hidden */
  105900. GLTFLoader.prototype._loadUriAsync = function (context, uri) {
  105901. var _this = this;
  105902. var promise = GLTF2.GLTFLoaderExtension._LoadUriAsync(this, context, uri);
  105903. if (promise) {
  105904. return promise;
  105905. }
  105906. if (!GLTFLoader._ValidateUri(uri)) {
  105907. throw new Error(context + ": Uri '" + uri + "' is invalid");
  105908. }
  105909. if (BABYLON.Tools.IsBase64(uri)) {
  105910. return Promise.resolve(new Uint8Array(BABYLON.Tools.DecodeBase64(uri)));
  105911. }
  105912. return this.preprocessUrlAsync(this._rootUrl + uri).then(function (url) {
  105913. return new Promise(function (resolve, reject) {
  105914. if (!_this._disposed) {
  105915. var request_1 = BABYLON.Tools.LoadFile(url, function (data) {
  105916. if (!_this._disposed) {
  105917. resolve(new Uint8Array(data));
  105918. }
  105919. }, function (event) {
  105920. if (!_this._disposed) {
  105921. try {
  105922. if (request_1 && _this._state === BABYLON.GLTFLoaderState.LOADING) {
  105923. request_1._lengthComputable = event.lengthComputable;
  105924. request_1._loaded = event.loaded;
  105925. request_1._total = event.total;
  105926. _this._onProgress();
  105927. }
  105928. }
  105929. catch (e) {
  105930. reject(e);
  105931. }
  105932. }
  105933. }, _this._babylonScene.database, true, function (request, exception) {
  105934. if (!_this._disposed) {
  105935. reject(new BABYLON.LoadFileError(context + ": Failed to load '" + uri + "'" + (request ? ": " + request.status + " " + request.statusText : ""), request));
  105936. }
  105937. });
  105938. _this._requests.push(request_1);
  105939. }
  105940. });
  105941. });
  105942. };
  105943. GLTFLoader.prototype._onProgress = function () {
  105944. if (!this._progressCallback) {
  105945. return;
  105946. }
  105947. var lengthComputable = true;
  105948. var loaded = 0;
  105949. var total = 0;
  105950. for (var _i = 0, _a = this._requests; _i < _a.length; _i++) {
  105951. var request = _a[_i];
  105952. if (request._lengthComputable === undefined || request._loaded === undefined || request._total === undefined) {
  105953. return;
  105954. }
  105955. lengthComputable = lengthComputable && request._lengthComputable;
  105956. loaded += request._loaded;
  105957. total += request._total;
  105958. }
  105959. this._progressCallback(new BABYLON.SceneLoaderProgressEvent(lengthComputable, loaded, lengthComputable ? total : 0));
  105960. };
  105961. /** @hidden */
  105962. GLTFLoader._GetProperty = function (context, array, index) {
  105963. if (!array || index == undefined || !array[index]) {
  105964. throw new Error(context + ": Failed to find index (" + index + ")");
  105965. }
  105966. return array[index];
  105967. };
  105968. GLTFLoader._GetTextureWrapMode = function (context, mode) {
  105969. // Set defaults if undefined
  105970. mode = mode == undefined ? 10497 /* REPEAT */ : mode;
  105971. switch (mode) {
  105972. case 33071 /* CLAMP_TO_EDGE */: return BABYLON.Texture.CLAMP_ADDRESSMODE;
  105973. case 33648 /* MIRRORED_REPEAT */: return BABYLON.Texture.MIRROR_ADDRESSMODE;
  105974. case 10497 /* REPEAT */: return BABYLON.Texture.WRAP_ADDRESSMODE;
  105975. default:
  105976. BABYLON.Tools.Warn(context + ": Invalid texture wrap mode (" + mode + ")");
  105977. return BABYLON.Texture.WRAP_ADDRESSMODE;
  105978. }
  105979. };
  105980. GLTFLoader._GetTextureSamplingMode = function (context, magFilter, minFilter) {
  105981. // Set defaults if undefined
  105982. magFilter = magFilter == undefined ? 9729 /* LINEAR */ : magFilter;
  105983. minFilter = minFilter == undefined ? 9987 /* LINEAR_MIPMAP_LINEAR */ : minFilter;
  105984. if (magFilter === 9729 /* LINEAR */) {
  105985. switch (minFilter) {
  105986. case 9728 /* NEAREST */: return BABYLON.Texture.LINEAR_NEAREST;
  105987. case 9729 /* LINEAR */: return BABYLON.Texture.LINEAR_LINEAR;
  105988. case 9984 /* NEAREST_MIPMAP_NEAREST */: return BABYLON.Texture.LINEAR_NEAREST_MIPNEAREST;
  105989. case 9985 /* LINEAR_MIPMAP_NEAREST */: return BABYLON.Texture.LINEAR_LINEAR_MIPNEAREST;
  105990. case 9986 /* NEAREST_MIPMAP_LINEAR */: return BABYLON.Texture.LINEAR_NEAREST_MIPLINEAR;
  105991. case 9987 /* LINEAR_MIPMAP_LINEAR */: return BABYLON.Texture.LINEAR_LINEAR_MIPLINEAR;
  105992. default:
  105993. BABYLON.Tools.Warn(context + ": Invalid texture minification filter (" + minFilter + ")");
  105994. return BABYLON.Texture.LINEAR_LINEAR_MIPLINEAR;
  105995. }
  105996. }
  105997. else {
  105998. if (magFilter !== 9728 /* NEAREST */) {
  105999. BABYLON.Tools.Warn(context + ": Invalid texture magnification filter (" + magFilter + ")");
  106000. }
  106001. switch (minFilter) {
  106002. case 9728 /* NEAREST */: return BABYLON.Texture.NEAREST_NEAREST;
  106003. case 9729 /* LINEAR */: return BABYLON.Texture.NEAREST_LINEAR;
  106004. case 9984 /* NEAREST_MIPMAP_NEAREST */: return BABYLON.Texture.NEAREST_NEAREST_MIPNEAREST;
  106005. case 9985 /* LINEAR_MIPMAP_NEAREST */: return BABYLON.Texture.NEAREST_LINEAR_MIPNEAREST;
  106006. case 9986 /* NEAREST_MIPMAP_LINEAR */: return BABYLON.Texture.NEAREST_NEAREST_MIPLINEAR;
  106007. case 9987 /* LINEAR_MIPMAP_LINEAR */: return BABYLON.Texture.NEAREST_LINEAR_MIPLINEAR;
  106008. default:
  106009. BABYLON.Tools.Warn(context + ": Invalid texture minification filter (" + minFilter + ")");
  106010. return BABYLON.Texture.NEAREST_NEAREST_MIPNEAREST;
  106011. }
  106012. }
  106013. };
  106014. GLTFLoader._GetTypedArray = function (context, componentType, bufferView, byteOffset, length) {
  106015. var buffer = bufferView.buffer;
  106016. byteOffset = bufferView.byteOffset + (byteOffset || 0);
  106017. try {
  106018. switch (componentType) {
  106019. case 5120 /* BYTE */: return new Int8Array(buffer, byteOffset, length);
  106020. case 5121 /* UNSIGNED_BYTE */: return new Uint8Array(buffer, byteOffset, length);
  106021. case 5122 /* SHORT */: return new Int16Array(buffer, byteOffset, length);
  106022. case 5123 /* UNSIGNED_SHORT */: return new Uint16Array(buffer, byteOffset, length);
  106023. case 5125 /* UNSIGNED_INT */: return new Uint32Array(buffer, byteOffset, length);
  106024. case 5126 /* FLOAT */: return new Float32Array(buffer, byteOffset, length);
  106025. default: throw new Error("Invalid component type " + componentType);
  106026. }
  106027. }
  106028. catch (e) {
  106029. throw new Error(context + ": " + e);
  106030. }
  106031. };
  106032. GLTFLoader._GetNumComponents = function (context, type) {
  106033. switch (type) {
  106034. case "SCALAR": return 1;
  106035. case "VEC2": return 2;
  106036. case "VEC3": return 3;
  106037. case "VEC4": return 4;
  106038. case "MAT2": return 4;
  106039. case "MAT3": return 9;
  106040. case "MAT4": return 16;
  106041. }
  106042. throw new Error(context + ": Invalid type (" + type + ")");
  106043. };
  106044. GLTFLoader._ValidateUri = function (uri) {
  106045. return (BABYLON.Tools.IsBase64(uri) || uri.indexOf("..") === -1);
  106046. };
  106047. GLTFLoader._GetDrawMode = function (context, mode) {
  106048. if (mode == undefined) {
  106049. mode = 4 /* TRIANGLES */;
  106050. }
  106051. switch (mode) {
  106052. case 0 /* POINTS */: return BABYLON.Material.PointListDrawMode;
  106053. case 1 /* LINES */: return BABYLON.Material.LineListDrawMode;
  106054. case 2 /* LINE_LOOP */: return BABYLON.Material.LineLoopDrawMode;
  106055. case 3 /* LINE_STRIP */: return BABYLON.Material.LineStripDrawMode;
  106056. case 4 /* TRIANGLES */: return BABYLON.Material.TriangleFillMode;
  106057. case 5 /* TRIANGLE_STRIP */: return BABYLON.Material.TriangleStripDrawMode;
  106058. case 6 /* TRIANGLE_FAN */: return BABYLON.Material.TriangleFanDrawMode;
  106059. }
  106060. throw new Error(context + ": Invalid mesh primitive mode (" + mode + ")");
  106061. };
  106062. GLTFLoader.prototype._compileMaterialsAsync = function () {
  106063. var promises = new Array();
  106064. if (this._gltf.materials) {
  106065. for (var _i = 0, _a = this._gltf.materials; _i < _a.length; _i++) {
  106066. var material = _a[_i];
  106067. if (material._babylonData) {
  106068. for (var babylonDrawMode in material._babylonData) {
  106069. var babylonData = material._babylonData[babylonDrawMode];
  106070. for (var _b = 0, _c = babylonData.meshes; _b < _c.length; _b++) {
  106071. var babylonMesh = _c[_b];
  106072. // Ensure nonUniformScaling is set if necessary.
  106073. babylonMesh.computeWorldMatrix(true);
  106074. var babylonMaterial = babylonData.material;
  106075. promises.push(babylonMaterial.forceCompilationAsync(babylonMesh));
  106076. if (this.useClipPlane) {
  106077. promises.push(babylonMaterial.forceCompilationAsync(babylonMesh, { clipPlane: true }));
  106078. }
  106079. }
  106080. }
  106081. }
  106082. }
  106083. }
  106084. return Promise.all(promises).then(function () { });
  106085. };
  106086. GLTFLoader.prototype._compileShadowGeneratorsAsync = function () {
  106087. var promises = new Array();
  106088. var lights = this._babylonScene.lights;
  106089. for (var _i = 0, lights_1 = lights; _i < lights_1.length; _i++) {
  106090. var light = lights_1[_i];
  106091. var generator = light.getShadowGenerator();
  106092. if (generator) {
  106093. promises.push(generator.forceCompilationAsync());
  106094. }
  106095. }
  106096. return Promise.all(promises).then(function () { });
  106097. };
  106098. GLTFLoader.prototype._clear = function () {
  106099. for (var _i = 0, _a = this._requests; _i < _a.length; _i++) {
  106100. var request = _a[_i];
  106101. request.abort();
  106102. }
  106103. this._requests.length = 0;
  106104. if (this._gltf && this._gltf.images) {
  106105. for (var _b = 0, _c = this._gltf.images; _b < _c.length; _b++) {
  106106. var image = _c[_b];
  106107. if (image._objectURL) {
  106108. image._objectURL.then(function (value) {
  106109. URL.revokeObjectURL(value);
  106110. });
  106111. image._objectURL = undefined;
  106112. }
  106113. }
  106114. }
  106115. delete this._gltf;
  106116. delete this._babylonScene;
  106117. this._completePromises.length = 0;
  106118. for (var name_4 in this._extensions) {
  106119. this._extensions[name_4].dispose();
  106120. }
  106121. this._extensions = {};
  106122. delete this._rootBabylonMesh;
  106123. delete this._progressCallback;
  106124. this.onMeshLoadedObservable.clear();
  106125. this.onTextureLoadedObservable.clear();
  106126. this.onMaterialLoadedObservable.clear();
  106127. this.onCameraLoadedObservable.clear();
  106128. };
  106129. /** @hidden */
  106130. GLTFLoader.prototype._applyExtensions = function (actionAsync) {
  106131. for (var _i = 0, _a = GLTFLoader._ExtensionNames; _i < _a.length; _i++) {
  106132. var name_5 = _a[_i];
  106133. var extension = this._extensions[name_5];
  106134. if (extension.enabled) {
  106135. var promise = actionAsync(extension);
  106136. if (promise) {
  106137. return promise;
  106138. }
  106139. }
  106140. }
  106141. return null;
  106142. };
  106143. GLTFLoader._ExtensionNames = new Array();
  106144. GLTFLoader._ExtensionFactories = {};
  106145. return GLTFLoader;
  106146. }());
  106147. GLTF2.GLTFLoader = GLTFLoader;
  106148. BABYLON.GLTFFileLoader.CreateGLTFLoaderV2 = function () { return new GLTFLoader(); };
  106149. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  106150. })(BABYLON || (BABYLON = {}));
  106151. //# sourceMappingURL=babylon.glTFLoader.js.map
  106152. var BABYLON;
  106153. (function (BABYLON) {
  106154. var GLTF2;
  106155. (function (GLTF2) {
  106156. /**
  106157. * Abstract class that can be implemented to extend existing glTF loader behavior.
  106158. */
  106159. var GLTFLoaderExtension = /** @class */ (function () {
  106160. function GLTFLoaderExtension(loader) {
  106161. this.enabled = true;
  106162. this._loader = loader;
  106163. }
  106164. GLTFLoaderExtension.prototype.dispose = function () {
  106165. delete this._loader;
  106166. };
  106167. // #region Overridable Methods
  106168. /** Override this method to modify the default behavior for loading scenes. */
  106169. GLTFLoaderExtension.prototype._loadSceneAsync = function (context, node) { return null; };
  106170. /** Override this method to modify the default behavior for loading nodes. */
  106171. GLTFLoaderExtension.prototype._loadNodeAsync = function (context, node) { return null; };
  106172. /** Override this method to modify the default behavior for loading mesh primitive vertex data. */
  106173. GLTFLoaderExtension.prototype._loadVertexDataAsync = function (context, primitive, babylonMesh) { return null; };
  106174. /** Override this method to modify the default behavior for loading materials. */
  106175. GLTFLoaderExtension.prototype._loadMaterialAsync = function (context, material, babylonMesh, babylonDrawMode, assign) { return null; };
  106176. /** Override this method to modify the default behavior for loading uris. */
  106177. GLTFLoaderExtension.prototype._loadUriAsync = function (context, uri) { return null; };
  106178. // #endregion
  106179. /** Helper method called by a loader extension to load an glTF extension. */
  106180. GLTFLoaderExtension.prototype._loadExtensionAsync = function (context, property, actionAsync) {
  106181. if (!property.extensions) {
  106182. return null;
  106183. }
  106184. var extensions = property.extensions;
  106185. var extension = extensions[this.name];
  106186. if (!extension) {
  106187. return null;
  106188. }
  106189. // Clear out the extension before executing the action to avoid recursing into the same property.
  106190. delete extensions[this.name];
  106191. try {
  106192. return actionAsync(context + "/extensions/" + this.name, extension);
  106193. }
  106194. finally {
  106195. // Restore the extension after executing the action.
  106196. extensions[this.name] = extension;
  106197. }
  106198. };
  106199. /** Helper method called by the loader to allow extensions to override loading scenes. */
  106200. GLTFLoaderExtension._LoadSceneAsync = function (loader, context, scene) {
  106201. return loader._applyExtensions(function (extension) { return extension._loadSceneAsync(context, scene); });
  106202. };
  106203. /** Helper method called by the loader to allow extensions to override loading nodes. */
  106204. GLTFLoaderExtension._LoadNodeAsync = function (loader, context, node) {
  106205. return loader._applyExtensions(function (extension) { return extension._loadNodeAsync(context, node); });
  106206. };
  106207. /** Helper method called by the loader to allow extensions to override loading mesh primitive vertex data. */
  106208. GLTFLoaderExtension._LoadVertexDataAsync = function (loader, context, primitive, babylonMesh) {
  106209. return loader._applyExtensions(function (extension) { return extension._loadVertexDataAsync(context, primitive, babylonMesh); });
  106210. };
  106211. /** Helper method called by the loader to allow extensions to override loading materials. */
  106212. GLTFLoaderExtension._LoadMaterialAsync = function (loader, context, material, babylonMesh, babylonDrawMode, assign) {
  106213. return loader._applyExtensions(function (extension) { return extension._loadMaterialAsync(context, material, babylonMesh, babylonDrawMode, assign); });
  106214. };
  106215. /** Helper method called by the loader to allow extensions to override loading uris. */
  106216. GLTFLoaderExtension._LoadUriAsync = function (loader, context, uri) {
  106217. return loader._applyExtensions(function (extension) { return extension._loadUriAsync(context, uri); });
  106218. };
  106219. return GLTFLoaderExtension;
  106220. }());
  106221. GLTF2.GLTFLoaderExtension = GLTFLoaderExtension;
  106222. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  106223. })(BABYLON || (BABYLON = {}));
  106224. //# sourceMappingURL=babylon.glTFLoaderExtension.js.map
  106225. var BABYLON;
  106226. (function (BABYLON) {
  106227. var GLTF2;
  106228. (function (GLTF2) {
  106229. var Extensions;
  106230. (function (Extensions) {
  106231. var NAME = "MSFT_lod";
  106232. /**
  106233. * [Specification](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/MSFT_lod)
  106234. */
  106235. var MSFT_lod = /** @class */ (function (_super) {
  106236. __extends(MSFT_lod, _super);
  106237. function MSFT_lod() {
  106238. var _this = _super !== null && _super.apply(this, arguments) || this;
  106239. _this.name = NAME;
  106240. /**
  106241. * Maximum number of LODs to load, starting from the lowest LOD.
  106242. */
  106243. _this.maxLODsToLoad = Number.MAX_VALUE;
  106244. _this._loadingNodeLOD = null;
  106245. _this._loadNodeSignals = {};
  106246. _this._loadingMaterialLOD = null;
  106247. _this._loadMaterialSignals = {};
  106248. return _this;
  106249. }
  106250. MSFT_lod.prototype._loadNodeAsync = function (context, node) {
  106251. var _this = this;
  106252. return this._loadExtensionAsync(context, node, function (extensionContext, extension) {
  106253. var firstPromise;
  106254. var nodeLODs = _this._getLODs(extensionContext, node, _this._loader._gltf.nodes, extension.ids);
  106255. var _loop_1 = function (indexLOD) {
  106256. var nodeLOD = nodeLODs[indexLOD];
  106257. if (indexLOD !== 0) {
  106258. _this._loadingNodeLOD = nodeLOD;
  106259. if (!_this._loadNodeSignals[nodeLOD._index]) {
  106260. _this._loadNodeSignals[nodeLOD._index] = new BABYLON.Deferred();
  106261. }
  106262. }
  106263. var promise = _this._loader._loadNodeAsync("#/nodes/" + nodeLOD._index, nodeLOD).then(function () {
  106264. if (indexLOD !== 0) {
  106265. var previousNodeLOD = nodeLODs[indexLOD - 1];
  106266. if (previousNodeLOD._babylonMesh) {
  106267. previousNodeLOD._babylonMesh.dispose(false, true);
  106268. delete previousNodeLOD._babylonMesh;
  106269. }
  106270. }
  106271. if (indexLOD !== nodeLODs.length - 1) {
  106272. var nodeIndex = nodeLODs[indexLOD + 1]._index;
  106273. if (_this._loadNodeSignals[nodeIndex]) {
  106274. _this._loadNodeSignals[nodeIndex].resolve();
  106275. delete _this._loadNodeSignals[nodeIndex];
  106276. }
  106277. }
  106278. });
  106279. if (indexLOD === 0) {
  106280. firstPromise = promise;
  106281. }
  106282. else {
  106283. _this._loader._completePromises.push(promise);
  106284. _this._loadingNodeLOD = null;
  106285. }
  106286. };
  106287. for (var indexLOD = 0; indexLOD < nodeLODs.length; indexLOD++) {
  106288. _loop_1(indexLOD);
  106289. }
  106290. return firstPromise;
  106291. });
  106292. };
  106293. MSFT_lod.prototype._loadMaterialAsync = function (context, material, babylonMesh, babylonDrawMode, assign) {
  106294. var _this = this;
  106295. // Don't load material LODs if already loading a node LOD.
  106296. if (this._loadingNodeLOD) {
  106297. return null;
  106298. }
  106299. return this._loadExtensionAsync(context, material, function (extensionContext, extension) {
  106300. var firstPromise;
  106301. var materialLODs = _this._getLODs(extensionContext, material, _this._loader._gltf.materials, extension.ids);
  106302. var _loop_2 = function (indexLOD) {
  106303. var materialLOD = materialLODs[indexLOD];
  106304. if (indexLOD !== 0) {
  106305. _this._loadingMaterialLOD = materialLOD;
  106306. if (!_this._loadMaterialSignals[materialLOD._index]) {
  106307. _this._loadMaterialSignals[materialLOD._index] = new BABYLON.Deferred();
  106308. }
  106309. }
  106310. var promise = _this._loader._loadMaterialAsync("#/materials/" + materialLOD._index, materialLOD, babylonMesh, babylonDrawMode, indexLOD === 0 ? assign : function () { }).then(function () {
  106311. if (indexLOD !== 0) {
  106312. var babylonDataLOD = materialLOD._babylonData;
  106313. assign(babylonDataLOD[babylonDrawMode].material);
  106314. var previousBabylonDataLOD = materialLODs[indexLOD - 1]._babylonData;
  106315. if (previousBabylonDataLOD[babylonDrawMode]) {
  106316. previousBabylonDataLOD[babylonDrawMode].material.dispose();
  106317. delete previousBabylonDataLOD[babylonDrawMode];
  106318. }
  106319. }
  106320. if (indexLOD !== materialLODs.length - 1) {
  106321. var materialIndex = materialLODs[indexLOD + 1]._index;
  106322. if (_this._loadMaterialSignals[materialIndex]) {
  106323. _this._loadMaterialSignals[materialIndex].resolve();
  106324. delete _this._loadMaterialSignals[materialIndex];
  106325. }
  106326. }
  106327. });
  106328. if (indexLOD === 0) {
  106329. firstPromise = promise;
  106330. }
  106331. else {
  106332. _this._loader._completePromises.push(promise);
  106333. _this._loadingMaterialLOD = null;
  106334. }
  106335. };
  106336. for (var indexLOD = 0; indexLOD < materialLODs.length; indexLOD++) {
  106337. _loop_2(indexLOD);
  106338. }
  106339. return firstPromise;
  106340. });
  106341. };
  106342. MSFT_lod.prototype._loadUriAsync = function (context, uri) {
  106343. var _this = this;
  106344. // Defer the loading of uris if loading a material or node LOD.
  106345. if (this._loadingMaterialLOD) {
  106346. var index = this._loadingMaterialLOD._index;
  106347. return this._loadMaterialSignals[index].promise.then(function () {
  106348. return _this._loader._loadUriAsync(context, uri);
  106349. });
  106350. }
  106351. else if (this._loadingNodeLOD) {
  106352. var index = this._loadingNodeLOD._index;
  106353. return this._loadNodeSignals[index].promise.then(function () {
  106354. return _this._loader._loadUriAsync(context, uri);
  106355. });
  106356. }
  106357. return null;
  106358. };
  106359. /**
  106360. * Gets an array of LOD properties from lowest to highest.
  106361. */
  106362. MSFT_lod.prototype._getLODs = function (context, property, array, ids) {
  106363. if (this.maxLODsToLoad <= 0) {
  106364. throw new Error("maxLODsToLoad must be greater than zero");
  106365. }
  106366. var properties = new Array();
  106367. for (var i = ids.length - 1; i >= 0; i--) {
  106368. properties.push(GLTF2.GLTFLoader._GetProperty(context + "/ids/" + ids[i], array, ids[i]));
  106369. if (properties.length === this.maxLODsToLoad) {
  106370. return properties;
  106371. }
  106372. }
  106373. properties.push(property);
  106374. return properties;
  106375. };
  106376. return MSFT_lod;
  106377. }(GLTF2.GLTFLoaderExtension));
  106378. Extensions.MSFT_lod = MSFT_lod;
  106379. GLTF2.GLTFLoader._Register(NAME, function (loader) { return new MSFT_lod(loader); });
  106380. })(Extensions = GLTF2.Extensions || (GLTF2.Extensions = {}));
  106381. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  106382. })(BABYLON || (BABYLON = {}));
  106383. //# sourceMappingURL=MSFT_lod.js.map
  106384. var BABYLON;
  106385. (function (BABYLON) {
  106386. var GLTF2;
  106387. (function (GLTF2) {
  106388. var Extensions;
  106389. (function (Extensions) {
  106390. var NAME = "KHR_draco_mesh_compression";
  106391. /**
  106392. * [Specification](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_draco_mesh_compression)
  106393. */
  106394. var KHR_draco_mesh_compression = /** @class */ (function (_super) {
  106395. __extends(KHR_draco_mesh_compression, _super);
  106396. function KHR_draco_mesh_compression(loader) {
  106397. var _this = _super.call(this, loader) || this;
  106398. _this.name = NAME;
  106399. _this._dracoCompression = null;
  106400. // Disable extension if decoder is not available.
  106401. if (!BABYLON.DracoCompression.DecoderAvailable) {
  106402. _this.enabled = false;
  106403. }
  106404. return _this;
  106405. }
  106406. KHR_draco_mesh_compression.prototype.dispose = function () {
  106407. if (this._dracoCompression) {
  106408. this._dracoCompression.dispose();
  106409. }
  106410. _super.prototype.dispose.call(this);
  106411. };
  106412. KHR_draco_mesh_compression.prototype._loadVertexDataAsync = function (context, primitive, babylonMesh) {
  106413. var _this = this;
  106414. return this._loadExtensionAsync(context, primitive, function (extensionContext, extension) {
  106415. if (primitive.mode != undefined) {
  106416. if (primitive.mode !== 5 /* TRIANGLE_STRIP */ &&
  106417. primitive.mode !== 4 /* TRIANGLES */) {
  106418. throw new Error(context + ": Unsupported mode " + primitive.mode);
  106419. }
  106420. // TODO: handle triangle strips
  106421. if (primitive.mode === 5 /* TRIANGLE_STRIP */) {
  106422. throw new Error(context + ": Mode " + primitive.mode + " is not currently supported");
  106423. }
  106424. }
  106425. var attributes = {};
  106426. var loadAttribute = function (name, kind) {
  106427. var uniqueId = extension.attributes[name];
  106428. if (uniqueId == undefined) {
  106429. return;
  106430. }
  106431. babylonMesh._delayInfo = babylonMesh._delayInfo || [];
  106432. if (babylonMesh._delayInfo.indexOf(kind) === -1) {
  106433. babylonMesh._delayInfo.push(kind);
  106434. }
  106435. attributes[kind] = uniqueId;
  106436. };
  106437. loadAttribute("POSITION", BABYLON.VertexBuffer.PositionKind);
  106438. loadAttribute("NORMAL", BABYLON.VertexBuffer.NormalKind);
  106439. loadAttribute("TANGENT", BABYLON.VertexBuffer.TangentKind);
  106440. loadAttribute("TEXCOORD_0", BABYLON.VertexBuffer.UVKind);
  106441. loadAttribute("TEXCOORD_1", BABYLON.VertexBuffer.UV2Kind);
  106442. loadAttribute("JOINTS_0", BABYLON.VertexBuffer.MatricesIndicesKind);
  106443. loadAttribute("WEIGHTS_0", BABYLON.VertexBuffer.MatricesWeightsKind);
  106444. loadAttribute("COLOR_0", BABYLON.VertexBuffer.ColorKind);
  106445. var bufferView = GLTF2.GLTFLoader._GetProperty(extensionContext, _this._loader._gltf.bufferViews, extension.bufferView);
  106446. if (!bufferView._dracoBabylonGeometry) {
  106447. bufferView._dracoBabylonGeometry = _this._loader._loadBufferViewAsync("#/bufferViews/" + bufferView._index, bufferView).then(function (data) {
  106448. if (!_this._dracoCompression) {
  106449. _this._dracoCompression = new BABYLON.DracoCompression();
  106450. }
  106451. return _this._dracoCompression.decodeMeshAsync(data, attributes).then(function (babylonVertexData) {
  106452. var babylonGeometry = new BABYLON.Geometry(babylonMesh.name, _this._loader._babylonScene);
  106453. babylonVertexData.applyToGeometry(babylonGeometry);
  106454. return babylonGeometry;
  106455. }).catch(function (error) {
  106456. throw new Error(context + ": " + error.message);
  106457. });
  106458. });
  106459. }
  106460. return bufferView._dracoBabylonGeometry;
  106461. });
  106462. };
  106463. return KHR_draco_mesh_compression;
  106464. }(GLTF2.GLTFLoaderExtension));
  106465. Extensions.KHR_draco_mesh_compression = KHR_draco_mesh_compression;
  106466. GLTF2.GLTFLoader._Register(NAME, function (loader) { return new KHR_draco_mesh_compression(loader); });
  106467. })(Extensions = GLTF2.Extensions || (GLTF2.Extensions = {}));
  106468. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  106469. })(BABYLON || (BABYLON = {}));
  106470. //# sourceMappingURL=KHR_draco_mesh_compression.js.map
  106471. var BABYLON;
  106472. (function (BABYLON) {
  106473. var GLTF2;
  106474. (function (GLTF2) {
  106475. var Extensions;
  106476. (function (Extensions) {
  106477. var NAME = "KHR_materials_pbrSpecularGlossiness";
  106478. /**
  106479. * [Specification](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness)
  106480. */
  106481. var KHR_materials_pbrSpecularGlossiness = /** @class */ (function (_super) {
  106482. __extends(KHR_materials_pbrSpecularGlossiness, _super);
  106483. function KHR_materials_pbrSpecularGlossiness() {
  106484. var _this = _super !== null && _super.apply(this, arguments) || this;
  106485. _this.name = NAME;
  106486. return _this;
  106487. }
  106488. KHR_materials_pbrSpecularGlossiness.prototype._loadMaterialAsync = function (context, material, babylonMesh, babylonDrawMode, assign) {
  106489. var _this = this;
  106490. return this._loadExtensionAsync(context, material, function (extensionContext, extension) {
  106491. material._babylonData = material._babylonData || {};
  106492. var babylonData = material._babylonData[babylonDrawMode];
  106493. if (!babylonData) {
  106494. var promises = new Array();
  106495. var name_1 = material.name || "materialSG_" + material._index;
  106496. var babylonMaterial = _this._loader._createMaterial(BABYLON.PBRMaterial, name_1, babylonDrawMode);
  106497. promises.push(_this._loader._loadMaterialBasePropertiesAsync(context, material, babylonMaterial));
  106498. promises.push(_this._loadSpecularGlossinessPropertiesAsync(extensionContext, material, extension, babylonMaterial));
  106499. _this._loader.onMaterialLoadedObservable.notifyObservers(babylonMaterial);
  106500. babylonData = {
  106501. material: babylonMaterial,
  106502. meshes: [],
  106503. loaded: Promise.all(promises).then(function () { })
  106504. };
  106505. material._babylonData[babylonDrawMode] = babylonData;
  106506. }
  106507. babylonData.meshes.push(babylonMesh);
  106508. assign(babylonData.material);
  106509. return babylonData.loaded;
  106510. });
  106511. };
  106512. KHR_materials_pbrSpecularGlossiness.prototype._loadSpecularGlossinessPropertiesAsync = function (context, material, properties, babylonMaterial) {
  106513. var promises = new Array();
  106514. if (properties.diffuseFactor) {
  106515. babylonMaterial.albedoColor = BABYLON.Color3.FromArray(properties.diffuseFactor);
  106516. babylonMaterial.alpha = properties.diffuseFactor[3];
  106517. }
  106518. else {
  106519. babylonMaterial.albedoColor = BABYLON.Color3.White();
  106520. }
  106521. babylonMaterial.reflectivityColor = properties.specularFactor ? BABYLON.Color3.FromArray(properties.specularFactor) : BABYLON.Color3.White();
  106522. babylonMaterial.microSurface = properties.glossinessFactor == undefined ? 1 : properties.glossinessFactor;
  106523. if (properties.diffuseTexture) {
  106524. promises.push(this._loader._loadTextureAsync(context + "/diffuseTexture", properties.diffuseTexture, function (texture) {
  106525. babylonMaterial.albedoTexture = texture;
  106526. }));
  106527. }
  106528. if (properties.specularGlossinessTexture) {
  106529. promises.push(this._loader._loadTextureAsync(context + "/specularGlossinessTexture", properties.specularGlossinessTexture, function (texture) {
  106530. babylonMaterial.reflectivityTexture = texture;
  106531. }));
  106532. babylonMaterial.reflectivityTexture.hasAlpha = true;
  106533. babylonMaterial.useMicroSurfaceFromReflectivityMapAlpha = true;
  106534. }
  106535. this._loader._loadMaterialAlphaProperties(context, material, babylonMaterial);
  106536. return Promise.all(promises).then(function () { });
  106537. };
  106538. return KHR_materials_pbrSpecularGlossiness;
  106539. }(GLTF2.GLTFLoaderExtension));
  106540. Extensions.KHR_materials_pbrSpecularGlossiness = KHR_materials_pbrSpecularGlossiness;
  106541. GLTF2.GLTFLoader._Register(NAME, function (loader) { return new KHR_materials_pbrSpecularGlossiness(loader); });
  106542. })(Extensions = GLTF2.Extensions || (GLTF2.Extensions = {}));
  106543. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  106544. })(BABYLON || (BABYLON = {}));
  106545. //# sourceMappingURL=KHR_materials_pbrSpecularGlossiness.js.map
  106546. var BABYLON;
  106547. (function (BABYLON) {
  106548. var GLTF2;
  106549. (function (GLTF2) {
  106550. var Extensions;
  106551. (function (Extensions) {
  106552. var NAME = "KHR_materials_unlit";
  106553. /**
  106554. * [Specification](https://github.com/donmccurdy/glTF/tree/feat-khr-materials-cmnConstant/extensions/2.0/Khronos/KHR_materials_unlit) (Experimental)
  106555. */
  106556. var KHR_materials_unlit = /** @class */ (function (_super) {
  106557. __extends(KHR_materials_unlit, _super);
  106558. function KHR_materials_unlit() {
  106559. var _this = _super !== null && _super.apply(this, arguments) || this;
  106560. _this.name = NAME;
  106561. return _this;
  106562. }
  106563. KHR_materials_unlit.prototype._loadMaterialAsync = function (context, material, babylonMesh, babylonDrawMode, assign) {
  106564. var _this = this;
  106565. return this._loadExtensionAsync(context, material, function () {
  106566. material._babylonData = material._babylonData || {};
  106567. var babylonData = material._babylonData[babylonDrawMode];
  106568. if (!babylonData) {
  106569. var name_1 = material.name || "materialUnlit_" + material._index;
  106570. var babylonMaterial = _this._loader._createMaterial(BABYLON.PBRMaterial, name_1, babylonDrawMode);
  106571. babylonMaterial.unlit = true;
  106572. var promise = _this._loadUnlitPropertiesAsync(context, material, babylonMaterial);
  106573. _this._loader.onMaterialLoadedObservable.notifyObservers(babylonMaterial);
  106574. babylonData = {
  106575. material: babylonMaterial,
  106576. meshes: [],
  106577. loaded: promise
  106578. };
  106579. material._babylonData[babylonDrawMode] = babylonData;
  106580. }
  106581. babylonData.meshes.push(babylonMesh);
  106582. assign(babylonData.material);
  106583. return babylonData.loaded;
  106584. });
  106585. };
  106586. KHR_materials_unlit.prototype._loadUnlitPropertiesAsync = function (context, material, babylonMaterial) {
  106587. var promises = new Array();
  106588. // Ensure metallic workflow
  106589. babylonMaterial.metallic = 1;
  106590. babylonMaterial.roughness = 1;
  106591. var properties = material.pbrMetallicRoughness;
  106592. if (properties) {
  106593. if (properties.baseColorFactor) {
  106594. babylonMaterial.albedoColor = BABYLON.Color3.FromArray(properties.baseColorFactor);
  106595. babylonMaterial.alpha = properties.baseColorFactor[3];
  106596. }
  106597. else {
  106598. babylonMaterial.albedoColor = BABYLON.Color3.White();
  106599. }
  106600. if (properties.baseColorTexture) {
  106601. promises.push(this._loader._loadTextureAsync(context + "/baseColorTexture", properties.baseColorTexture, function (texture) {
  106602. babylonMaterial.albedoTexture = texture;
  106603. }));
  106604. }
  106605. }
  106606. if (material.doubleSided) {
  106607. babylonMaterial.backFaceCulling = false;
  106608. babylonMaterial.twoSidedLighting = true;
  106609. }
  106610. this._loader._loadMaterialAlphaProperties(context, material, babylonMaterial);
  106611. return Promise.all(promises).then(function () { });
  106612. };
  106613. return KHR_materials_unlit;
  106614. }(GLTF2.GLTFLoaderExtension));
  106615. Extensions.KHR_materials_unlit = KHR_materials_unlit;
  106616. GLTF2.GLTFLoader._Register(NAME, function (loader) { return new KHR_materials_unlit(loader); });
  106617. })(Extensions = GLTF2.Extensions || (GLTF2.Extensions = {}));
  106618. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  106619. })(BABYLON || (BABYLON = {}));
  106620. //# sourceMappingURL=KHR_materials_unlit.js.map
  106621. var BABYLON;
  106622. (function (BABYLON) {
  106623. var GLTF2;
  106624. (function (GLTF2) {
  106625. var Extensions;
  106626. (function (Extensions) {
  106627. var NAME = "KHR_lights";
  106628. var LightType;
  106629. (function (LightType) {
  106630. LightType["AMBIENT"] = "ambient";
  106631. LightType["DIRECTIONAL"] = "directional";
  106632. LightType["POINT"] = "point";
  106633. LightType["SPOT"] = "spot";
  106634. })(LightType || (LightType = {}));
  106635. /**
  106636. * [Specification](https://github.com/MiiBond/glTF/tree/khr_lights_v1/extensions/Khronos/KHR_lights) (Experimental)
  106637. */
  106638. var KHR_lights = /** @class */ (function (_super) {
  106639. __extends(KHR_lights, _super);
  106640. function KHR_lights() {
  106641. var _this = _super !== null && _super.apply(this, arguments) || this;
  106642. _this.name = NAME;
  106643. return _this;
  106644. }
  106645. KHR_lights.prototype._loadSceneAsync = function (context, scene) {
  106646. var _this = this;
  106647. return this._loadExtensionAsync(context, scene, function (extensionContext, extension) {
  106648. var promise = _this._loader._loadSceneAsync(extensionContext, scene);
  106649. var light = GLTF2.GLTFLoader._GetProperty(extensionContext, _this._lights, extension.light);
  106650. if (light.type !== LightType.AMBIENT) {
  106651. throw new Error(extensionContext + ": Only ambient lights are allowed on a scene");
  106652. }
  106653. _this._loader._babylonScene.ambientColor = light.color ? BABYLON.Color3.FromArray(light.color) : BABYLON.Color3.Black();
  106654. return promise;
  106655. });
  106656. };
  106657. KHR_lights.prototype._loadNodeAsync = function (context, node) {
  106658. var _this = this;
  106659. return this._loadExtensionAsync(context, node, function (extensionContext, extension) {
  106660. var promise = _this._loader._loadNodeAsync(extensionContext, node);
  106661. var babylonLight;
  106662. var light = GLTF2.GLTFLoader._GetProperty(extensionContext, _this._lights, extension.light);
  106663. var name = node._babylonMesh.name;
  106664. switch (light.type) {
  106665. case LightType.AMBIENT: {
  106666. throw new Error(extensionContext + ": Ambient lights are not allowed on a node");
  106667. }
  106668. case LightType.DIRECTIONAL: {
  106669. babylonLight = new BABYLON.DirectionalLight(name, BABYLON.Vector3.Forward(), _this._loader._babylonScene);
  106670. break;
  106671. }
  106672. case LightType.POINT: {
  106673. babylonLight = new BABYLON.PointLight(name, BABYLON.Vector3.Zero(), _this._loader._babylonScene);
  106674. break;
  106675. }
  106676. case LightType.SPOT: {
  106677. var spotLight = light;
  106678. // TODO: support inner and outer cone angles
  106679. //const innerConeAngle = spotLight.innerConeAngle || 0;
  106680. var outerConeAngle = spotLight.outerConeAngle || Math.PI / 4;
  106681. babylonLight = new BABYLON.SpotLight(name, BABYLON.Vector3.Zero(), BABYLON.Vector3.Forward(), outerConeAngle, 2, _this._loader._babylonScene);
  106682. break;
  106683. }
  106684. default: {
  106685. throw new Error(extensionContext + ": Invalid light type (" + light.type + ")");
  106686. }
  106687. }
  106688. babylonLight.diffuse = light.color ? BABYLON.Color3.FromArray(light.color) : BABYLON.Color3.White();
  106689. babylonLight.intensity = light.intensity == undefined ? 1 : light.intensity;
  106690. babylonLight.parent = node._babylonMesh;
  106691. return promise;
  106692. });
  106693. };
  106694. Object.defineProperty(KHR_lights.prototype, "_lights", {
  106695. get: function () {
  106696. var extensions = this._loader._gltf.extensions;
  106697. if (!extensions || !extensions[this.name]) {
  106698. throw new Error("#/extensions: '" + this.name + "' not found");
  106699. }
  106700. var extension = extensions[this.name];
  106701. return extension.lights;
  106702. },
  106703. enumerable: true,
  106704. configurable: true
  106705. });
  106706. return KHR_lights;
  106707. }(GLTF2.GLTFLoaderExtension));
  106708. Extensions.KHR_lights = KHR_lights;
  106709. GLTF2.GLTFLoader._Register(NAME, function (loader) { return new KHR_lights(loader); });
  106710. })(Extensions = GLTF2.Extensions || (GLTF2.Extensions = {}));
  106711. })(GLTF2 = BABYLON.GLTF2 || (BABYLON.GLTF2 = {}));
  106712. })(BABYLON || (BABYLON = {}));
  106713. //# sourceMappingURL=KHR_lights.js.map
  106714. return BABYLON;
  106715. });
  106716. /***/ }),
  106717. /* 35 */
  106718. /***/ (function(module, exports, __webpack_require__) {
  106719. /*!
  106720. * PEP v0.4.3 | https://github.com/jquery/PEP
  106721. * Copyright jQuery Foundation and other contributors | http://jquery.org/license
  106722. */
  106723. !function(a,b){ true?module.exports=b():"function"==typeof define&&define.amd?define(b):a.PointerEventsPolyfill=b()}(this,function(){"use strict";function a(a,b){b=b||Object.create(null);var c=document.createEvent("Event");c.initEvent(a,b.bubbles||!1,b.cancelable||!1);
  106724. // define inherited MouseEvent properties
  106725. // skip bubbles and cancelable since they're set above in initEvent()
  106726. for(var d,e=2;e<m.length;e++)d=m[e],c[d]=b[d]||n[e];c.buttons=b.buttons||0;
  106727. // Spec requires that pointers without pressure specified use 0.5 for down
  106728. // state and 0 for up state.
  106729. var f=0;
  106730. // add x/y properties aliased to clientX/Y
  106731. // define the properties of the PointerEvent interface
  106732. return f=b.pressure&&c.buttons?b.pressure:c.buttons?.5:0,c.x=c.clientX,c.y=c.clientY,c.pointerId=b.pointerId||0,c.width=b.width||0,c.height=b.height||0,c.pressure=f,c.tiltX=b.tiltX||0,c.tiltY=b.tiltY||0,c.twist=b.twist||0,c.tangentialPressure=b.tangentialPressure||0,c.pointerType=b.pointerType||"",c.hwTimestamp=b.hwTimestamp||0,c.isPrimary=b.isPrimary||!1,c}function b(){this.array=[],this.size=0}function c(a,b,c,d){this.addCallback=a.bind(d),this.removeCallback=b.bind(d),this.changedCallback=c.bind(d),A&&(this.observer=new A(this.mutationWatcher.bind(this)))}function d(a){return"body /shadow-deep/ "+e(a)}function e(a){return'[touch-action="'+a+'"]'}function f(a){return"{ -ms-touch-action: "+a+"; touch-action: "+a+"; }"}function g(){if(F){D.forEach(function(a){String(a)===a?(E+=e(a)+f(a)+"\n",G&&(E+=d(a)+f(a)+"\n")):(E+=a.selectors.map(e)+f(a.rule)+"\n",G&&(E+=a.selectors.map(d)+f(a.rule)+"\n"))});var a=document.createElement("style");a.textContent=E,document.head.appendChild(a)}}function h(){
  106733. // only activate if this platform does not have pointer events
  106734. if(!window.PointerEvent){if(window.PointerEvent=a,window.navigator.msPointerEnabled){var b=window.navigator.msMaxTouchPoints;Object.defineProperty(window.navigator,"maxTouchPoints",{value:b,enumerable:!0}),u.registerSource("ms",_)}else Object.defineProperty(window.navigator,"maxTouchPoints",{value:0,enumerable:!0}),u.registerSource("mouse",N),void 0!==window.ontouchstart&&u.registerSource("touch",V);u.register(document)}}function i(a){if(!u.pointermap.has(a)){var b=new Error("InvalidPointerId");throw b.name="InvalidPointerId",b}}function j(a){for(var b=a.parentNode;b&&b!==a.ownerDocument;)b=b.parentNode;if(!b){var c=new Error("InvalidStateError");throw c.name="InvalidStateError",c}}function k(a){var b=u.pointermap.get(a);return 0!==b.buttons}function l(){window.Element&&!Element.prototype.setPointerCapture&&Object.defineProperties(Element.prototype,{setPointerCapture:{value:W},releasePointerCapture:{value:X},hasPointerCapture:{value:Y}})}/**
  106735. * This is the constructor for new PointerEvents.
  106736. *
  106737. * New Pointer Events must be given a type, and an optional dictionary of
  106738. * initialization properties.
  106739. *
  106740. * Due to certain platform requirements, events returned from the constructor
  106741. * identify as MouseEvents.
  106742. *
  106743. * @constructor
  106744. * @param {String} inType The type of the event to create.
  106745. * @param {Object} [inDict] An optional dictionary of initial event properties.
  106746. * @return {Event} A new PointerEvent of type `inType`, initialized with properties from `inDict`.
  106747. */
  106748. var m=["bubbles","cancelable","view","detail","screenX","screenY","clientX","clientY","ctrlKey","altKey","shiftKey","metaKey","button","relatedTarget","pageX","pageY"],n=[!1,!1,null,null,0,0,0,0,!1,!1,!1,!1,0,null,0,0],o=window.Map&&window.Map.prototype.forEach,p=o?Map:b;b.prototype={set:function(a,b){return void 0===b?this["delete"](a):(this.has(a)||this.size++,void(this.array[a]=b))},has:function(a){return void 0!==this.array[a]},"delete":function(a){this.has(a)&&(delete this.array[a],this.size--)},get:function(a){return this.array[a]},clear:function(){this.array.length=0,this.size=0},
  106749. // return value, key, map
  106750. forEach:function(a,b){return this.array.forEach(function(c,d){a.call(b,c,d,this)},this)}};var q=[
  106751. // MouseEvent
  106752. "bubbles","cancelable","view","detail","screenX","screenY","clientX","clientY","ctrlKey","altKey","shiftKey","metaKey","button","relatedTarget",
  106753. // DOM Level 3
  106754. "buttons",
  106755. // PointerEvent
  106756. "pointerId","width","height","pressure","tiltX","tiltY","pointerType","hwTimestamp","isPrimary",
  106757. // event instance
  106758. "type","target","currentTarget","which","pageX","pageY","timeStamp"],r=[
  106759. // MouseEvent
  106760. !1,!1,null,null,0,0,0,0,!1,!1,!1,!1,0,null,
  106761. // DOM Level 3
  106762. 0,
  106763. // PointerEvent
  106764. 0,0,0,0,0,0,"",0,!1,
  106765. // event instance
  106766. "",null,null,0,0,0,0],s={pointerover:1,pointerout:1,pointerenter:1,pointerleave:1},t="undefined"!=typeof SVGElementInstance,u={pointermap:new p,eventMap:Object.create(null),captureInfo:Object.create(null),
  106767. // Scope objects for native events.
  106768. // This exists for ease of testing.
  106769. eventSources:Object.create(null),eventSourceList:[],/**
  106770. * Add a new event source that will generate pointer events.
  106771. *
  106772. * `inSource` must contain an array of event names named `events`, and
  106773. * functions with the names specified in the `events` array.
  106774. * @param {string} name A name for the event source
  106775. * @param {Object} source A new source of platform events.
  106776. */
  106777. registerSource:function(a,b){var c=b,d=c.events;d&&(d.forEach(function(a){c[a]&&(this.eventMap[a]=c[a].bind(c))},this),this.eventSources[a]=c,this.eventSourceList.push(c))},register:function(a){for(var b,c=this.eventSourceList.length,d=0;d<c&&(b=this.eventSourceList[d]);d++)
  106778. // call eventsource register
  106779. b.register.call(b,a)},unregister:function(a){for(var b,c=this.eventSourceList.length,d=0;d<c&&(b=this.eventSourceList[d]);d++)
  106780. // call eventsource register
  106781. b.unregister.call(b,a)},contains:/*scope.external.contains || */function(a,b){try{return a.contains(b)}catch(c){
  106782. // most likely: https://bugzilla.mozilla.org/show_bug.cgi?id=208427
  106783. return!1}},
  106784. // EVENTS
  106785. down:function(a){a.bubbles=!0,this.fireEvent("pointerdown",a)},move:function(a){a.bubbles=!0,this.fireEvent("pointermove",a)},up:function(a){a.bubbles=!0,this.fireEvent("pointerup",a)},enter:function(a){a.bubbles=!1,this.fireEvent("pointerenter",a)},leave:function(a){a.bubbles=!1,this.fireEvent("pointerleave",a)},over:function(a){a.bubbles=!0,this.fireEvent("pointerover",a)},out:function(a){a.bubbles=!0,this.fireEvent("pointerout",a)},cancel:function(a){a.bubbles=!0,this.fireEvent("pointercancel",a)},leaveOut:function(a){this.out(a),this.propagate(a,this.leave,!1)},enterOver:function(a){this.over(a),this.propagate(a,this.enter,!0)},
  106786. // LISTENER LOGIC
  106787. eventHandler:function(a){
  106788. // This is used to prevent multiple dispatch of pointerevents from
  106789. // platform events. This can happen when two elements in different scopes
  106790. // are set up to create pointer events, which is relevant to Shadow DOM.
  106791. if(!a._handledByPE){var b=a.type,c=this.eventMap&&this.eventMap[b];c&&c(a),a._handledByPE=!0}},
  106792. // set up event listeners
  106793. listen:function(a,b){b.forEach(function(b){this.addEvent(a,b)},this)},
  106794. // remove event listeners
  106795. unlisten:function(a,b){b.forEach(function(b){this.removeEvent(a,b)},this)},addEvent:/*scope.external.addEvent || */function(a,b){a.addEventListener(b,this.boundHandler)},removeEvent:/*scope.external.removeEvent || */function(a,b){a.removeEventListener(b,this.boundHandler)},
  106796. // EVENT CREATION AND TRACKING
  106797. /**
  106798. * Creates a new Event of type `inType`, based on the information in
  106799. * `inEvent`.
  106800. *
  106801. * @param {string} inType A string representing the type of event to create
  106802. * @param {Event} inEvent A platform event with a target
  106803. * @return {Event} A PointerEvent of type `inType`
  106804. */
  106805. makeEvent:function(b,c){
  106806. // relatedTarget must be null if pointer is captured
  106807. this.captureInfo[c.pointerId]&&(c.relatedTarget=null);var d=new a(b,c);return c.preventDefault&&(d.preventDefault=c.preventDefault),d._target=d._target||c.target,d},
  106808. // make and dispatch an event in one call
  106809. fireEvent:function(a,b){var c=this.makeEvent(a,b);return this.dispatchEvent(c)},/**
  106810. * Returns a snapshot of inEvent, with writable properties.
  106811. *
  106812. * @param {Event} inEvent An event that contains properties to copy.
  106813. * @return {Object} An object containing shallow copies of `inEvent`'s
  106814. * properties.
  106815. */
  106816. cloneEvent:function(a){for(var b,c=Object.create(null),d=0;d<q.length;d++)b=q[d],c[b]=a[b]||r[d],
  106817. // Work around SVGInstanceElement shadow tree
  106818. // Return the <use> element that is represented by the instance for Safari, Chrome, IE.
  106819. // This is the behavior implemented by Firefox.
  106820. !t||"target"!==b&&"relatedTarget"!==b||c[b]instanceof SVGElementInstance&&(c[b]=c[b].correspondingUseElement);
  106821. // keep the semantics of preventDefault
  106822. return a.preventDefault&&(c.preventDefault=function(){a.preventDefault()}),c},getTarget:function(a){var b=this.captureInfo[a.pointerId];return b?a._target!==b&&a.type in s?void 0:b:a._target},propagate:function(a,b,c){
  106823. // Order of conditions due to document.contains() missing in IE.
  106824. for(var d=a.target,e=[];d!==document&&!d.contains(a.relatedTarget);)
  106825. // Touch: Do not propagate if node is detached.
  106826. if(e.push(d),d=d.parentNode,!d)return;c&&e.reverse(),e.forEach(function(c){a.target=c,b.call(this,a)},this)},setCapture:function(b,c,d){this.captureInfo[b]&&this.releaseCapture(b,d),this.captureInfo[b]=c,this.implicitRelease=this.releaseCapture.bind(this,b,d),document.addEventListener("pointerup",this.implicitRelease),document.addEventListener("pointercancel",this.implicitRelease);var e=new a("gotpointercapture");e.pointerId=b,e._target=c,d||this.asyncDispatchEvent(e)},releaseCapture:function(b,c){var d=this.captureInfo[b];if(d){this.captureInfo[b]=void 0,document.removeEventListener("pointerup",this.implicitRelease),document.removeEventListener("pointercancel",this.implicitRelease);var e=new a("lostpointercapture");e.pointerId=b,e._target=d,c||this.asyncDispatchEvent(e)}},/**
  106827. * Dispatches the event to its target.
  106828. *
  106829. * @param {Event} inEvent The event to be dispatched.
  106830. * @return {Boolean} True if an event handler returns true, false otherwise.
  106831. */
  106832. dispatchEvent:/*scope.external.dispatchEvent || */function(a){var b=this.getTarget(a);if(b)return b.dispatchEvent(a)},asyncDispatchEvent:function(a){requestAnimationFrame(this.dispatchEvent.bind(this,a))}};u.boundHandler=u.eventHandler.bind(u);var v={shadow:function(a){if(a)return a.shadowRoot||a.webkitShadowRoot},canTarget:function(a){return a&&Boolean(a.elementFromPoint)},targetingShadow:function(a){var b=this.shadow(a);if(this.canTarget(b))return b},olderShadow:function(a){var b=a.olderShadowRoot;if(!b){var c=a.querySelector("shadow");c&&(b=c.olderShadowRoot)}return b},allShadows:function(a){for(var b=[],c=this.shadow(a);c;)b.push(c),c=this.olderShadow(c);return b},searchRoot:function(a,b,c){if(a){var d,e,f=a.elementFromPoint(b,c);for(
  106833. // is element a shadow host?
  106834. e=this.targetingShadow(f);e;){if(
  106835. // find the the element inside the shadow root
  106836. d=e.elementFromPoint(b,c)){
  106837. // shadowed element may contain a shadow root
  106838. var g=this.targetingShadow(d);return this.searchRoot(g,b,c)||d}
  106839. // check for older shadows
  106840. e=this.olderShadow(e)}
  106841. // light dom element is the target
  106842. return f}},owner:function(a){
  106843. // walk up until you hit the shadow root or document
  106844. for(var b=a;b.parentNode;)b=b.parentNode;
  106845. // the owner element is expected to be a Document or ShadowRoot
  106846. return b.nodeType!==Node.DOCUMENT_NODE&&b.nodeType!==Node.DOCUMENT_FRAGMENT_NODE&&(b=document),b},findTarget:function(a){var b=a.clientX,c=a.clientY,d=this.owner(a.target);
  106847. // if x, y is not in this root, fall back to document search
  106848. return d.elementFromPoint(b,c)||(d=document),this.searchRoot(d,b,c)}},w=Array.prototype.forEach.call.bind(Array.prototype.forEach),x=Array.prototype.map.call.bind(Array.prototype.map),y=Array.prototype.slice.call.bind(Array.prototype.slice),z=Array.prototype.filter.call.bind(Array.prototype.filter),A=window.MutationObserver||window.WebKitMutationObserver,B="[touch-action]",C={subtree:!0,childList:!0,attributes:!0,attributeOldValue:!0,attributeFilter:["touch-action"]};c.prototype={watchSubtree:function(a){
  106849. // Only watch scopes that can target find, as these are top-level.
  106850. // Otherwise we can see duplicate additions and removals that add noise.
  106851. //
  106852. // TODO(dfreedman): For some instances with ShadowDOMPolyfill, we can see
  106853. // a removal without an insertion when a node is redistributed among
  106854. // shadows. Since it all ends up correct in the document, watching only
  106855. // the document will yield the correct mutations to watch.
  106856. this.observer&&v.canTarget(a)&&this.observer.observe(a,C)},enableOnSubtree:function(a){this.watchSubtree(a),a===document&&"complete"!==document.readyState?this.installOnLoad():this.installNewSubtree(a)},installNewSubtree:function(a){w(this.findElements(a),this.addElement,this)},findElements:function(a){return a.querySelectorAll?a.querySelectorAll(B):[]},removeElement:function(a){this.removeCallback(a)},addElement:function(a){this.addCallback(a)},elementChanged:function(a,b){this.changedCallback(a,b)},concatLists:function(a,b){return a.concat(y(b))},
  106857. // register all touch-action = none nodes on document load
  106858. installOnLoad:function(){document.addEventListener("readystatechange",function(){"complete"===document.readyState&&this.installNewSubtree(document)}.bind(this))},isElement:function(a){return a.nodeType===Node.ELEMENT_NODE},flattenMutationTree:function(a){
  106859. // find children with touch-action
  106860. var b=x(a,this.findElements,this);
  106861. // flatten the list
  106862. // make sure the added nodes are accounted for
  106863. return b.push(z(a,this.isElement)),b.reduce(this.concatLists,[])},mutationWatcher:function(a){a.forEach(this.mutationHandler,this)},mutationHandler:function(a){if("childList"===a.type){var b=this.flattenMutationTree(a.addedNodes);b.forEach(this.addElement,this);var c=this.flattenMutationTree(a.removedNodes);c.forEach(this.removeElement,this)}else"attributes"===a.type&&this.elementChanged(a.target,a.oldValue)}};var D=["none","auto","pan-x","pan-y",{rule:"pan-x pan-y",selectors:["pan-x pan-y","pan-y pan-x"]}],E="",F=window.PointerEvent||window.MSPointerEvent,G=!window.ShadowDOMPolyfill&&document.head.createShadowRoot,H=u.pointermap,I=25,J=[1,4,2,8,16],K=!1;try{K=1===new MouseEvent("test",{buttons:1}).buttons}catch(L){}
  106864. // handler block for native mouse events
  106865. var M,N={POINTER_ID:1,POINTER_TYPE:"mouse",events:["mousedown","mousemove","mouseup","mouseover","mouseout"],register:function(a){u.listen(a,this.events)},unregister:function(a){u.unlisten(a,this.events)},lastTouches:[],
  106866. // collide with the global mouse listener
  106867. isEventSimulatedFromTouch:function(a){for(var b,c=this.lastTouches,d=a.clientX,e=a.clientY,f=0,g=c.length;f<g&&(b=c[f]);f++){
  106868. // simulated mouse events will be swallowed near a primary touchend
  106869. var h=Math.abs(d-b.x),i=Math.abs(e-b.y);if(h<=I&&i<=I)return!0}},prepareEvent:function(a){var b=u.cloneEvent(a),c=b.preventDefault;return b.preventDefault=function(){a.preventDefault(),c()},b.pointerId=this.POINTER_ID,b.isPrimary=!0,b.pointerType=this.POINTER_TYPE,b},prepareButtonsForMove:function(a,b){var c=H.get(this.POINTER_ID);
  106870. // Update buttons state after possible out-of-document mouseup.
  106871. 0!==b.which&&c?a.buttons=c.buttons:a.buttons=0,b.buttons=a.buttons},mousedown:function(a){if(!this.isEventSimulatedFromTouch(a)){var b=H.get(this.POINTER_ID),c=this.prepareEvent(a);K||(c.buttons=J[c.button],b&&(c.buttons|=b.buttons),a.buttons=c.buttons),H.set(this.POINTER_ID,a),b&&0!==b.buttons?u.move(c):u.down(c)}},mousemove:function(a){if(!this.isEventSimulatedFromTouch(a)){var b=this.prepareEvent(a);K||this.prepareButtonsForMove(b,a),b.button=-1,H.set(this.POINTER_ID,a),u.move(b)}},mouseup:function(a){if(!this.isEventSimulatedFromTouch(a)){var b=H.get(this.POINTER_ID),c=this.prepareEvent(a);if(!K){var d=J[c.button];
  106872. // Produces wrong state of buttons in Browsers without `buttons` support
  106873. // when a mouse button that was pressed outside the document is released
  106874. // inside and other buttons are still pressed down.
  106875. c.buttons=b?b.buttons&~d:0,a.buttons=c.buttons}H.set(this.POINTER_ID,a),
  106876. // Support: Firefox <=44 only
  106877. // FF Ubuntu includes the lifted button in the `buttons` property on
  106878. // mouseup.
  106879. // https://bugzilla.mozilla.org/show_bug.cgi?id=1223366
  106880. c.buttons&=~J[c.button],0===c.buttons?u.up(c):u.move(c)}},mouseover:function(a){if(!this.isEventSimulatedFromTouch(a)){var b=this.prepareEvent(a);K||this.prepareButtonsForMove(b,a),b.button=-1,H.set(this.POINTER_ID,a),u.enterOver(b)}},mouseout:function(a){if(!this.isEventSimulatedFromTouch(a)){var b=this.prepareEvent(a);K||this.prepareButtonsForMove(b,a),b.button=-1,u.leaveOut(b)}},cancel:function(a){var b=this.prepareEvent(a);u.cancel(b),this.deactivateMouse()},deactivateMouse:function(){H["delete"](this.POINTER_ID)}},O=u.captureInfo,P=v.findTarget.bind(v),Q=v.allShadows.bind(v),R=u.pointermap,S=2500,T=200,U="touch-action",V={events:["touchstart","touchmove","touchend","touchcancel"],register:function(a){M.enableOnSubtree(a)},unregister:function(){},elementAdded:function(a){var b=a.getAttribute(U),c=this.touchActionToScrollType(b);c&&(a._scrollType=c,u.listen(a,this.events),
  106881. // set touch-action on shadows as well
  106882. Q(a).forEach(function(a){a._scrollType=c,u.listen(a,this.events)},this))},elementRemoved:function(a){a._scrollType=void 0,u.unlisten(a,this.events),
  106883. // remove touch-action from shadow
  106884. Q(a).forEach(function(a){a._scrollType=void 0,u.unlisten(a,this.events)},this)},elementChanged:function(a,b){var c=a.getAttribute(U),d=this.touchActionToScrollType(c),e=this.touchActionToScrollType(b);
  106885. // simply update scrollType if listeners are already established
  106886. d&&e?(a._scrollType=d,Q(a).forEach(function(a){a._scrollType=d},this)):e?this.elementRemoved(a):d&&this.elementAdded(a)},scrollTypes:{EMITTER:"none",XSCROLLER:"pan-x",YSCROLLER:"pan-y",SCROLLER:/^(?:pan-x pan-y)|(?:pan-y pan-x)|auto$/},touchActionToScrollType:function(a){var b=a,c=this.scrollTypes;return"none"===b?"none":b===c.XSCROLLER?"X":b===c.YSCROLLER?"Y":c.SCROLLER.exec(b)?"XY":void 0},POINTER_TYPE:"touch",firstTouch:null,isPrimaryTouch:function(a){return this.firstTouch===a.identifier},setPrimaryTouch:function(a){
  106887. // set primary touch if there no pointers, or the only pointer is the mouse
  106888. (0===R.size||1===R.size&&R.has(1))&&(this.firstTouch=a.identifier,this.firstXY={X:a.clientX,Y:a.clientY},this.scrolling=!1,this.cancelResetClickCount())},removePrimaryPointer:function(a){a.isPrimary&&(this.firstTouch=null,this.firstXY=null,this.resetClickCount())},clickCount:0,resetId:null,resetClickCount:function(){var a=function(){this.clickCount=0,this.resetId=null}.bind(this);this.resetId=setTimeout(a,T)},cancelResetClickCount:function(){this.resetId&&clearTimeout(this.resetId)},typeToButtons:function(a){var b=0;return"touchstart"!==a&&"touchmove"!==a||(b=1),b},touchToPointer:function(a){var b=this.currentTouchEvent,c=u.cloneEvent(a),d=c.pointerId=a.identifier+2;c.target=O[d]||P(c),c.bubbles=!0,c.cancelable=!0,c.detail=this.clickCount,c.button=0,c.buttons=this.typeToButtons(b.type),c.width=2*(a.radiusX||a.webkitRadiusX||0),c.height=2*(a.radiusY||a.webkitRadiusY||0),c.pressure=a.force||a.webkitForce||.5,c.isPrimary=this.isPrimaryTouch(a),c.pointerType=this.POINTER_TYPE,
  106889. // forward modifier keys
  106890. c.altKey=b.altKey,c.ctrlKey=b.ctrlKey,c.metaKey=b.metaKey,c.shiftKey=b.shiftKey;
  106891. // forward touch preventDefaults
  106892. var e=this;return c.preventDefault=function(){e.scrolling=!1,e.firstXY=null,b.preventDefault()},c},processTouches:function(a,b){var c=a.changedTouches;this.currentTouchEvent=a;for(var d,e=0;e<c.length;e++)d=c[e],b.call(this,this.touchToPointer(d))},
  106893. // For single axis scrollers, determines whether the element should emit
  106894. // pointer events or behave as a scroller
  106895. shouldScroll:function(a){if(this.firstXY){var b,c=a.currentTarget._scrollType;if("none"===c)
  106896. // this element is a touch-action: none, should never scroll
  106897. b=!1;else if("XY"===c)
  106898. // this element should always scroll
  106899. b=!0;else{var d=a.changedTouches[0],e=c,f="Y"===c?"X":"Y",g=Math.abs(d["client"+e]-this.firstXY[e]),h=Math.abs(d["client"+f]-this.firstXY[f]);
  106900. // if delta in the scroll axis > delta other axis, scroll instead of
  106901. // making events
  106902. b=g>=h}return this.firstXY=null,b}},findTouch:function(a,b){for(var c,d=0,e=a.length;d<e&&(c=a[d]);d++)if(c.identifier===b)return!0},
  106903. // In some instances, a touchstart can happen without a touchend. This
  106904. // leaves the pointermap in a broken state.
  106905. // Therefore, on every touchstart, we remove the touches that did not fire a
  106906. // touchend event.
  106907. // To keep state globally consistent, we fire a
  106908. // pointercancel for this "abandoned" touch
  106909. vacuumTouches:function(a){var b=a.touches;
  106910. // pointermap.size should be < tl.length here, as the touchstart has not
  106911. // been processed yet.
  106912. if(R.size>=b.length){var c=[];R.forEach(function(a,d){
  106913. // Never remove pointerId == 1, which is mouse.
  106914. // Touch identifiers are 2 smaller than their pointerId, which is the
  106915. // index in pointermap.
  106916. if(1!==d&&!this.findTouch(b,d-2)){var e=a.out;c.push(e)}},this),c.forEach(this.cancelOut,this)}},touchstart:function(a){this.vacuumTouches(a),this.setPrimaryTouch(a.changedTouches[0]),this.dedupSynthMouse(a),this.scrolling||(this.clickCount++,this.processTouches(a,this.overDown))},overDown:function(a){R.set(a.pointerId,{target:a.target,out:a,outTarget:a.target}),u.enterOver(a),u.down(a)},touchmove:function(a){this.scrolling||(this.shouldScroll(a)?(this.scrolling=!0,this.touchcancel(a)):(a.preventDefault(),this.processTouches(a,this.moveOverOut)))},moveOverOut:function(a){var b=a,c=R.get(b.pointerId);
  106917. // a finger drifted off the screen, ignore it
  106918. if(c){var d=c.out,e=c.outTarget;u.move(b),d&&e!==b.target&&(d.relatedTarget=b.target,b.relatedTarget=e,
  106919. // recover from retargeting by shadow
  106920. d.target=e,b.target?(u.leaveOut(d),u.enterOver(b)):(
  106921. // clean up case when finger leaves the screen
  106922. b.target=e,b.relatedTarget=null,this.cancelOut(b))),c.out=b,c.outTarget=b.target}},touchend:function(a){this.dedupSynthMouse(a),this.processTouches(a,this.upOut)},upOut:function(a){this.scrolling||(u.up(a),u.leaveOut(a)),this.cleanUpPointer(a)},touchcancel:function(a){this.processTouches(a,this.cancelOut)},cancelOut:function(a){u.cancel(a),u.leaveOut(a),this.cleanUpPointer(a)},cleanUpPointer:function(a){R["delete"](a.pointerId),this.removePrimaryPointer(a)},
  106923. // prevent synth mouse events from creating pointer events
  106924. dedupSynthMouse:function(a){var b=N.lastTouches,c=a.changedTouches[0];
  106925. // only the primary finger will synth mouse events
  106926. if(this.isPrimaryTouch(c)){
  106927. // remember x/y of last touch
  106928. var d={x:c.clientX,y:c.clientY};b.push(d);var e=function(a,b){var c=a.indexOf(b);c>-1&&a.splice(c,1)}.bind(null,b,d);setTimeout(e,S)}}};M=new c(V.elementAdded,V.elementRemoved,V.elementChanged,V);var W,X,Y,Z=u.pointermap,$=window.MSPointerEvent&&"number"==typeof window.MSPointerEvent.MSPOINTER_TYPE_MOUSE,_={events:["MSPointerDown","MSPointerMove","MSPointerUp","MSPointerOut","MSPointerOver","MSPointerCancel","MSGotPointerCapture","MSLostPointerCapture"],register:function(a){u.listen(a,this.events)},unregister:function(a){u.unlisten(a,this.events)},POINTER_TYPES:["","unavailable","touch","pen","mouse"],prepareEvent:function(a){var b=a;return $&&(b=u.cloneEvent(a),b.pointerType=this.POINTER_TYPES[a.pointerType]),b},cleanup:function(a){Z["delete"](a)},MSPointerDown:function(a){Z.set(a.pointerId,a);var b=this.prepareEvent(a);u.down(b)},MSPointerMove:function(a){var b=this.prepareEvent(a);u.move(b)},MSPointerUp:function(a){var b=this.prepareEvent(a);u.up(b),this.cleanup(a.pointerId)},MSPointerOut:function(a){var b=this.prepareEvent(a);u.leaveOut(b)},MSPointerOver:function(a){var b=this.prepareEvent(a);u.enterOver(b)},MSPointerCancel:function(a){var b=this.prepareEvent(a);u.cancel(b),this.cleanup(a.pointerId)},MSLostPointerCapture:function(a){var b=u.makeEvent("lostpointercapture",a);u.dispatchEvent(b)},MSGotPointerCapture:function(a){var b=u.makeEvent("gotpointercapture",a);u.dispatchEvent(b)}},aa=window.navigator;aa.msPointerEnabled?(W=function(a){i(a),j(this),k(a)&&(u.setCapture(a,this,!0),this.msSetPointerCapture(a))},X=function(a){i(a),u.releaseCapture(a,!0),this.msReleasePointerCapture(a)}):(W=function(a){i(a),j(this),k(a)&&u.setCapture(a,this)},X=function(a){i(a),u.releaseCapture(a)}),Y=function(a){return!!u.captureInfo[a]},g(),h(),l();var ba={dispatcher:u,Installer:c,PointerEvent:a,PointerMap:p,targetFinding:v};return ba});
  106929. /***/ }),
  106930. /* 36 */
  106931. /***/ (function(module, exports, __webpack_require__) {
  106932. "use strict";
  106933. Object.defineProperty(exports, "__esModule", { value: true });
  106934. var defaultViewer_1 = __webpack_require__(5);
  106935. var mappers_1 = __webpack_require__(1);
  106936. /**
  106937. * Select all HTML tags on the page that match the selector and initialize a viewer
  106938. *
  106939. * @param selector the selector to initialize the viewer on (default is 'babylon')
  106940. */
  106941. function InitTags(selector) {
  106942. if (selector === void 0) { selector = 'babylon'; }
  106943. var elements = document.querySelectorAll(selector);
  106944. for (var i = 0; i < elements.length; ++i) {
  106945. var element = elements.item(i);
  106946. // get the html configuration
  106947. var configMapper = mappers_1.mapperManager.getMapper('dom');
  106948. var config = configMapper.map(element);
  106949. var viewer = new defaultViewer_1.DefaultViewer(element, config);
  106950. }
  106951. }
  106952. exports.InitTags = InitTags;
  106953. /***/ })
  106954. /******/ ]);
  106955. return BabylonViewer;
  106956. });